[Mod] Mobs Redo [1.61] [mobs]

User avatar
Nathan.S
Member
Posts: 1147
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21
Location: Bigsby Texas
Contact:

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

by Nathan.S » Post

And dropped pails, and lets not forget about diamonds and mese :D
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

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

by Don » Post

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?
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
Nathan.S
Member
Posts: 1147
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21
Location: Bigsby Texas
Contact:

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

by Nathan.S » Post

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
Attachments
He and She goat
He and She goat
He_goat.png (71.23 KiB) Viewed 1685 times
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

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

by Don » Post

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
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
ExeterDad
Member
Posts: 1717
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad
Location: New Hampshire U.S.A

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

by ExeterDad » Post

Sweet!

Sokomine
Member
Posts: 4276
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

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

by Sokomine » Post

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.
A list of my mods can be found here.

User avatar
TenPlus1
Member
Posts: 3700
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

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

by TenPlus1 » Post

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 :)
Attachments
mr_goat.zip
(48.43 KiB) Downloaded 1181 times
Last edited by TenPlus1 on Wed May 06, 2015 08:46, edited 1 time in total.

User avatar
Nathan.S
Member
Posts: 1147
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21
Location: Bigsby Texas
Contact:

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

by Nathan.S » Post

@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/290 ... goat.blend which will probably be easier to use than to try and import the .b3d file.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course

User avatar
Echoes91
Member
Posts: 80
Joined: Thu Feb 19, 2015 13:21
In-game: Echoes
Location: Lombardy, Italy

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

by Echoes91 » Post

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.

User avatar
ExeterDad
Member
Posts: 1717
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad
Location: New Hampshire U.S.A

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

by ExeterDad » Post

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
(138.12 KiB) Downloaded 294 times

User avatar
Minetestforfun
Member
Posts: 940
Joined: Tue Aug 05, 2014 14:09
GitHub: MinetestForFun
IRC: MinetestForFun
In-game: MinetestForFun
Location: On earth
Contact:

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

by Minetestforfun » Post

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...

User avatar
TenPlus1
Member
Posts: 3700
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

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

by TenPlus1 » Post

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: 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.

acblonde
Member
Posts: 19
Joined: Wed Feb 26, 2014 13:28

Re: Mobs Redo 0.1 [mod]

by acblonde » Post

I installed a mod that would make me hungry lol

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

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

by Don » Post

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: viewtopic.php?f=9&t=8798&start=50#p173539
Daughter and I are having fun rounding up animals and killing the monsters.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
Napiophelios
Member
Posts: 1035
Joined: Mon Jul 07, 2014 01:14
GitHub: Napiophelios
IRC: Nappi
In-game: Nappi

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

by Napiophelios » Post

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
Attachments
screenshot.png
screenshot.png (89.65 KiB) Viewed 1685 times

User avatar
TenPlus1
Member
Posts: 3700
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

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

by TenPlus1 » Post

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...

freakedenough
Member
Posts: 12
Joined: Mon Mar 23, 2015 19:59

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

by freakedenough » Post

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

freakedenough
Member
Posts: 12
Joined: Mon Mar 23, 2015 19:59

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

by freakedenough » Post

edit: sorry, double post

User avatar
TenPlus1
Member
Posts: 3700
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

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

by TenPlus1 » Post

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...

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

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

by Don » Post

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.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
TenPlus1
Member
Posts: 3700
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

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

by TenPlus1 » Post

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...

User avatar
GingerHunter797
Member
Posts: 144
Joined: Sun Oct 13, 2013 15:36
In-game: GingerHunter797
Location: Indiana

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

by GingerHunter797 » Post

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

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

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

freakedenough
Member
Posts: 12
Joined: Mon Mar 23, 2015 19:59

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

by freakedenough » Post

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.

User avatar
TenPlus1
Member
Posts: 3700
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

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

by TenPlus1 » Post

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

freakedenough
Member
Posts: 12
Joined: Mon Mar 23, 2015 19:59

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

by freakedenough » Post

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)

Post Reply

Who is online

Users browsing this forum: No registered users and 14 guests