[Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_m
[Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_m
This MOD provides additional mobs to extend upon PilzAdam's Simple Mobs. Which is required for this MOD to work.
So far, it includes:
Additional Animals:
Cow (gives milk),
Rabbit
Overcooking and using the result to make dye
Meat spoilage if it remains uncooked
Cages for Pet Rodents
They must be fed apples and have a bucket of water available to survive
2012-12-14-232527_1600x900_scrot by wulfsdad, on Flickr
2012-12-28-040004_1600x900_scrot by wulfsdad, on Flickr
2012-12-16-020256_1600x900_scrot by wulfsdad, on Flickr
Raw meat can be preserved by using a refridgerator provided by VanessaE's Home Decor Mod.
You may also disable this feature by adjusting the config option in init.lua
CAGE:
Craft Recipe:
2012-12-28-040952_1600x900_scrot by wulfsdad, on Flickr
Usage:
2012-12-28-040541_1600x900_scrot by wulfsdad, on Flickr
KNOWN BUGS:
If you drink milk from a stack of vessels, you will not recieve the empty vessel.
DOWNLOADS:
[Version 0.0] <-- see post#8 @ link target
[Version 0.1] <-- view readme to make work
[Version 0.2]
[Version 0.3]
[Version 0.4]
*UPDATE* I took down my old homepage and so have removed the broken links. The latest version is still available on github.
CHANGES:
v0.3-->0.4:
-Shortened cooking time for scorched stuff and meat
-Decreased quantity of meat droped by cow
-renamed texture files to conform with standards
-only player who milks cow hears splash sound
-moved everything to a separate files and added config option to enable/disable their use
-fixed bug in cages: where the cage would be placed sideways or upside down (removed: paramtype2 = "facedir")
v0.2-->0.3:
-Commented out residual debug barf line
-moved cow right-click sound effects to only sound with poper tool
-added cages for pet rodents, require apples for food and buckets of water to drink
V0.1-->0.2:
-Adjusted cow image and box dimensions
-Added milk_splash sound effect for when milking a cow
-moved cow's dry moo to play when attempting to milk dry cow rather than when milking it dries it up
-provided constants as config options for timers and chances
-refactored redundant code into a function spoil_meat()
-added abm for meat in furnace/oven to rot too
-stacks of meat may now be divided if there is room for only part of it to rot
-no need to rename files for it to work. Thanks rubenwardy.
Licence: WTFPL
Future Plans for this: (subject to change)
--HIGH PRIORITY:
-- support more food, --check balance-- [cheese]
-- add fresh meat and remove rotten meat litter periodically
--MED PRIORITY:
-- add more animals, (chicken/eggs),(pigs/piglets[catchable]),...
-- fork mobs and add ai tweaks and rebalances, and for animals:
-- breeding & extinction possibility
-- add monsters,
-- cows lift head in water and when walking sometimes
--LOW PRIORITY:
-- add sound effect variety
-- cows "eat" grass
So far, it includes:
Additional Animals:
Cow (gives milk),
Rabbit
Overcooking and using the result to make dye
Meat spoilage if it remains uncooked
Cages for Pet Rodents
They must be fed apples and have a bucket of water available to survive
2012-12-14-232527_1600x900_scrot by wulfsdad, on Flickr
2012-12-28-040004_1600x900_scrot by wulfsdad, on Flickr
2012-12-16-020256_1600x900_scrot by wulfsdad, on Flickr
Raw meat can be preserved by using a refridgerator provided by VanessaE's Home Decor Mod.
You may also disable this feature by adjusting the config option in init.lua
CAGE:
Craft Recipe:
2012-12-28-040952_1600x900_scrot by wulfsdad, on Flickr
Usage:
2012-12-28-040541_1600x900_scrot by wulfsdad, on Flickr
KNOWN BUGS:
If you drink milk from a stack of vessels, you will not recieve the empty vessel.
DOWNLOADS:
[Version 0.0] <-- see post#8 @ link target
[Version 0.1] <-- view readme to make work
[Version 0.2]
[Version 0.3]
[Version 0.4]
*UPDATE* I took down my old homepage and so have removed the broken links. The latest version is still available on github.
