[Mod] Mobs Redo [1.50] [mobs]

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Nathan.S » Sat Mar 21, 2015 01:38

And dropped pails, and lets not forget about diamonds and mese :D
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Sat Mar 21, 2015 02:01

Because goats eat everything in their path, it would be cool to have them eat all plants in the path they travel. Not sure if it can be done. It could eat all plants near it and turn grass into dirt.
@Nathan - can you post a screenshot?
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Nathan.S » Sat Mar 21, 2015 02:11

Image

Here you go. Thats a render, I don't seem to have that mod installed, link to the git for it is here: https://github.com/Sokomine/mobf_goat
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He_goat.png
He and She goat
(71.23 KiB) Not downloaded yet
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Sat Mar 21, 2015 02:20

Nathan.S wrote:Image

Here you go. Thats a render, I don't seem to have that mod installed, link to the git for it is here: https://github.com/Sokomine/mobf_goat

That's awesome
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Sokomine » Sat Mar 21, 2015 04:27

Nathan.S wrote:Not sure if you'd be interested, but I created a goat model for one of the other mob mods that you could add if you'd like.
I have a he, she and kid goat, and four different colored textures for each.

Thanks for getting the mobs added here as well! The goats are really great. I intended to turn them into a mod, and they already roam my singleplayer worlds, but I lacked time to finish it. Hopefully the goats will get added to as many mob mods as possible as they're *very* cute! It's fun to see one walk around.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by TenPlus1 » Sat Mar 21, 2015 10:15

Thanks Don, am working on the goat mob just now and will keep the walking/attack/head down and up animations. Would it be possible to strip the others and make the .b3d file smaller ?

The attached mr_goat mod (mobs redo goat) requires mobs redo to be installed and spawns a goat on green grass that will happily wander around eating ALL flora, will follow wheat and if punched will attack the player... enjoy :)
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mr_goat.zip
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Last edited by TenPlus1 on Wed May 06, 2015 08:46, edited 1 time in total.
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Nathan.S » Sat Mar 21, 2015 13:50

@TenPlus1 I created the model originally, though I have no problem with other people modifying it or using it. I can get you an updated .b3d version of the he goat, but not until Monday. If somebody else wants to take a stab at it I have the .blend file available here https://dl.dropboxusercontent.com/u/29046539/He_goat.blend which will probably be easier to use than to try and import the .b3d file.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Echoes91 » Sat Mar 21, 2015 14:26

Right now neutral mobs seem to have some suicidal tendencies, they drown themselves and do bungee jumping without a rope; to get their drops you just have to look underwater close to the shore or down off a cliff. Would it be possible to make them watch their steps a bit? Maybe something like a check to avoid having water or more than three air nodes below them.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by ExeterDad » Sat Mar 21, 2015 15:01

I reworked the blend for you. I deleted the unneeded keyframes and tightened up the frames to eliminate the gap created. Then exported, overwriting the b3d. Since frame positions are now different on the attack pose, I updated the init.lua to reflect the new frames.
Modified .blend, updated b3d and init.lua are now in this package.

Without the unused animations, the b3d filesize reduced approx 40%
mr_goat-032115.zip
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Minetestforfun » Sat Mar 21, 2015 15:05

Hi,

Good work for the Goat, the models and animations are beautiful, but after conversations, many people think the goal eyes are scary, so i changed it (all in black) :

Image
Image

And it's truth, i think it no longer frightens...
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by TenPlus1 » Sat Mar 21, 2015 16:28

lol, thanks ExeterDad... now we have a goat :) and I've reworked the KPGmobs to work with the api also which can be found here: https://forum.minetest.net/viewtopic.php?f=9&t=8798&start=50#p173539

Note: Wolves can be tamed into dogs and kill monsters for you, they follow the player when holding meat and can be fed raw meat to increase health...
Last edited by TenPlus1 on Tue Mar 24, 2015 12:20, edited 1 time in total.
 

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Re: Mobs Redo 0.1 [mod]

by acblonde » Sat Mar 21, 2015 23:39

I installed a mod that would make me hungry lol
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Sun Mar 22, 2015 01:26

TenPlus1 wrote:lol, thanks ExeterDad... now we have a goat :) and I've reworked the KPGmobs to work with the api also which can be found here: https://forum.minetest.net/viewtopic.php?f=9&t=8798&start=50#p173539

Daughter and I are having fun rounding up animals and killing the monsters.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Napiophelios » Sun Mar 22, 2015 03:30

How do I get the animals to stop hopping?
Its kinda weird.

I tried Jump= false but that has no effect,
they are all just hopping in place every few steps they take.

I added 4aiman's pig model with Summerfeilds MC pig texture
but he wouldnt stay still long enough for a picture;
so this is the best I could get of him...

Image
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Re: [Mod] Mobs Redo [1.05] [mobs]

by TenPlus1 » Sun Mar 22, 2015 20:49

aww cute pig... mobs should only jump with jump = false if they come across an obstacle and try to jump onto it...

Note: if no room in inventory for wool from sheep or bucket of milk from cow then item will be dropped instead...
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by freakedenough » Mon Mar 23, 2015 20:01

This Mod is incompatible with the much nicer V7 ethereal world generator. No Mobs will spawn, because of the different block names.
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by TenPlus1 » Mon Mar 23, 2015 20:26

freakedenough: Mobs Redo is fully compatible with the latest Ethereal mod and is set so that specific mobs spawn in a certain biome instead of all on the same grass type...
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Mon Mar 23, 2015 21:26

I was playing an Ethereal map a couple days ago with mobs. It seemed to work fine for me. Ethereal is a really cool map gen.
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Re: [Mod] Mobs Redo [1.07] [mobs]

by TenPlus1 » Thu Apr 02, 2015 15:47

Mobs Redo 1.07 released... Npc's will now follow player by using self.order commands like "stand" or "follow"... also fixed jumping glitch when following...
 

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Re: [Mod] Mobs Redo [1.07] [mobs]

by GingerHunter797 » Fri Apr 03, 2015 22:15

I think this mod should be in place of "Simple Mobs" on this page... http://www.minetest.net/mods
http://i.imgur.com/gqXXUaI.png

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Re: [Mod] Mobs Redo [1.08] [mobs]

by freakedenough » Sat Apr 04, 2015 10:12

1.08 has a bug

Irrlicht log: Could not open file of texture: mobs_kitten_striped.png
Irrlicht log: Could not open file of texture: mobs_kitten_striped.png
Irrlicht log: Could not open file of texture: mobs_kitten_striped.png
Irrlicht log: Could not open file of texture: mobs_kitten_striped.png
Could not open file of texture: mobs_kitten_striped.png


mobs_kitten_striped.png is in the textures folder, but i dont know why he cant open it.
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by TenPlus1 » Sat Apr 04, 2015 11:37

Kittens work ok here, what other mods are you running ?
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by freakedenough » Sat Apr 04, 2015 11:53

kpgmobs (sheeps disabled) and creatures (zombies, ghost - sheeps disabled)

sometimes striped cats spawn and the problem still comes up when creatures and kpgmobs are disabled (i wouldnt use them, if your mod would have horses and ghosts and zombies)
 

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