[Mod] Mobs Redo [1.61] [mobs]

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

by Achilles » Post

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

by Kilarin » Post

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 » Post

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
strange.png (1.14 MiB) Viewed 2438 times

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

by Topywo » Post

@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 [0.3] [mobs]

by Minetestforfun » Post

@Topywo
Thank you, problem solved ! :)

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

by TenPlus1 » Post

New sheep sound added...

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

by Wuzzy » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 DarkgarX » Post

nice! Thank you

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

by Minetestforfun » Post

Nice update TenPlus1 !

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

by HeroOfTheWinds » Post

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

by GingerHunter797 » Post

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

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

by MoNTE48 » Post

Please, add creeper! :)

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

by TenPlus1 » Post

Adding a creeper would be blatantly copying minecraft...

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

by HeroOfTheWinds » Post

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 » Post

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 » Post

@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 » Post

@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 162 times
Hope it's satisfactory!
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 Minetestforfun » Post

#HeroOfTheWinds
I hope your changes will be merged with this mod (good work !)

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

by TenPlus1 » Post

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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