[Mod]Horror mod

jakab
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Re: [Mod]Horror mod

by jakab » Post

WTF ???!!!
WHAT IS THIS MOD ?? BÖEEEE :O
why witchcraft needs this mod ?

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D00Med
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Re: [Mod]Horror mod

by D00Med » Post

LOL, witchcraft shouldn't/doesn't require this mod, there are just a few things that will only work if it is present(the pentagram).
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My subgame: viewtopic.php?f=15&t=14051#p207242

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Inocudom
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Re: [Mod]Horror mod

by Inocudom » Post

My concern about your mobs is that some of them might cause damage to structures or start fires. Perhaps a way to turn those effects off would be a good idea?

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D00Med
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Re: [Mod]Horror mod

by D00Med » Post

^Yes there is, within mobs.lua, a way to turn off the destructive behaviour(line57).
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My subgame: viewtopic.php?f=15&t=14051#p207242

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D00Med
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Re: [Mod]Horror mod

by D00Med » Post

Image
I've added another monster - a hell baron from doom
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My subgame: viewtopic.php?f=15&t=14051#p207242

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azekill_DIABLO
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Re: [Mod]Horror mod

by azekill_DIABLO » Post

*hardbreath*
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
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Hybrid Dog
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by Hybrid Dog » Post

It looks fairly cute. Are those two external tongues used for eating?

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azekill_DIABLO
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Re: [Mod]Horror mod

by azekill_DIABLO » Post

*intense suffocation*
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

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D00Med
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Re:

by D00Med » Post

Hybrid Dog wrote:It looks fairly cute. Are those two external tongues used for eating?
They're not supposed to look like tongues, but they do a little...
azekill_DIABLO wrote:*intense suffocation*
WARNING: Do not use this mod if you have asthma or emphysema
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

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Hybrid Dog
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https://dejure.org/gesetze/StGB/229.html

by Hybrid Dog » Post

Have you tried my palpitation mod yet?
https://github.com/hybriddog/palpitation
Note that your speakers should be able to play < 100 Hz sounds, else the palpitation is quite quiet.

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azekill_DIABLO
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Re: Re:

by azekill_DIABLO » Post

D00Med wrote:
Hybrid Dog wrote:It looks fairly cute. Are those two external tongues used for eating?
They're not supposed to look like tongues, but they do a little...
azekill_DIABLO wrote:*intense suffocation*
WARNING: Do not use this mod if you have asthma or emphysema
*urgent need to die from unbreath*
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

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D00Med
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Re: [Mod]Horror mod

by D00Med » Post

small update: I added some random creepy sounds, and smashed glass.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

ky4e
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Re: [Mod]Horror mod

by ky4e » Post

Hello ^^

Nice mod, i want to use it but with normal sky, is this possible? Also i read something about destruction and a line57 to turn off destruction? would be nice too...

I have no experience with coding or something and am too old to learn it lol. So maybe someone could explain it to me how to do both steps (using this mod with normal sky + turn off destruction) in a way i can understand ;)

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Re: [Mod]Horror mod

by azekill_DIABLO » Post

you are never to old to learn.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
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D00Med
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Re: [Mod]Horror mod

by D00Med » Post

ky4e wrote:Hello ^^

Nice mod, i want to use it but with normal sky, is this possible? Also i read something about destruction and a line57 to turn off destruction? would be nice too...

I have no experience with coding or something and am too old to learn it lol. So maybe someone could explain it to me how to do both steps (using this mod with normal sky + turn off destruction) in a way i can understand ;)
Thankyou, and turning off the sky is simple.
If you open init.lua (you can open it in notepad or an equivalent program), there are two lines "dark = true", and "dark_dark = true". If you want the sky to be normal, both of these should be "false". The destructive setting is in mobs.lua, open that and find "destructive = true" then replace true with "false". I hope this makes sense.
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Re: [Mod]Horror mod

by ky4e » Post

Thank you!

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Re: [Mod]Horror mod

by Inocudom » Post

The mobs in this mod seem like they would be better suited to underground caves and dungeons, though mothmen and ghosts could make the occasional appearance on the surface during nighttime hours.

