[Modpack] Animals Modpack [2.5] -- 2.6 approaching
- RealBadAngel
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Unified Inventory is good at showing you all the craft recipes for an itemTedypig wrote:I did that, there's only 3 recipes in there. I found 'barn' in it's folder, but I can't seem to find 'scissors', 'lasso' (I figured that one out myself), I'm not on my normal computer so I can't list all that I'm missing. I wish there was a screenshot style recipe section somewhere. I do have scissors now, but I had to make up a recipe for it. Sapier can you add a page or make a quick wiki on recipes? It sure would be helpful to newer users of your mod (and for people that don't understand Lua good enough to find it in the code). Thanks.Topywo wrote:Look for the recipes in the init.lua in the folder/directory called 'animalmaterials'.
Doesn't anybody care about these animals that AspireMint made? Anybody at all?MirceaKitsune wrote:A-W-E-S-O-M-E. Swan seems to have a bent neck however... I suggest correcting that especially if this is intended for default (otherwise it breaks the style).Sokomine wrote:AspireMint has written some models (including animations) and textures for new animals. The integration into mobf isn't perfect yet - getting a swan to swim isn't easy, and some other aspects are not perfect yet either. If you like to test it, get the mobf_animals repro from github.
Rabbits come in brown, grey and white (good for snowy landscapes):
http://mg.viewskew.com/mgoblin_media/me ... t_grey.png
A donkey you can actually ride on:
http://mg.viewskew.com/mgoblin_media/me ... donkey.png
Butterflies:
http://mg.viewskew.com/mgoblin_media/me ... terfly.png
A swan:
http://mg.viewskew.com/mgoblin_media/me ... l_swan.png
A turtle (hides inside its shell if you attack it!):
http://mg.viewskew.com/mgoblin_media/me ... turtle.png
Although the mobf versions are not perfect yet, they are already more convincing in "behaviour" and movement than the simple mobs versions.
Thanks to AspireMint for the fine models and to sapier for mobf!
AspireMint, if you are reading this, I strongly urge you to add your custom animals to simple_mobs. Otherwise, they will not have any value in the eyes of the masses in this community.
Last edited by Inocudom on Sat Nov 30, 2013 00:55, edited 1 time in total.
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The problem is: simple mobs is not meant to handle nicely animated peaceful mobs. I tried AspireMints models with simple mobs first (in the hope to get them on some servers), but wasn't satisfied with the result. Simple mobs are simple...and sometimes that behaviour is just too simple :-( A turtle..hopping...every other moment...that's just...they don't do that. If you want good and halfway convincing animals, mobf is far superior.
Sapier claims that it consumes far less CPU cycles by now - most seem to have been used for spawning the animals. Having lots of mobf animals roam around the map is usually no problem. As long as you get rid of the vombies. Perhaps simple mobs ought to be used for fighting, while mobf can handle mobs you don't want to kill on sight but watch for longer than 2 seconds (the dirt- and sandmonsters in simple mobs are ok as well; the sheep are not).
Sapier claims that it consumes far less CPU cycles by now - most seem to have been used for spawning the animals. Having lots of mobf animals roam around the map is usually no problem. As long as you get rid of the vombies. Perhaps simple mobs ought to be used for fighting, while mobf can handle mobs you don't want to kill on sight but watch for longer than 2 seconds (the dirt- and sandmonsters in simple mobs are ok as well; the sheep are not).
A list of my mods can be found here.
I like mobf better than simple_mobs myself, but the masses don't share my enthusiasm. Just look at the following lines in yesterday's #minetest chat log:Sokomine wrote:The problem is: simple mobs is not meant to handle nicely animated peaceful mobs. I tried AspireMints models with simple mobs first (in the hope to get them on some servers), but wasn't satisfied with the result. Simple mobs are simple...and sometimes that behaviour is just too simple :-( A turtle..hopping...every other moment...that's just...they don't do that. If you want good and halfway convincing animals, mobf is far superior.
Sapier claims that it consumes far less CPU cycles by now - most seem to have been used for spawning the animals. Having lots of mobf animals roam around the map is usually no problem. As long as you get rid of the vombies. Perhaps simple mobs ought to be used for fighting, while mobf can handle mobs you don't want to kill on sight but watch for longer than 2 seconds (the dirt- and sandmonsters in simple mobs are ok as well; the sheep are not).
http://irc.minetest.ru/minetest/2013-11-29#i_3461880
I find the chat discussion to be disheartening.
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Instead of complaining about "beeing bad" you should start reporting the issues inocudom ... what you do atm is just bashing without any proof for your claims.
There are bugs in mobf for sure but most of them are minor or not even mob bugs .. if people add 100 mods and thousand mobs to a slow single core server this won't work for sure. I keep on improving to make mobf handl those slow machines but I doubt I will ever be able to run mobf on a 1990 486DX33
There are bugs in mobf for sure but most of them are minor or not even mob bugs .. if people add 100 mods and thousand mobs to a slow single core server this won't work for sure. I keep on improving to make mobf handl those slow machines but I doubt I will ever be able to run mobf on a 1990 486DX33
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
You should go on #minetest and tell john_minetest (and the rest of the people there) that.sapier wrote:Instead of complaining about "beeing bad" you should start reporting the issues inocudom ... what you do atm is just bashing without any proof for your claims.
