[Modpack] Creatures MOB-Engine [2.3.1] [cme]

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by cHyper » Wed Jan 04, 2017 15:44

xisd wrote:Hi !

I forked this mod to make some changes :

- Support for treasurer mod : random drops for mobs with no drops registered and chests in dungeons
- mobs don't drops things when death on timer
- optional alternative spawner (looks like a sand stone with a symbol)
- Sheeps don't drop wool unless using shears (this is configurable),
- Spawning conditions for sheeps, zombies, and oerkki have been tweaked
- Most annoying sounds are quieter (beeeh, argg, ouch)
- Dungeons are more chalenging (more spawners) but also more rewarding (chests and drops when destroying spawners).
- Added Mummys as a mob : not really a new mob, more of an integration of the one from Tsm_pyramid mod by wuzzy (wich is a fork of pyramid mod by blockmen ) (I will soon post my fork of tsm_pyramid wich is using cme mummy if present)

Here is the link : https://github.com/xisd/cme



Nice that the mob pack is continued. Hopefully more mobs will follow.
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by cHyper » Wed Jan 04, 2017 18:49

lets implement a cow or a big into the mob-pack??!!
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by xisd » Thu Jan 05, 2017 13:25

cHyper wrote:lets implement a cow or a big into the mob-pack??!!


Beside the fact that I'm not I'm not good at making meshes, I'm not against adding more mobs but there are already modpacks containing lots and lots of mobs and I would prefer to make sure existing ones are well integrated (compatibility with other mods, support for inttlib, awards and documentation(help) mod, etc ) and that they have great interactions in-game (what can be done with their drops, is it possible to tame them, and to what purpose, e.g. can we domesticate zombies, etc.. )
In short, I like having interesting mobs to interact with and t think that should come before having lots of it.

I have some idea of things to do next but I can't say when I will have time to do it :
- Support for treasurer, inttlib, help, awards as I mentioned ( btw these are greats api mods and if there are people interested, a lot of other mods would benefit from supporting these )
- Some recipes using meat, feathers, eggs, etc...
- Maybe some way to tame the chickens, dye the sheeps, etc
- Maybe something to tame zombie and make them dig or build or protect area
- Maybe some kind of humanoid mob (with very simple interactions)
- Maybe some new mobs if they really add something to the gameplay (there are some interesting existing mobs that could be adapted to cme too)
- Maybe some kind of repellent to keep hostiles away of a limited area
And ( but we're really not there yet ) some mods that would be separated from this but could interact with it :
- A cursed stone that would attract hostiles mobs as while it's in player inventory
- A very annoying block that can't be stored or stacked but must be contained because it would spread if near ground and have a high chance of spawning hostiles mobs...
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by xisd » Wed Jan 11, 2017 22:19

xisd wrote:Hi !

I forked this mod to make some changes :

- Support for treasurer mod : random drops for mobs with no drops registered and chests in dungeons
- mobs don't drops things when death on timer
- optional alternative spawner (looks like a sand stone with a symbol)
- Sheeps don't drop wool unless using shears (this is configurable),
- Spawning conditions for sheeps, zombies, and oerkki have been tweaked
- Most annoying sounds are quieter (beeeh, argg, ouch)
- Dungeons are more chalenging (more spawners) but also more rewarding (chests and drops when destroying spawners).
- Added Mummys as a mob : not really a new mob, more of an integration of the one from Tsm_pyramid mod by wuzzy (wich is a fork of pyramid mod by blockmen ) (I will soon post my fork of tsm_pyramid wich is using cme mummy if present)

Here is the link : https://github.com/xisd/cme

screenshot.png


Update :
- Rotten flesh now hurts (as much as it was healing before) but it can be grilled
- Grilled rotten flesh heal as much as rotten flesh was before
- Intllib support added to every files (and template.txt everywhere)
- French translation for most of craftitems and messages
( I couldn't find a satisfying french translation for "spawner" and "spawn egg"... I'm not sure it should be translated. Maybe someone have ideas on that ?)
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by Akahyperion » Thu Jan 12, 2017 08:19

( I couldn't find a satisfying french translation for "spawner" and "spawn egg"... I'm not sure it should be translated. Maybe someone have ideas on that ?)


