[WIP][MOD] Slimes Redo 0.2.1

TomasJLuis
New member
 
Posts: 5
Joined: Mon Apr 06, 2015 10:20
GitHub: TomasJLuis

[WIP][MOD] Slimes Redo 0.2.1

by TomasJLuis » Mon Apr 06, 2015 13:01

Introduction

This mod adds two type of mobs in the world of Minetest: green slimes and lava slimes. They are hostile and will attack the players as soon as they see them. If the slimes are defeated, they maybe will reward the player with useful resources.

Green slimes live in the tall grass of the jungles and in the ancient ruins of lost temples. And lava slimes live deep underground near the lava pools.

I hope you like it!

Details:

NOW INTEGRATED WITH MOBS REDO
- Adds two new hostile mobs: green slimes and lava slimes.
- They attack players and hurt them on touch.
- The biger ones split in a random amout of smaller versions when defeated: big > medium > small.
- They use custom textures and sounds. (more work needs to be done here ;P)
- Thanks to the use of Mobs Redo API, they have all the benefits of the other mobs included in the original:
> Efficient IA to search and attack players.
> Enviromental damage.
> Easy configuration.
... and more.

Green slimes:
> spawn in jungles or in temples (default:mossycobble).
> on die, they drop a randomish amount of glue (from mesecon mod)
> Lava hurts them.

Image

Lava slimes:
> spawn in lava pools deep under ground.
> on die, they drop a randomish amount of gunpowder (from default tnt mod).
> water hurts them.
> when they jump they can leave a footprint of fire. ^^

Image

ToDo:
- Improve slimes animation; with the Mobs Redo integration slimes have lost the animation that they did when jumping. Not a big lost but I would like to recover it.
- Reunification; two or more smaller slimes can eventually join in a biger version, recovering hp in the process.
- Explosive slimes; may be this should be the death of lava slimes. With the new 'on_die' function of Mobs API it would be easy to implement.
- Poisonus slimes; is there any mod there that adds poisonus effects to player?.
- Jelly slimes; you can farm them to get sweet jelly to eat. (too disgusting may be? ;P)
- Any suggestions?

Download:

https://github.com/TomasJLuis/mt-slimes-redone/archive/master.zip

Install
Unzip the archive an place it in minetest-base-directory/mods/slimes/
If you have a windows client or a linux run-in-place client.
If you have a linux system-wide instalation place it in ~/.minetest/mods/slimes/.
If you want to install this mod only in one world create the folder worldmods/ in your world directory.
For further information or help see: http://wiki.minetest.com/wiki/Installing_Mods

How to use the mod:
1. Install Mobs Redo >= 1.10
2. Install Slimes Redo.
3. Enjoy

Mod Information

Author: TomasJLuis (with the help of TenPlus1 to integrate the mod with Mobs Redo)

Version 0.2

Required Minetest Version: >=0.4.12

Dependencies: default, tnt, mobs redo >=1.09 (viewtopic.php?f=9&t=9917)

Soft Dependencies: (none)

Highly Recommended: mesecon_materials (viewtopic.php?f=11&t=628&hilit=mesecon)

Craft Recipies: (none)

Git Repo: https://github.com/TomasJLuis/mt-slimes-redone

Licences:

- Original sound for slime damage by RandomationPictures under licence CC0 1.0.
http://www.freesound.org/people/RandomationPictures/sounds/138481/

- Original sounds for slime jump, land and death by Dr. Minky under licence CC BY 3.0.
http://www.freesound.org/people/DrMinky/sounds/

- Source code and images are under WTFPL.

Version history
0.2.1 - Updated to Mob Redo API 1.10
0.2 - Now using Mob Redo API. Changed mod name to Slimes Redo to reflect better this.
0.1 - Initial release.

Special thanks:
@TenPlus1, for all your help and amazing work to integrate Slimes with Mobs Redo.
@Jeija, for your slimes mod (viewtopic.php?f=11&t=2979).
Last edited by TomasJLuis on Sat Apr 25, 2015 08:04, edited 14 times in total.
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
Location: On earth
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [MOD] Slimes "redone"

by Minetestforfun » Mon Apr 06, 2015 20:04

Hi and welcome, (it's your first post :))

Very good work ! The slime is a funny monster and i hope you will improve it,

For the damage/health/armor values, they are very easily editable, so it's ok with default values,

Used the mobs redo API is a good idea, this API is very stable and powerful,

Keep up the good work ! :)
 

User avatar
SpaghettiToastBook
Member
 
Posts: 52
Joined: Sun Feb 22, 2015 21:11
Location: The Milky Way
In-game: STB

Re: [MOD] Slimes "redone"

by SpaghettiToastBook » Mon Apr 06, 2015 20:35

This looks pretty good. To be clear, does this mod use the Mobs Redo API, or does it copy it?
 

