[Mod] D00Med mobs [dmobs]

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D00Med
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[Mod] D00Med mobs [dmobs]

by D00Med » Post

I made some new mobs.
The mod includes:
>dragons(several colours)
>wyvern
>water dragon
>gnorm
>badger
>ogre
>orc(two kinds)
>hedgehog
>owl
>panda
>elephant
>fox
>whale
>flying pig
>nyan cats
>stone golem
>skeleton
>ents
>wasps, and a wasp boss
>giant rat
>tortoise
>butterflies

Some information on the mobs:
Dragon gems are dropped by the "boss" dragons ie: the wyvern, the water dragon, and the great dragon(red+black).
If you see a wasp, bee careful because it wasp probably spawned by the "king of sting", a huge wasp that will make nests and spawn more wasps. Golems sometimes drop their heads. you can use these to make a friendly golem, if you place one on top of two stone blocks. Foxes are sneaky, they will dig through fences if you try to trap them.
To get tame dragons you need to hatch them from eggs.
You must first place an egg in a "nest" made of lava, obsidian, cactus, or ice.
Then you can right click the egg with a gem(the purple one), and after a while the egg will change color. Then you have to right click it with the gem that matches the type of dragon in the egg.
Red dragon - Lava nest - Fire gem
Green dragon - Cactus nest - Poison gem
Blue dragon - Ice nest - Ice gem
Black dragon - Obsidian nest - Lightning gem
The nests are just the nodes above, surrounding the egg on all sides and underneath.

Changes:
(17/1/17):
>quite some time ago taikedz cleaned up the code
>setting fix by taikedz and hdak1945git
>improved butterflies, they now use a model
(23/11/16):
>Made wasps nest flammable and changed description from "Hive" to "Nest"
>Dragons now slow down in water, they will not be able to leave
>Fixed dragons attacking mobs whilst flying
>Improved dragon attacks - they are slower and the ice dragon can freeze
water
>all dragons now drop gems
>Increased spawn rate of boss dragons
>Improved ice texture
(8/11/16):
>added giant rats, tortoises, and butterflies
(7/11/16):
>added wasps, hives, and the king of sting(boss wasp)
(4/10/16):
>friendly golems can now be made using golem stone(which golems drop), placed on top of two stone blocks.
(2/10/16):
>added skeletons, treemen, and stone golems
Changes by taikedz:
>evil pigs are not disabled by the destructive setting, only their explosions are disabled
>the pig makes a sound when exploding
>the mobs in baddies.lua can still be disabled but with the peaceful mobs setting from mobs_redo.
Older changes:
Spoiler
(10/9/16):
>nyancats and flying pigs(peaceful) spawn if the "nyanland" mod is present
>bugfixes from last update(by everamzah)

(8/9/16)(changes by everamzah):
>enemy mobs have been moved to baddies.lua, and they can be disabled in the mobs config

(3/9/16):
>pig explosions and explosions from fireballs can be disabled
>added nyan cat

(30/8/16)(changes by taikedz):
>orcs and ogres now have a fear height and fall damage
>hedgehogs won't jump as high

(26/8/16):
>added kamikaze pigs
>bugfix for driving/mount api(changes by taikedz)

(23/8/16):
>added flying pigs

(22/8/16)(changes by taikedz):
>Added egg hatching sound
>Fixed a bug with egg hatching

(7/8/16):
>added whales(the model in the last update has been fixed)
>added newer orcs(differrent model)
>texture improvements to the dragon

(29/7/16):
>Merged mobs_dragon, which adds tameable dragons and dragon eggs. Tamed dragons can be ridden
>Added Gnorm(the "furry creature" from my horror mod)
>Improved some textures and changed the 3d model for the panda
>Added wyverns, water dragons and great dragons.

Older:
>the owl opens its eyes at night
>changes to dragon by Tenplus1
>added badgers and ogres
>added foxes
>changed the dragon model
Future changes:
>I plan on adding a lot more mobs to the mod, suggestions are welcome.

mod dependencies: default, mobs_redo, wool, nyanland?

Licences:

code: LGPL v2.1

textures: CC-BY-SA v3.0

sounds:
Roar.ogg - CC BY 3.0 Mike Koenig - http://soundbible.com/1165-Dinosaur-Roar.html
Velociraptor.ogg - CC BY 3.0 snottyboi - http://soundbible.com/1373-Velociraptor-Call.html
whale_1.ogg - CC0 Public Domain - https://en.wikipedia.org/wiki/File:Humpbackwhale2.ogg
mobs_pig.ogg - from mobs_animal by TenPlus1 (MIT)
dmobs_chirrup.ogg - CC BY SA 3.0 taikedz

screenshots:
Image
^the dragon now has a different 3d model.
Image

download(latest):https://github.com/D00Med/dmobs/archive/master.zip
download(old): http://s000.tinyupload.com/index.php?fi ... 2724012982
Last edited by D00Med on Mon Jan 16, 2017 20:44, edited 22 times in total.
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Re: [Mod] dmobs(D00Med mobs)

by MoNTE48 » Post

Terrific, I'm going to watch it later. You can push it on github? :)

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Re: [Mod] dmobs(D00Med mobs)

by azekill_DIABLO » Post

wow nice job man!!!!!
:)
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Re: [Mod] dmobs(D00Med mobs)

by Aftermoth » Post

Nice models :)

Does the mod include autonomous behaviours and spawning?