There is indeed no specific translation for these two terms in French, you could use "pondeuse" for "spawner" and simply "œuf" for "spawn egg". Spawn, spawner, spawning specifically refers to fish / frogs laying eggs. Thus you could use "frayère" for "spawner" but it doesn't ring a bell for most French people.
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by xisd » Sun Jan 22, 2017 19:12

Akahyperion wrote:There is indeed no specific translation for these two terms in French, you could use "pondeuse" for "spawner" and simply "œuf" for "spawn egg". Spawn, spawner, spawning specifically refers to fish / frogs laying eggs. Thus you could use "frayère" for "spawner" but it doesn't ring a bell for most French people.


I finally went for 'Spawner de ...' and 'Spawn-Œuf de ...'

Also new update : It is now possible to use dye on sheep !
Why bother dying wool when you can dye the sheep !
This might be tweaked a bit in the future but this is already functional :
- dye any white sheep in any other color
- dye any sheep in black
- dye any sheep in white
Of course you get the appropriate colored wool.
And it can be disabled / re-enabled by setting the variable 'dyable_sheep' to false / true at the beginning of the sheep/init.lua file
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by xisd » Sun Jan 22, 2017 19:37

Double post, ... sorry
I am not very familiar with forum rules and customs but it just occurred to me that I might be hijacking this topic, so ... maybe I should open a new one for my fork ? or maybe it's best not to open new topics for forks ?... What should I do ?
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by xisd » Sun Jan 22, 2017 22:16

I wanted to edit my last post and somehow I made a new one ... this post should be deleted
Last edited by xisd on Sun Jan 22, 2017 23:33, edited 1 time in total.
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by MinisterFarrigut » Sun Jan 22, 2017 22:50

Is it possible to add more mobs to the engine, like a skeleton or even a dangerous shadow? I think expanding this mod would be great.
I build buildings. I don't usually make mods...I use them.
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by TailsTheFoxDoes MT » Mon Jan 23, 2017 05:33


^_^ I'm honored. :P
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BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by Shadow_The_Hedgehog » Tue Jan 24, 2017 20:46

Here is an idea. If you could add spiders that drop string for the PilzAdam's Throwing mod, that would be awesome.
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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by xisd » Wed Mar 22, 2017 01:27

I made some change to my fork :
Mainly I added the lava flan from zmobs. It spawns in lava regardless of depth and it turn into obsidian if you hit it with a water bucket !
I also tried to reduce hostiles spawning (maybe too much... still adjusting those settings) and added no spawn zone around origin to prevent zombies and oerrki from spawning near origin (0, 0, 0).

I will not have a lot time to play or to mod in the next few month, I will try to fix reported bugs but the rest might be on standby.
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by cHyper » Wed Mar 22, 2017 12:51

xisd wrote:I made some change to my fork :
Mainly I added the lava flan from zmobs. It spawns in lava regardless of depth and it turn into obsidian if you hit it with a water bucket !
I also tried to reduce hostiles spawning (maybe too much... still adjusting those settings) and added no spawn zone around origin to prevent zombies and oerrki from spawning near origin (0, 0, 0).

I will not have a lot time to play or to mod in the next few month, I will try to fix reported bugs but the rest might be on standby.


+1 nice mobs
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by cHyper » Sat Mar 25, 2017 16:39

Codesound wrote:Hi,

appears this messages on screen with unified_inventory mod....

many and many thanks for your work!

R


bad, that triller-subword generates that message?
But I dont know where it came from!
unified_inventory? What is the problem with this? Which version do you use? We need more infos about the problem?
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by azekill_DIABLO » Sat Mar 25, 2017 17:14

cHyper wrote:
Codesound wrote:Hi,

appears this messages on screen with unified_inventory mod....

many and many thanks for your work!

R


bad, that triller-subword generates that message?
But I dont know where it came from!
unified_inventory? What is the problem with this? Which version do you use? We need more infos about the problem?

oh fu** it's one of my mods.
Code: Select all
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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by Codesound » Sat Mar 25, 2017 19:23

Codesound wrote:bad, that triller-subword generates that message?
But I dont know where it came from!
unified_inventory? What is the problem with this? Which version do you use? We need more infos about the problem?


Hi,

sorry for my bad feed....