TomasJLuis
New member
 
Posts: 5
Joined: Mon Apr 06, 2015 10:20
GitHub: TomasJLuis

Re: [MOD] Slimes "redone"

by TomasJLuis » Mon Apr 06, 2015 21:49

Minetestforfun wrote:Hi and welcome, (it's your first post :))
Very good work ! The slime is a funny monster and i hope you will improve it,

Minetestforfun wrote:Keep up the good work ! :)

Thank you, I'm trying.

About Mobs Redo API:
Minetestforfun wrote:For the damage/health/armor values, they are very easily editable, so it's ok with default values,
Used the mobs redo API is a good idea, this API is very stable and powerful,

SpaghettiToastBook wrote:This looks pretty good. To be clear, does this mod use the Mobs Redo API, or does it copy it?


I'm not using MOBS REDO API. The TenPlus1 API didn't work for all the things that I was trying to get with the slimes, so finaly I made mine custom and light version of the TenPlus1 mod.

I've been talking this today with TenPlus1 and he believes that the last changes on his API would be enough to get slimes working. I don't know, I have found some issues that I cannot solve right now with the mobs redo API (or I don't know how to do it). Anyway he agrees that my solution is perfectly valid.
 

User avatar
12Me21
Member
 
Posts: 873
Joined: Tue Mar 05, 2013 00:36
Location: (Ignore all of my posts before 2018)
GitHub: 12Me21
 

User avatar
Krock
Developer
 
Posts: 4372
Joined: Thu Oct 03, 2013 07:48
Location: Switzerland
GitHub: SmallJoker

Re: [MOD] Slimes "redone" 0.1

by Krock » Wed Apr 08, 2015 16:29

Interesting. I did not expect a redo of this mod.

Well done, the slimes are a welcome variety for the common 2- or 4-feet mobs.
>> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

TomasJLuis
New member
 
Posts: 5
Joined: Mon Apr 06, 2015 10:20
GitHub: TomasJLuis

Re: [MOD] Slimes "redone" 0.1

by TomasJLuis » Thu Apr 09, 2015 10:29

TenPlus1 wrote:For curiosity more than anything I made your Slimes mod run with the latest Mobs Redo api which showcases many of the new features your mod inspired me to add :)

Mobs Redo 1.08 (api)
https://github.com/tenplus1/mobs/archive/master.zip

Slimes Redo mod link below:


Fantastic! Thank you very much TenPlus1
Last edited by TomasJLuis on Thu Apr 09, 2015 10:30, edited 1 time in total.
 

TomasJLuis
New member
 
Posts: 5
Joined: Mon Apr 06, 2015 10:20
GitHub: TomasJLuis

Re: [MOD] Slimes "redone" 0.1

by TomasJLuis » Thu Apr 09, 2015 10:30

12Me21 wrote:Those textures look awesome!


Krock wrote:Interesting. I did not expect a redo of this mod.

Well done, the slimes are a welcome variety for the common 2- or 4-feet mobs.


Thank you! ^^
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
Location: On earth
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [MOD] Slimes "redone" 0.1

by Minetestforfun » Thu Apr 09, 2015 19:01

TenPlus1 wrote:For curiosity more than anything I made your Slimes mod run with the latest Mobs Redo api which showcases many of the new features your mod inspired me to add :)

Mobs Redo 1.08 (api)
https://github.com/tenplus1/mobs/archive/master.zip

Slimes Redo mod link below:


Great news ! Thank you TenPlus1
 

User avatar
TenPlus1
Member
 
Posts: 2610
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

[MOD] Slimes Redo 0.2

by TenPlus1 » Mon Apr 20, 2015 08:15

For curiosity more than anything I made your Slimes mod run with the latest Mobs Redo api which showcases many of the new features your mod inspired me to add :) Note: I have removed the footstep feature and instead use replace which works better...

