[Mod] Mobs Redo [1.50] [mobs]

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Achilles
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Re: [Mod] Mobs Redo [0.3] [mobs]

by Achilles » Fri Sep 12, 2014 22:06

TenPlus1 wrote:At present hitting a monster while others are in the area will call them to assist the one you're fighting... Attack chance depends on mob timer and if it see's you in it's field of vision... Flying mobs sound good though, gotta look into that, most birds using simple mobs are just high entities that jump around to look like it's flying so gotta change the api to make it fly...


Will definitely have this mod requested on any servers I play on if the update of yours comes about...
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Kilarin » Fri Sep 12, 2014 23:29

Xanthin wrote: While you prevent cow, sheep and pig from despawning with feeding them wheat by righ-click, you cant actual do that with the chickens (and the two other collectable mobs) cause you pick them up with right-click.

But I don't want to have to pick up my chickens every time I walk away from them. I would like to be able to put some chickens in a pen and leave them there.

By no means a critical issue, of course, Just a nice to have.
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Minetestforfun » Tue Sep 16, 2014 12:35

Hi,

I've a strange problem when i delete [spidermob] mod for your [mobs] mod (look at the screenshot below)
(i've [unknow nodes] and this message, but im sure i've delete properly [spidermob] and the line in the world.mt, i've also add a line "load_mod_spidermob = false" for try and it doesn't change the issues)
Please, can you help me ?
Attachments
strange.png
(1.14 MiB) Not downloaded yet
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Topywo » Tue Sep 16, 2014 14:45

@Minetestforfun
I think you did not make an error. Those unknown nodes are the spiders that were already activated in those parts of the maps. Those remnants can be 'killed' and will 'die out' or maybe you can use 'clearobjects' (Can't help you with that, I never tried).
 

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Re: [Mod] Mobs Redo [0.4] [mobs]

by Wuzzy » Wed Oct 22, 2014 16:56

The recipe checker says this:
Code: Select all
[RECIPE ERROR] mobs:med_cooked in recipe for mobs:med_cooked


It looks like the mod does not provide the item “mobs:med_cooked” at all.
 

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Re: [Mod] Mobs Redo [0.4] [mobs]

by Calinou » Wed Oct 22, 2014 16:59

I've added troopers (monsters disguised as default players) to Carbone's mobs mod, you could add them too:

Code: Select all
mobs:register_mob("mobs:trooper", {
   type = "monster",
   hp_max = 20,
   collisionbox = {-0.3, -1.0, -0.3, 0.3, 0.8, 0.3},
   visual = "mesh",
   mesh = "character.x",
   textures = {"character.png"},
   visual_size = {x = 1, y = 1},
   makes_footstep_sound = true,
   view_range = 8,
   lava_damage = 8,
   walk_velocity = 1.6,
   run_velocity = 3.2,
   damage = 2,
   drops = {
      {name = "mobs:trooper",
      chance = 1,
      min = 1,
      max = 1,},
   },
   armor = 100,
   drawtype = "front",
   attack_type = "dogfight",
   animation = {
      speed_normal = 17,
      speed_run = 35,
      stand_start = 0,
      stand_end = 40,
      walk_start = 168,
      walk_end = 187,
      run_start = 168,
      run_end = 187,
      punch_start = 189,
      punch_end = 198,
   }
})

minetest.register_craftitem("mobs:trooper", {
   description = "Trooper",
   inventory_image = "player.png",
   wield_scale = {x = 1.25, y = 1.25, z = 2.5},
   groups = {not_in_creative_inventory = 1},
   
   on_place = function(itemstack, placer, pointed_thing)
      if pointed_thing.above then
         pointed_thing.above.y = pointed_thing.above.y + 0.5
         minetest.add_entity(pointed_thing.above, "mobs:trooper")
         if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end
         minetest.log("action", placer:get_player_name() .. " placed a trooper at " .. minetest.pos_to_string(pointed_thing.above) .. ".")
      end
      return itemstack
   end,
})
 

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TenPlus1
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Re: [Mod] Mobs Redo [0.4] [mobs]

by TenPlus1 » Wed Oct 22, 2014 19:35

Wuzzy: mobs:med_cooked is from the old mobs mod and has an alias to mobs:honey
 

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Re: [Mod] Mobs Redo [0.4] [mobs]

by Rochambeau » Thu Oct 23, 2014 09:09

Could you add the feature of reproduction to your mod?