Tameable with useful abilities would be cool too ;-)

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Post

Martin_Devil wrote:Terrific, I'm going to watch it later. You can push it on github? :)
Thanks. I've never used github, I might consider it though.
Aftermoth wrote:Nice models :)

Does the mod include autonomous behaviours and spawning?

Tameable with useful abilities would be cool too ;-)
Yes and no, the mobs will spawn, and the dragon will attack monsters.
Otherwise they just walk around or attack players(the orc does this).
Pandas, hedgehogs and elephants can be bred and tamed, but they aren't useful yet.
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Re: [Mod] dmobs(D00Med mobs)

by MineYoshi » Post

i like it a lot, the elephant remember me Africa and his so cool savanna!
Have a nice day! :D

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Re: [Mod] dmobs(D00Med mobs)

by Inocudom » Post

The other mobs could use screenshots as well. Currently, only two of them are shown.

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Re: [Mod] dmobs(D00Med mobs)

by linushsao » Post

awesome...

but a few question,why only dragon can't be hurt by arrow of "bow-mod",but throwing-mod's arrow could kill dragon?

bow mod: viewtopic.php?f=9&t=14384
throwing mod: viewtopic.php?id=687

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Re: [Mod] dmobs(D00Med mobs)

by azekill_DIABLO » Post

i love the look, the animals are cute!!! try to add aquatic animals!
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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Post

linushsao wrote:awesome...

but a few question,why only dragon can't be hurt by arrow of "bow-mod",but throwing-mod's arrow could kill dragon?

bow mod: viewtopic.php?f=9&t=14384
throwing mod: viewtopic.php?id=687
I am looking into why the bow mod doesn't work on the dragons.
At the moment I have no idea why. Maybe the dragon's scales are arrow-proof?
azekill_DIABLO wrote:i love the look, the animals are cute!!! try to add aquatic animals!
good idea!
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Re: [Mod] dmobs(D00Med mobs)

by duane » Post

Very good! I especially like the elephant.
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Re: [Mod] dmobs(D00Med mobs)

by Sokomine » Post

Very cute mobs! Hope to meet them somewhere soon :-)
A list of my mods can be found here.

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Post

Image
There are now ogres(a lazy edit of orcs) and badgers.
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Re: [Mod] dmobs(D00Med mobs)

by azekill_DIABLO » Post

wow he is fat!
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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Post

the ogre tried dieting but it didn't work. It actually has the orcs torso upside down
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Re: [Mod] dmobs(D00Med mobs)

by KCoombes » Post

Finally got into this mod and I am impressed - the dragon is extremely nice! The owl needs to open his eyes though.

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Post

Thankyou.
I did plan on the owl opening its eyes at night, is there a way to change a mobs skin/texture?
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Re: [Mod] dmobs(D00Med mobs)

by mahmutelmas06 » Post

D00Med wrote:Thankyou.
I did plan on the owl opening its eyes at night, is there a way to change a mobs skin/texture?
Check cme's on_hit fucntion. It changes mobs texture.
https://github.com/BlockMen/cme/blob/ma ... ctions.lua

Code: Select all

ocal function on_hit(me)
  core.after(0.1, function()
    me:settexturemod("^[colorize:#c4000099")
  end)
  core.after(0.5, function()
		me:settexturemod("")
	end)
end
My Mods:

Beverage

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D00Med
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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Post

Thanks! I made the owl open its eyes at night:D
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My subgame: viewtopic.php?f=15&t=14051#p207242

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Re: [Mod] dmobs(D00Med mobs)

by duane » Post

These mobs are great, but I think the elephants, orcs, and ogres need at least a 2 reach. You have to be nearly inside of them to get hurt.
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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Post

Thanks for pointing that out xD
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Re: [Mod] dmobs(D00Med mobs)

by TailsTheFoxDoes MT » Post

I'm downloading this mod, and the main reason is...
IT ADDS OWLS!!!
And the realistic feature of they're eyes opening and closing!!
+1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I'm the TailsTMM of minetest, in other words, i rock.
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
My mods:
My first mod:tails_boss

Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Post

Haha thankyou. Actually, I am planning on making a fox, but only the one-tail type
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Re: [Mod] dmobs(D00Med mobs)

by TailsTheFoxDoes MT » Post

D00Med wrote:Haha thankyou. Actually, I am planning on making a fox, but only the one-tail type
As long as it's a fox. :D
I'm the TailsTMM of minetest, in other words, i rock.
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
My mods:
My first mod:tails_boss

Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!

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Re: [Mod] dmobs(D00Med mobs)

by petra2201 » Post

That is incredible, great job on the textures!

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