Mobs Redo 1.10 (api)
https://github.com/tenplus1/mobs/archive/master.zip

Slimes Redo mod link below:
Attachments
slimes_redo.zip
(56.3 KiB) Downloaded 994 times
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
Location: On earth
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [WIP][MOD] Slimes Redo 0.2

by Minetestforfun » Mon Apr 20, 2015 11:49

Bug issue :

When big Slimes (2x2 visual) jump "on players", they stuck and don't do damage, and players can damage the big slime safely... :p
 

User avatar
TenPlus1
Member
 
Posts: 2610
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [WIP][MOD] Slimes Redo 0.2

by TenPlus1 » Mon Apr 20, 2015 12:31

Minetestforfun: latest mob api fixes this problem... slimes now hurt when bouncing on your head :)
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
Location: On earth
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun
 

TomasJLuis
New member
 
Posts: 5
Joined: Mon Apr 06, 2015 10:20
GitHub: TomasJLuis

Re: [MOD] Slimes Redo 0.2

by TomasJLuis » Fri Apr 24, 2015 19:38

TenPlus1 wrote:For curiosity more than anything I made your Slimes mod run with the latest Mobs Redo api which showcases many of the new features your mod inspired me to add :) Note: I have removed the footstep feature and instead use replace which works better...

Mobs Redo 1.10 (api)
https://github.com/tenplus1/mobs/archive/master.zip

Slimes Redo mod link below:


Great! Thank you! I will check the new API asap. I'm very interested in the explosive mobs feature. ^^
 

nvrsbr
Member
 
Posts: 57
Joined: Fri Jun 05, 2015 19:42

Re: [WIP][MOD] Slimes Redo 0.2.1

by nvrsbr » Sun Jun 14, 2015 16:31

Anyway to control the spawning of the Slimes?
There are just WAY TOO many spawning.
 

nvrsbr
Member
 
Posts: 57
Joined: Fri Jun 05, 2015 19:42

Re: [WIP][MOD] Slimes Redo 0.2.1

by nvrsbr » Mon Jun 15, 2015 02:35

nvrsbr wrote:Anyway to control the spawning of the Slimes?
There are just WAY TOO many spawning.


Anyone?
 

User avatar
TenPlus1
Member
 
Posts: 2610
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1
 

User avatar
ufa
Member
 
Posts: 65
Joined: Mon Feb 27, 2012 14:19

Re: [WIP][MOD] Slimes Redo 0.2.1

by ufa » Sat Jan 16, 2016 20:19

tried to install in a minetest-server v.0.4.13 but it throws me the following error:

sing world specified by --worldname on the command line
18:15:16: WARNING: Assignment to undeclared global "SPEAR_ENTITY" inside a function at ...0.4/bin/../games/minetest_game/mods/spears/tools.lua:32.
18:15:16: WARNING: Assignment to undeclared global "result" inside a function at ...es/minetest_game/mods/moreblocks/stairsplus/init.lua:21.
[MOD] Mobs Redo loaded
2016-01-16 18:15:17: ERROR[main]: ========== ERROR FROM LUA ===========
2016-01-16 18:15:17: ERROR[main]: Failed to load and run script from
2016-01-16 18:15:17: ERROR[main]: /opt/minetest-stable-0.4/bin/../games/minetest_game/mods/slimes_redone/init.lua:
2016-01-16 18:15:17: ERROR[main]: ...n/../games/minetest_game/mods/slimes_redone/init.lua:5: attempt to concatenate a nil value
2016-01-16 18:15:17: ERROR[main]: stack traceback:
2016-01-16 18:15:17: ERROR[main]: ...n/../games/minetest_game/mods/slimes_redone/init.lua:5: in main chunk
2016-01-16 18:15:17: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-01-16 18:15:17: ERROR[main]: Server: Failed to load and run /opt/minetest-stable-0.4/bin/../games/minetest_game/mods/slimes_redone/init.lua
2016-01-16 18:15:17: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /opt/minetest-stable-0.4/bin/../games/minetest_game/mods/slimes_redone/init.lua
2016-01-16 18:15:17: ERROR[main]: Error from Lua:
2016-01-16 18:15:17: ERROR[main]: ...n/../games/minetest_game/mods/slimes_redone/init.lua:5: attempt to concatenate a nil value
2016-01-16 18:15:17: ERROR[main]: stack traceback:
2016-01-16 18:15:17: ERROR[main]: ...n/../games/minetest_game/mods/slimes_redone/init.lua:5: in main chunk
[ufa@localhost ~]$
[ufa@localhost ~]$


Is anything I can do to re-enable it?
 