There are bugs in mobf for sure but most of them are minor or not even mob bugs .. if people add 100 mods and thousand mobs to a slow single core server this won't work for sure. I keep on improving to make mobf handl those slow machines but I doubt I will ever be able to run mobf on a 1990 486DX33
Will AspireMint's new animals be added to mobf? They are very pretty and deserve to be part of mobf (or an expansion pack of it.)
There should be an option that prevents mobs from destroying nodes that can be toggled on and off in a configuration setting.
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Great job Sapier and AspireMint. I am your fans. I upgraded today to version 2.2.91, and I also tried new animals: donkey, swan, etc. The donkey moves really well, just awesome. I like this more than the Simple mobs.
I lifted spawning density. I feel more comfortable when they are a little less and fps is very good.
I lifted spawning density. I feel more comfortable when they are a little less and fps is very good.
factioning was main feature of 2.2 ...
If you have factioning mod installed you can make your guards defend your home against other players while some friends are free to enter.
Factions is used for some mobs being friendly to each other while being enemy with others too.
Edit:
I just added 2.2.95 ... hope this is going to be identical to 2.3
If you have factioning mod installed you can make your guards defend your home against other players while some friends are free to enter.
Factions is used for some mobs being friendly to each other while being enemy with others too.
Edit:
I just added 2.2.95 ... hope this is going to be identical to 2.3
Last edited by sapier on Sat Nov 30, 2013 21:56, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
Valmet565, I am grateful to see that you have an interest not only in mobf, but also the new animals for it. I was worried that mobf would lose support in time. However, your liking to them is a spirit lifter for me.
Sapier, it is good to see that you will include the new animals in mobf. To make the mod even more enjoyable for creative mode players, would you consider featuring an option that toggles whether mobs can destroy nodes or not?
Sapier, it is good to see that you will include the new animals in mobf. To make the mod even more enjoyable for creative mode players, would you consider featuring an option that toggles whether mobs can destroy nodes or not?
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I run mobf on my serverSokomine wrote:The problem is: simple mobs is not meant to handle nicely animated peaceful mobs. I tried AspireMints models with simple mobs first (in the hope to get them on some servers)
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As far as I know there's only a single mob capable of destroying nodes "big_red". As it's quite easy to disable a mob I suggest to remove big_red in order to achieve a non node destroying mobf installation.
In mobf 2.3 mobf will use a limited amount of cpu time per step only. This reduces lag by some degrees. Not everything mobf does is within this quota but most time consuming actions.
In mobf 2.3 mobf will use a limited amount of cpu time per step only. This reduces lag by some degrees. Not everything mobf does is within this quota but most time consuming actions.
Last edited by sapier on Sun Dec 01, 2013 01:44, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
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I tried the update. Deer runs to really get away. Just awesome. Deer in the woods can be obtained the sword, if you manage to run it at a dead end. This is relatively easy. With a bow needs at least 15 arrows, so that the deer will die.
The arrows needs to do more damage. However, a diamond sword requires 9 strokes.
Deer could move slightly when you hit it. It would be great if the rabbit and the swan would go to get away.
Awesome job. Thank you for all the awesome mode
The arrows needs to do more damage. However, a diamond sword requires 9 strokes.
Deer could move slightly when you hit it. It would be great if the rabbit and the swan would go to get away.
Awesome job. Thank you for all the awesome mode
- Neuromancer
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- GitHub: Neuromancer56
I tweaked the Turtle texture:Sokomine wrote:AspireMint has written some models (including animations) and textures for new animals. The integration into mobf isn't perfect yet - getting a swan to swim isn't easy, and some other aspects are not perfect yet either. If you like to test it, get the mobf_animals repro from github.
Rabbits come in brown, grey and white (good for snowy landscapes):
http://mg.viewskew.com/mgoblin_media/me ... t_grey.png
A donkey you can actually ride on:
http://mg.viewskew.com/mgoblin_media/me ... donkey.png
Butterflies:
http://mg.viewskew.com/mgoblin_media/me ... terfly.png
A swan:
http://mg.viewskew.com/mgoblin_media/me ... l_swan.png
A turtle (hides inside its shell if you attack it!):
http://mg.viewskew.com/mgoblin_media/me ... turtle.png
Although the mobf versions are not perfect yet, they are already more convincing in "behaviour" and movement than the simple mobs versions.
Thanks to AspireMint for the fine models and to sapier for mobf!
Feel free to use it in your modpack. My changes are WTFPL
Also, I don't seem to be able to get the butterflies to spawn.
Last edited by Neuromancer on Mon Dec 02, 2013 01:49, edited 1 time in total.
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Try out dropbox and get me free space: https://db.tt/JjjTr7fl
valmet565 guess I need to update again to remove that message. It's non critical as both values are same this means the function didn't spend any time. this is a artifact of lack of precise timing information. But that shouldn't result in spaming console.
DON'T mention coding style!
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