Feed two cows with wheat -> bang -> three cows! :-D
 

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Re: [Mod] Mobs Redo [0.4] [mobs]

by TenPlus1 » Thu Oct 23, 2014 19:45

Having many mobs on a server will eventually slow everything down so keeping mobs to a minimum is priority... Taming of sheep, cows and pigs is one thing but having them reproduce would eventually have your system crawling towards some major lagg, so I wont be adding reproduction at this time...

4aiman has a good mobs mod that has reproduction if you wish to check it out though:

https://github.com/4aiman/4aimobs
 

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Re: [Mod] Mobs Redo [0.4] [mobs]

by Sokomine » Mon Oct 27, 2014 17:38

TenPlus1 wrote:Taming of sheep, cows and pigs is one thing but having them reproduce would eventually have your system crawling towards some major lagg, so I wont be adding reproduction at this time...

They might reproduce according to the availability of food. If there are already too many mobs in a given area, don't reproduce. Unfortionately, such checks cost time as well and might be best done whenever the player does a more complex action.
In my experience, spawning of mobs may get pretty expensive, especially if said mobs care about their sourroundings. This was a major problem for mobf. Having lots of mobs in one area was far less of a problem. It might be diffrent now with entity-entity-collusion.
If I ever get around to it, I plan to add a special breed of animals who stand around most day, don't move a lot, don't spawn by themshelves, can reproduce, and don't jump over fences.
A list of my mods can be found here.
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by TenPlus1 » Wed Nov 05, 2014 11:37

Update: Mobs will now float on water and die from falling too high...
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by HeroOfTheWinds » Wed Nov 05, 2014 20:53

This mobs mod is really looking like it might become my first pick. Nice job!

Indeed, the api is not friendly toward flying mobs, I tried to edit Simple Mobs once to allow for flying mobs...

I definitely would like to see spawn eggs for a variety of the mobs, particularly the hostile ones and chickens. I'd even be willing to do the code myself if you'd add it.
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by GingerHunter797 » Thu Nov 06, 2014 00:10

Wow! This is the best mobs mod I have seen! Thanks TenPlus1! :D
http://i.imgur.com/gqXXUaI.png

3DS Friend Code: 2122-7173-2797
Add me as a friend! :D

Want to play a fun game? http://voxelands.com/
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by TenPlus1 » Fri Nov 07, 2014 20:59

Adding a creeper would be blatantly copying minecraft...
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by HeroOfTheWinds » Sat Nov 08, 2014 00:58

No GitHub? I was going to fork this and make a pull request...

I made some changes to a local copy to add spawn eggs for all the elemental monsters, dungeon masters, chickens, oerkki(s?), lava flans, and spiders. Additionally, I added drop rates for said creatures to drop said eggs. If this doesn't interest you, that's fine, I still would like to put it on my friend's server anyway. But if you do want it, let me know and I'll PM or post the code. I also was considering making it a config option for whether monsters should drop eggs.
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Re: [Mod] Mobs Redo [0.5] [mobs]

by MoNTE48 » Sat Nov 08, 2014 07:07

TenPlus1 wrote:Adding a creeper would be blatantly copying minecraft...

You feel so sorry for microsoft?
Well then, even spiders and pretend zobmi (or who is in the deserts) more similar to the player (in green, torn pants). Let them appear all over the map at night.

And what about the skeletons? I'd like to see them, that's cool!
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by 4aiman » Sat Nov 08, 2014 14:19

@HeroOfTheWinds, please, do post your changes. WTFPL says you it's Ok.
Creeper is not a "grenish thing that to Shhh and then BOoMs!!!".
Don't want those.
Creeper is a concept.
A concept of sneaking upon a player, make hissing sound and blast your ass if you didn't notice it's approach.

Martin, you probably want to search for "mineclone".
I know you won't do it, though.
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by HeroOfTheWinds » Mon Nov 10, 2014 03:34

@4aiman: Alright then, here it is. I added spawn eggs for all hostile mobs, in addition to the chicken. However, I still have to change it so that the regular egg and the chicken spawning egg are the same. I also made textures for all the eggs, and added chances for the mobs to drop eggs upon defeat.
mobs_redo.zip
(350.84 KiB) Downloaded 50 times

Hope it's satisfactory!
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Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by TenPlus1 » Mon Nov 10, 2014 13:49

Personally I'd rather keep the spawn eggs separate from the mobs mod itself and not have monsters drop them since it caused mayhem on server before with players collecting and spawning too many monsters in one place causing lag and decimating players in their path...

Some good mods are available though like Mob Catching Ball which will let you catch monsters and animals like pokemon... viewtopic.php?f=11&t=10374
 

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