CHANGES:
v0.3-->0.4:
-Shortened cooking time for scorched stuff and meat
-Decreased quantity of meat droped by cow
-renamed texture files to conform with standards
-only player who milks cow hears splash sound
-moved everything to a separate files and added config option to enable/disable their use
-fixed bug in cages: where the cage would be placed sideways or upside down (removed: paramtype2 = "facedir")
v0.2-->0.3:
-Commented out residual debug barf line
-moved cow right-click sound effects to only sound with poper tool
-added cages for pet rodents, require apples for food and buckets of water to drink
V0.1-->0.2:
-Adjusted cow image and box dimensions
-Added milk_splash sound effect for when milking a cow
-moved cow's dry moo to play when attempting to milk dry cow rather than when milking it dries it up
-provided constants as config options for timers and chances
-refactored redundant code into a function spoil_meat()
-added abm for meat in furnace/oven to rot too
-stacks of meat may now be divided if there is room for only part of it to rot
-no need to rename files for it to work. Thanks rubenwardy.
Licence: WTFPL
Future Plans for this: (subject to change)
--HIGH PRIORITY:
-- support more food, --check balance-- [cheese]
-- add fresh meat and remove rotten meat litter periodically
--MED PRIORITY:
-- add more animals, (chicken/eggs),(pigs/piglets[catchable]),...
-- fork mobs and add ai tweaks and rebalances, and for animals:
-- breeding & extinction possibility
-- add monsters,
-- cows lift head in water and when walking sometimes
--LOW PRIORITY:
-- add sound effect variety
-- cows "eat" grass
Last edited by wulfsdad on Sat Mar 02, 2019 19:30, edited 2 times in total.
I've adjusted some of the cow's parameters. They will be in v0.2, but If you want to change it now [Lines 39 & 41]:
I've also tinkering with the code for simple mobs. So far, I have made it so that mob-entities only begin to drown when submerged in at least two nodes of water, and if they jump into water from very high they do not take fall damage, and various other things.
I may just turn this into a fork. ...or, I can supply diff output...
Code: Select all
collisionbox = {-0.8, -1, -0.8, 0.9, 0.55, 0.9},
...
visual_size = {x=2.375, y=3.125},
I may just turn this into a fork. ...or, I can supply diff output...
Last edited by wulfsdad on Sun Dec 16, 2012 10:21, edited 1 time in total.
- kaeza
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+1 Nice Job!
Also, make it so you lose health if you eat rotten meat.
Also, make it so you lose health if you eat rotten meat.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!
Check out my stuff! | Donations greatly appreciated! PayPal
Check out my stuff! | Donations greatly appreciated! PayPal
Yes, the meat rots in chests. You get a warning (sound effect and chat message) if you're carying the meat when it rots otherwise not.
Eating rotten meat is hazardous to your health.
Eating rotten meat is hazardous to your health.
Last edited by wulfsdad on Mon Dec 17, 2012 01:02, edited 1 time in total.
- rubenwardy
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I will be adding support for this in my food mod.
by the way, you can use this technique to check if a mod is installed.
If it is, do the dependent code, if not skip it.
by the way, you can use this technique to check if a mod is installed.
If it is, do the dependent code, if not skip it.
Last edited by rubenwardy on Mon Dec 17, 2012 17:43, edited 1 time in total.
Sweet, Thanks! That is quite helpful.rubenwardy wrote:I will be adding support for this in my food mod.
by the way, you can use this technique to check if a mod is installed.
RELEASE UPDATE [Version 0.2]
Changes:
-Adjusted cow image and box dimensions
-Added milk_splash sound effect for when milking a cow
-moved cow's dry moo to play when attempting to milk dry cow rather than when milking it dries it up
-provided constants as config options for timers and chances
-refactored redundant code into a function spoil_meat()
-added abm for meat in furnace/oven to rot too
-stacks of meat may now be divided if there is room for only part of it to rot
-no need to rename files for it to work. Thanks rubenwardy.
Changes:
-Adjusted cow image and box dimensions
-Added milk_splash sound effect for when milking a cow
-moved cow's dry moo to play when attempting to milk dry cow rather than when milking it dries it up
-provided constants as config options for timers and chances
-refactored redundant code into a function spoil_meat()
-added abm for meat in furnace/oven to rot too
-stacks of meat may now be divided if there is room for only part of it to rot
-no need to rename files for it to work. Thanks rubenwardy.
Last edited by wulfsdad on Fri Dec 28, 2012 12:36, edited 1 time in total.