User avatar
Nathan.S
Member
 
Posts: 913
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [WIP][MOD] Slimes Redo 0.2.1

by Nathan.S » Sat Jan 16, 2016 22:26

ufa, I think you need to rename the folder to slimes, rather than the slimes_redone that you have it named as.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
ufa
Member
 
Posts: 65
Joined: Mon Feb 27, 2012 14:19

Re: [WIP][MOD] Slimes Redo 0.2.1

by ufa » Sun Jan 17, 2016 00:10

no, same error

2016-01-16 22:10:01: ERROR[main]: ========== ERROR FROM LUA ===========
2016-01-16 22:10:01: ERROR[main]: Failed to load and run script from
2016-01-16 22:10:01: ERROR[main]: /opt/minetest-stable-0.4/bin/../games/minetest_game/mods/slimes/init.lua:
2016-01-16 22:10:01: ERROR[main]: ...n/../games/minetest_game/mods/slimes/greenslimes.lua:13: attempt to index global 'mobs' (a nil value)
2016-01-16 22:10:01: ERROR[main]: stack traceback:
2016-01-16 22:10:01: ERROR[main]: ...n/../games/minetest_game/mods/slimes/greenslimes.lua:13: in main chunk
2016-01-16 22:10:01: ERROR[main]: [C]: in function 'dofile'
2016-01-16 22:10:01: ERROR[main]: ...-0.4/bin/../games/minetest_game/mods/slimes/init.lua:4: in main chunk
2016-01-16 22:10:01: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-01-16 22:10:01: ERROR[main]: Server: Failed to load and run /opt/minetest-stable-0.4/bin/../games/minetest_game/mods/slimes/init.lua
2016-01-16 22:10:01: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /opt/minetest-stable-0.4/bin/../games/minetest_game/mods/slimes/init.lua
2016-01-16 22:10:01: ERROR[main]: Error from Lua:
2016-01-16 22:10:01: ERROR[main]: ...n/../games/minetest_game/mods/slimes/greenslimes.lua:13: attempt to index global 'mobs' (a nil value)
2016-01-16 22:10:01: ERROR[main]: stack traceback:
2016-01-16 22:10:01: ERROR[main]: ...n/../games/minetest_game/mods/slimes/greenslimes.lua:13: in main chunk
2016-01-16 22:10:01: ERROR[main]: [C]: in function 'dofile'
2016-01-16 22:10:01: ERROR[main]: ...-0.4/bin/../games/minetest_game/mods/slimes/init.lua:4: in main chunk
 

User avatar
Napiophelios
Member
 
Posts: 982
Joined: Mon Jul 07, 2014 01:14
GitHub: Napiophelios
IRC: Nappi
In-game: Nappi

Re: [WIP][MOD] Slimes Redo 0.2.1

by Napiophelios » Sun Jan 17, 2016 01:15

ufa thats not the same error.
keep the folder named as "slimes"

ufa does the slimes mod have a depends text?
If so is "mobs" listed as a dependancy?

or is this the stand alone mod?
 

User avatar
SaKeL
Member
 
Posts: 653
Joined: Tue Apr 14, 2015 18:39
GitHub: JurajVajda
IRC: SaKeL
In-game: SaKeL

Re: [WIP][MOD] Slimes Redo 0.2.1

by SaKeL » Sun Feb 21, 2016 18:43

Nice mod, but having a TNT in mandatory dependencies is a crucial for servers. Many servers don't want to have TNT Mod enabled since people can destroy the whole map with it.
 

lol34
New member
 
Posts: 3
Joined: Thu Mar 03, 2016 09:55
GitHub: lol34
IRC: bali
In-game: bali

Re: [WIP][MOD] Slimes Redo 0.2.1

by lol34 » Thu Mar 03, 2016 10:56

Can someone tell me what is this mob what throws the string things called?
 

Beam993
New member
 
Posts: 3
Joined: Mon May 20, 2019 12:42
GitHub: Beam
IRC: Beam
In-game: Beam

Re: [WIP][MOD] Slimes Redo 0.2.1

by Beam993 » Tue May 21, 2019 09:07

Update it for 5.0.0 version and it has crash
 


Return to WIP Mods



Who is online

Users browsing this forum: Google [Bot], luk3yx and 4 guests