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D00Med
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Re: [Mod]Horror mod

by D00Med » Post

Yeah that's kind of true, but I like the way they spawn at the moment
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My subgame: viewtopic.php?f=15&t=14051#p207242

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JackBauer
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Re: [Mod]Horror mod

by JackBauer » Post

Hi, great mod. I am creating a new server and I wanted to use your mode, even though it is not necessarily a horror-themed server. Therefore I disabled the dark and I slightly updated the step function to only play the scary sounds from midnight until 0430 hours.

Code: Select all

minetest.register_globalstep(function()
	local time = minetest.get_timeofday() * 24000
	if math.random(1,2000) == 1 and sounds and time > 0 and time < 4300  then
		local sound = math.random(1,7)
		--minetest.chat_send_all("playing scary sounds at time: "..tostring(time))
		minetest.sound_play(sound, 
		{gain = 0.4, max_hear_distance = 1, loop = false})
	end
Attachments
horror.zip
Horror mod with dark disabled that plays scary sounds only at night. -- only updated files, copy it over original mode
(9.53 KiB) Downloaded 84 times

piet
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Re: [Mod]Horror mod

by piet » Post

I have try the mod on my singleplayer world and wow its a good mod please make more mods!

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Re: [Mod]Horror mod

by Demosthenese » Post

JackBauer wrote:Hi, great mod. I am creating a new server and I wanted to use your mode, even though it is not necessarily a horror-themed server. Therefore I disabled the dark and I slightly updated the step function to only play the scary sounds from midnight until 0430 hours.

Code: Select all

minetest.register_globalstep(function()
	local time = minetest.get_timeofday() * 24000
	if math.random(1,2000) == 1 and sounds and time > 0 and time < 4300  then
		local sound = math.random(1,7)
		--minetest.chat_send_all("playing scary sounds at time: "..tostring(time))
		minetest.sound_play(sound, 
		{gain = 0.4, max_hear_distance = 1, loop = false})
	end
Would it be possible to do something like this for the entire modpack, based on real time? I'm trying to create a spooky 3am experience for some of the nightowls on my server. Would like it to last for about an hour. I'm not a pro coder but i feel like this should be possible.

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D00Med
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Re: [Mod]Horror mod

by D00Med » Post

You could use get_us_time() (and adjust for your timezone accordingly) and modify the range to be between 3 and 4 am.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

LordVlad
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Re: [Mod]Horror mod

by LordVlad » Post

Hii.. I have downloaded your mod, but I have two questions about:

1) How I can control many spawns of the monsters? I change blocks what sees in spawn code (not egg) with wool to make a surface where appears the monters. But certain monsters like sam doesn't appears... Why? It's because the level of light?
mobs:register_spawn("horror:sam", {"wool:red",""}, 20, 0, 15000, 2, 31000)
mobs:register_spawn("horror:armour", {"wool:yellow",""}, 20, 0, 15000, 2, 31000)
mobs:register_spawn("horror:demon", {"wool:green",""}, 20, 0, 15000, 2, 31000)
mobs:register_spawn("horror:pinky", {"wool:blue",""}, 20, 0, 15000, 2, 31000)
mobs:register_spawn("horror:birdie", {"wool:black",""}, 20, 0, 15000, 2, 31000)

this.. Birdie and Armour appears, but sam doesn't.

2) How I can control the frecuency they appears? thanks you..
You could try setting the spawn rate to a lower number. It's the "15000" in the spawn code. The rate is 1 in 15000 currently, but if you were to set it to something like "10000" then the mob would spawn more frequently.

The height of the world is also a factor. The armour won't spawn below y=2. -5000 would be more useful.
Maybe somebody wanna this answer too!. Greetings.

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j0j0n4th4n
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Re: [Mod]Horror mod

by j0j0n4th4n » Post

The clock was playing the twelve oclock sound nearly nonstop on top of itself. I change the lua function to and it solved the problem:

Code: Select all

 
minetest.register_abm({
	nodenames = {"horror:clock"},
	interval = 1.0,
	chance = 1,
	action = function(pos)
		minetest.sound_play("clock",
		{gain = 3, max_hear_distance = 1, loop = false})
		local meta = minetest.get_meta(pos)
		local time1 = minetest.get_timeofday()*24000
		meta:set_string("infotext", "time:"..time1)
		if time1 > 24000 and time1 < 24020 then
			minetest.sound_play("clock_strikes_twelve",
			{gain = 1, max_hear_distance = 1, loop = false}) 
		end
	end
})
cdb_894a100ddd76

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