RELEASE UPDATE [Version 0.3]
Changes:
-Commented out residual debug barf line
-moved cow right-click sound effects to only sound with poper tool
-added cages for pet rodents, require apples for food and buckets of water to drink
2012-12-28-040952_1600x900_scrot by wulfsdad, on Flickr
2012-12-28-040004_1600x900_scrot by wulfsdad, on Flickr
2012-12-28-040541_1600x900_scrot by wulfsdad, on Flickr
Changes:
-Commented out residual debug barf line
-moved cow right-click sound effects to only sound with poper tool
-added cages for pet rodents, require apples for food and buckets of water to drink
2012-12-28-040952_1600x900_scrot by wulfsdad, on Flickr
2012-12-28-040004_1600x900_scrot by wulfsdad, on Flickr
2012-12-28-040541_1600x900_scrot by wulfsdad, on Flickr
I made is specifically for holding rodents. So, it is breakable by hand when empty. You can change this by editing line 552 fromRagnar wrote: great for jails as well...
tell me it isnt breakable with hand...
PLEASE!
Code: Select all
groups = {snappy=2,cracky=2,oddly_breakable_by_hand=2},
Code: Select all
groups = {snappy=2,cracky=2},
RELEASE UPDATE: v0.3-->0.4:
-Shortened cooking time for scorched stuff and meat
NOTES:--cooktime with single coal outputs:
nil == 13
1 == 40
2 == 20
3 == 13 --DEFAULT
4 == 10
5 == 8
-Decreased quantity of meat droped by cow
-renamed texture files to conform with standards
-only player who milks cow hears splash sound
-moved everything to a separate files and added config option to enable/disable their use
-fixed bug in cages: where the cage would be placed sideways or upside down (removed: paramtype2 = "facedir")
I'm planning on making a small mod to add a node for jail-cell bars for Ragnar, I'll post it here when its done. But, I'm working on a texture pack at the moment so it's not a high priority.
This mod needs cheese for rats to drop and eat, and to be made from the cow's milk. Since its already been done, I plan to add support for, but not dependence on, rubenwardy's food mod for that.
-Shortened cooking time for scorched stuff and meat
NOTES:--cooktime with single coal outputs:
nil == 13
1 == 40
2 == 20
3 == 13 --DEFAULT
4 == 10
5 == 8
-Decreased quantity of meat droped by cow
-renamed texture files to conform with standards
-only player who milks cow hears splash sound
-moved everything to a separate files and added config option to enable/disable their use
-fixed bug in cages: where the cage would be placed sideways or upside down (removed: paramtype2 = "facedir")
I'm planning on making a small mod to add a node for jail-cell bars for Ragnar, I'll post it here when its done. But, I'm working on a texture pack at the moment so it's not a high priority.
This mod needs cheese for rats to drop and eat, and to be made from the cow's milk. Since its already been done, I plan to add support for, but not dependence on, rubenwardy's food mod for that.
- rubenwardy
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For jails you can use this:Ragnar wrote:ok
great for jails as well...
tell me it isnt breakable with hand...
PLEASE!
Code: Select all
minetest.register_node("jail:bars", {
description = "Jail Bars",
drawtype = "glasslike",
tiles = {"jail_bars.png"},
inventory_image = "jail_bars.png",
wield_image = "jail_bars.png",
is_ground_content = true,
groups = {cracky = 1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_craft({
output = 'jail:bars 4',
recipe = {
{'default:steel_ingot','','default:steel_ingot'},
{'default:steel_ingot','','default:steel_ingot'},
{'default:steel_ingot','','default:steel_ingot'},
}
})
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At the time the mod was created, to my knowledge 3d mobs where not possible. Apart perhaps from the wielditem ones some other mob mods experimented with.pop_harte wrote: i have already 3D cows like minecraft so i don't like this mod i have a better one who adds creepers too.
The rabbit here has a funny picture (looks more like a mouse ), and the idea of a cage with animal inside that needs food and water is nice. Perhaps the mod could be updated to use 3d animals. There are several cow models, and AspireMint has done a nice rabbit.
A good mod with farm animals would be nice. There have been many attempts, but usually it starts and ends with sheep (perhaps an occasional cow like here). The mobs in sapiers mobf mod at least come close but do not really work on servers with many players yet.
A list of my mods can be found here.
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