Win10_x64, minetest-0.4.15-win64, CME Version 2.3.1, Unified Inventory for Minetest 0.4.8+

page turning, going from 9 to 10, appears on the screen this error (see attached files: screenshot that shows before and after switching between pages)...
it seems to me that are not shown in the inventory the icons indicated.... I do not know what it depends

I hope to have been more clear... many and many thanks for all and sorry again for my bad feed.....

R
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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by azekill_DIABLO » Sun Mar 26, 2017 14:15

Codesound wrote:
Codesound wrote:bad, that triller-subword generates that message?
But I dont know where it came from!
unified_inventory? What is the problem with this? Which version do you use? We need more infos about the problem?


Hi,

sorry for my bad feed....

Win10_x64, minetest-0.4.15-win64, CME Version 2.3.1, Unified Inventory for Minetest 0.4.8+

page turning, going from 9 to 10, appears on the screen this error (see attached files: screenshot that shows before and after switching between pages)...
it seems to me that are not shown in the inventory the icons indicated.... I do not know what it depends

I hope to have been more clear... many and many thanks for all and sorry again for my bad feed.....


R


It's just a missing inventory texture! it loads when you change page and when you come on an item with inexistent textures.

Are you using a mod called "drillers"?
Code: Select all
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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by Andrey01 » Sun Mar 26, 2017 14:46

Does BlockMen going to add new mobs are based MineCraft?
I like and i am learning to build nice and great houses, palaces, infrastructures and etc... in Minetest!
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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by cHyper » Sun Mar 26, 2017 15:09

Andrey01 wrote:Does BlockMen going to add new mobs are based MineCraft?

No, latest mob from BlockMen was Oerrki.
He left the community.
I would like to have bigs and cows in the game. That would be a great mob Framework nowadays. Maybe somebody could Import the animals from another mob-pack?!!
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by diogogomes » Sun Mar 26, 2017 16:46

Mob Engine was approved and cloned unforked to Minetest Mods Team
https://github.com/minetest-mods/mob-engine


What is Mob Engine?
Mob Engine (formely Creatures MOB-Engine) is a mod(pack) for Minetest that provides a mob engine and several creatures to the game.

Currently includes:
  • chickens
  • ghosts
  • mob engine
  • oerrkis
  • sheep
  • zombies

Mob Engine was started as a fork of BlockMen's Creature MOB-Engine (when the developer abandoned the project) with the purpose of maintain.


Why?
After the debate (https://github.com/BlockMen/cme/issues/12), Mob Engine was approved and cloned unforked to Minetest Mods Team (https://github.com/minetest-mods/mob-engine).
 

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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by Codesound » Mon Mar 27, 2017 11:59

azekill_DIABLO wrote:
Codesound wrote:
Codesound wrote:bad, that triller-subword generates that message?
But I dont know where it came from!
unified_inventory? What is the problem with this? Which version do you use? We need more infos about the problem?


Hi,

sorry for my bad feed....

Win10_x64, minetest-0.4.15-win64, CME Version 2.3.1, Unified Inventory for Minetest 0.4.8+

page turning, going from 9 to 10, appears on the screen this error (see attached files: screenshot that shows before and after switching between pages)...
it seems to me that are not shown in the inventory the icons indicated.... I do not know what it depends

I hope to have been more clear... many and many thanks for all and sorry again for my bad feed.....


R


It's just a missing inventory texture! it loads when you change page and when you come on an item with inexistent textures.

Are you using a mod called "drillers"?


Hi,

yes, in cme folder is present the "drillers" sub-folder...
basically you do not have the opportunity to take from inventory the missing objects?

thank you for your explanation!

R
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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by texmex » Mon Mar 27, 2017 12:26

Maintainers of the new repo should request a change of repo URL in first post so that newcomers won't choose the abandoned repo.
Taking a break from Minetest.
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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

by azekill_DIABLO » Mon Mar 27, 2017 14:36

Codesound wrote:Hi,

yes, in cme folder is present the "drillers" sub-folder...
basically you do not have the opportunity to take from inventory the missing objects?

thank you for your explanation!

R


first, i don't remenber where is the mod download, then, you should just copy a random texture, put it in drillers/textures and rename it to the missing things ;)
Code: Select all
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