[Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]

Do you use this mod?

Yes, I like it.
3
60%
No, I'm not interested,
2
40%
 
Total votes : 5

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Hamlet
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[Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]

by Hamlet » Tue Jul 10, 2018 22:55

Image
Adds dwarves.

Do not use this mod without using also 3D Armor: you will be 'naked' against armored mobs.

Features:
- Spawn at -300 and below.
- Miner, Soldier, Marksman, Paladine.
- Attack monsters (and players if provoked).
- Recover health, gain experience (armor and damage).
- Drop Minetest Game's default tools and weapons.
- Miners will dig ores and place torches.
- If rightclicked will tell their names (Esperanto phrase, random name; see alphabet.txt for the special letters.).
- Random class, appearence, tools/weapons.
- Can be "tamed" using using one lump/ingot/crystal of gold, mese or diamond.

Advanced settings:
- Option to toggle dwarves digging ores and placing torces.
- Option to toggle hovering nametags: Given name (Dwarf class).


Version: 0.2.1
Source code's license: EUPL v1.2 or later.
Textures' license: LGPL v2.1 - CC BY 3.0 - CC BY-SA 3.0 -CC0 (check each subfolder)

Dependencies: default (found in Minetest Game), mobs (Mobs Redo)
Supported: castle_masonry, dfcaverns, real_minerals


Downloads

Archives: .zip .tar.gz
Source code: GitHub


Installation

Unzip the archive, rename the folder to mobs_dwarves and place it in
../minetest/mods/

GNU+Linux: If you use a system-wide installation place it in
~/.minetest/mods/

If you only want this to be used in a single world, place the folder in
../minetest/worlds/world_name/worldmods/
Attachments
screenshot.png
(142.39 KiB) Not downloaded yet
Last edited by Hamlet on Mon Nov 18, 2019 22:16, edited 6 times in total.
 

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texmex
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Re: [Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]

by Hamlet » Fri Jul 27, 2018 21:01

Released v0.1.1

- Added alphabet.txt
- Removed redundant conditional check.
- Minor code improvements.
 

lilo
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Re: [Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]

by lilo » Fri Sep 28, 2018 12:58

Hi,

I tried the mod in a local game. However, the system did not create NPCs in the lower caves. Do I have to adjust something or how does it work exactly?
The manual placing of the NPCs works without problems.

Greets
 

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Re: [Abandoned Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]

by linushsao » Fri Aug 23, 2019 10:45

page not found?
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
 

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Re: [Abandoned Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]

by FreeGamers » Fri Aug 23, 2019 15:12

linushsao wrote:page not found?

Yeah, it really is abandoned. I discussed this recently with another community member and they pushed a copy of an old version to their github per our conversation. The mod is a bit lackluster in my opinion. I think eventually I'll end up reworking it for my Sara's Simple Survival Server. I want to add traders from each race that can be found underground. The current standard mob API is pretty easy to use and using inspiration from this and some other mobs I've seen, I think some race packs like elves, dwarves, and orcs/goblins could be made. I have plenty to keep myself occupied with until then though, so it may be awhile.

https://github.com/ThorfinnS/mobs_dwarves

Also check out FaceDeer's dfcaverns mod, which really enhances some elements of underground exploration.

The goblins mod is really good too, but needs a bit of tweaking and balancing, I suggest getting one of the revisions by forum users posted in the comments recently. I've set mine to spawn in specific elevations because they are extremely destructive to player's builds.
 

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Re: [Abandoned Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]

by Red_King_Cyclops » Fri Aug 23, 2019 21:32

FreeGamers wrote:
linushsao wrote:page not found?

Yeah, it really is abandoned. I discussed this recently with another community member and they pushed a copy of an old version to their github per our conversation. The mod is a bit lackluster in my opinion. I think eventually I'll end up reworking it for my Sara's Simple Survival Server. I want to add traders from each race that can be found underground. The current standard mob API is pretty easy to use and using inspiration from this and some other mobs I've seen, I think some race packs like elves, dwarves, and orcs/goblins could be made. I have plenty to keep myself occupied with until then though, so it may be awhile.

https://github.com/ThorfinnS/mobs_dwarves

Also check out FaceDeer's dfcaverns mod, which really enhances some elements of underground exploration.

The goblins mod is really good too, but needs a bit of tweaking and balancing, I suggest getting one of the revisions by forum users posted in the comments recently. I've set mine to spawn in specific elevations because they are extremely destructive to player's builds.

mobs_dwarves is still available for download on Content DB: https://content.minetest.net/packages/H ... s_dwarves/
My best mods: space_travel, time_travel, and rocket.
 

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Re: [Mod] Mobs Dwarves [0.2.0] [mobs_dwarves]

by Hamlet » Wed Oct 16, 2019 20:33

Released v0.2.0

Added:
- Dwarves can be "tamed" using one lump/ingot/crystal of gold, mese or diamond.
- Support for translations.
- Option to toggle dwarves digging ores and placing torces.
- Option to toggle hovering nametags: Given name (Dwarf class).

Changed:
- License changed to EUPL v1.2
- mod.conf set to follow MTv5.x specifics.
- on_spawn function moved to after_activate.
- Textures have been optimized (with optipng).

Removed:
- Support for MT v0.4.x
 

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Re: [Abandoned Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]

by Hamlet » Wed Oct 16, 2019 21:01

FreeGamers wrote:The mod is a bit lackluster in my opinion. I think eventually I'll end up reworking it for my Sara's Simple Survival Server. I want to add [...]


Please do feel free to open a Pull Request with your additions and improvements, I would like to see them:
- not rubbing their faces on walls.
- not falling into the void.
- not stepping into lava.
- not interfering with the API's animation when recovering health (i.e. moonwalking bug).
- using formspecs when being hired (soldier classes).
- using formspecs for trading (miner class).

I am not able to do the above, if you are then please do not keep these improvements for your server only but share them with the community.
 

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Re: [Mod] Mobs Dwarves [0.2.0] [mobs_dwarves]

by FreeGamers » Fri Nov 15, 2019 04:50

I'd happily share them. I've added geomoria onto my server and currently have goblins walking about it. I'm going to be implementing dwarves for sure at some point. I don't have a github account and I won't be using it in the future. I've set myself up on notabug, but I think I've seen you on there. Regardless, I'll share stuff here or someother way. Sometime in the future, the server mod code will all be pushed onto notabug. Although I'm hoping to do that at a point release at some point or when the server has some cooperative development interest from other players+developers.

I haven't been able to deal with mobs going into water or lava because mobs_redo simply doesnt seem to support that, but I'll keep an eye open for any creative solutions I can find.

As for falling into the void, mobs_redo provides a fear_height function to prevent them from going into anything beyond a specified height.

Mobs_redo has some pathfinding functions, but I haven't found them to be too effective.
 

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Re: [Mod] Mobs Dwarves [0.2.0] [mobs_dwarves]

by Hamlet » Fri Nov 15, 2019 19:51

@FreeGamers

No problems, I've found how to prevent mobs getting stuck (link) and I've 'filed' a bug report about the falling-in-the-void issue when their walk speed is > than 1 (link).

I'm rewriting Dwarves from scratch, hopefully the next release will be more performant and in line with the 'Keep It Simple, Stupid!' principle. :)
 

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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]

by Hamlet » Mon Nov 18, 2019 22:17

Released v0.2.1

Changed:
- Fixed 'stuck issue'.
- Fixed 'moonwalking issue' when healing.
- Fixed class-appearence mismatch.
- Fixed nametags being only partially hidden.
- Code improvements.
 


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