[Mod] D00Med mobs [dmobs]

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MineYoshi
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Re: [Mod] D00Med mobs [dmobs]

by MineYoshi » Thu Sep 08, 2016 00:05

+150 for the derpy, epyleptical and colorfully nyan cats in 3d!
 

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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Thu Sep 08, 2016 11:12

Your mobs are fun.

I track them for my server.

My world has just gotten even more insane.
 

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Re: [Mod] D00Med mobs [dmobs]

by azekill_DIABLO » Thu Sep 08, 2016 16:51

taikedz wrote:Your mobs are fun.

I track them for my server.

My world has just gotten even more insane.


yes ;)

with mila it will get wierd too
 

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Re: [Mod] D00Med mobs [dmobs]

by bell07 » Fri Sep 09, 2016 10:56

At the first a big thank you for your work! I really like it!
Now my feature reuqest: I tried out the nyanland mod (https://github.com/HybridDog/nyanland) that is funny but uninhabited without your nyancats :(. Can you please add nyanland as optional dependency and take the nyancats spawning in the nyanland?
Maybe flying_pig can spawn in nyanland infrequent too? Any other "funny" mobs planned that would fit to the nyanland?
 

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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Fri Sep 09, 2016 11:19

You should ask HybridDog/nyanland to add an optional dependency on dmobs to populate their world - you should give them a nudge to see if they want to add D00Med's nyancats :-)

Ultimately, it's the land that should choose the mobs that come in - not the mobs choosing where they want to live ;-)
 

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Re: [Mod] D00Med mobs [dmobs]

by swordpaint12 » Fri Sep 09, 2016 15:41

I don't know if anyone's asked this yet, but how do you tame the dragons?
God's not dead; remember that!
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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Fri Sep 09, 2016 18:14

You need to defeat the dragons and harvest the eggs and gems... one day there will be a wiki :-P
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Fri Sep 09, 2016 21:09

Actually they can spawn in nyanland, similar to how mobs spawn in ethereal worlds.
I've updated the mod so that nyancats and pigs spawn in nyanland.
 

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Re: [Mod] D00Med mobs [dmobs]

by Byakuren » Fri Sep 09, 2016 21:48

taikedz wrote:You should ask HybridDog/nyanland to add an optional dependency on dmobs to populate their world - you should give them a nudge to see if they want to add D00Med's nyancats :-)

Ultimately, it's the land that should choose the mobs that come in - not the mobs choosing where they want to live ;-)

I think "spawnings" should be separate from both the mob definition and the biome definition, so that mob mods can add them to existing biomes, and biomes can add existing mobs. So some kind of register_spawn(...), which is what Mobs Redo has already anyway.

EDIT: Actually the supported one is mobs:spawn. bell07, you can use that to make the mobs spawn in nyanland, by making a third mod that just adds the spawn registration.
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Re: [Mod] D00Med mobs [dmobs]

by bell07 » Fri Sep 09, 2016 22:07

D00Med wrote:Actually they can spawn in nyanland, similar to how mobs spawn in ethereal worlds.
I've updated the mod so that nyancats and pigs spawn in nyanland.

Thank you! I tried it and there are 3 pigs have welcomed me to the nyanland but no nyans :(
Is it possible to set other spawn-rates for the nyanland-blocks?

There are two screenies how it looks in height=30688

Image
Image
(OT how I can add screenshots inplace in this forum?)
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Last edited by bell07 on Fri Sep 09, 2016 23:27, edited 1 time in total.
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Fri Sep 09, 2016 22:38

Try it now, I mad them more common.
You can place screenshots inplace with [img]imagelocation[/img] I think...I'm not sure I usually use the full editor where there is a button.
 

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Re: [Mod] D00Med mobs [dmobs]

by bell07 » Fri Sep 09, 2016 23:35

I tried the new setting and no luck.

Now I changed the setting to
Code: Select all
mobs:register_spawn("dmobs:nyan", {"nyanland:meseleaves"}, 20, 10, 100, 10, 31000)
that works for me.

And now I know how to take screenies to the forum ;) Note, there are static nyans consisting of nyan blocks often too so asume the high spawning rate should be ok.

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Sat Oct 01, 2016 21:11

I've added new mobs; skeletons, treemen, and stone golems.
Image
 

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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Sat Oct 01, 2016 22:29

FANTASTIC!!

I really should ask you to play on Mobd World and tame them ALL!! :-P
 

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Re: [Mod] D00Med mobs [dmobs]

by azekill_DIABLO » Sun Oct 02, 2016 09:37

D00Med wrote:I've added new mobs; skeletons, treemen, and stone golems.
Image

Oh GOD! that freaking awesome doomed!
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Sun Oct 02, 2016 20:55

taikedz wrote:FANTASTIC!!

I really should ask you to play on Mobd World and tame them ALL!! :-P

Thanks, maybe I will sometime.

azekill_DIABLO wrote:Oh GOD! that freaking awesome doomed!

Thanks
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Mon Oct 03, 2016 20:25

^Thanks for the idea, they now drop special "golem stone" which can be placed on top of 2 stone to make a golem that will act as a guard. They follow cobblestone too, so you can lure them to wherever you need them.
 

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Re: [Mod] D00Med mobs [dmobs]

by theblackwolf » Fri Oct 14, 2016 04:25

I really like this MOD its very pleasing to the eyes you did a great job. :)
 

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Re: [Mod] D00Med mobs [dmobs]

by Inocudom » Sun Oct 16, 2016 22:06

Two new mob ideas that I have for you:
https://youtu.be/3nxjkdQav5s-Killer Bee Hive
This mob could be found in various places that are abandoned as well as in trees, logs, and caves. If approached, its bees could attack the player and chase him/her for a distance of up to 2 miles from the hive. If the chasing swarm stings the player 500 times, it could die from doing so, though the player probably would not survive being stung that many times. The hive could produce up to 3 swarms and could be as strong as a block of wood. Each bee sting could deal 1 heart of damage and cause a poisoning effect that slowly takes away an additional 2 hearts if the player does not heal.
https://youtu.be/36v-AEu7uAU-Yellow Jacket Hive
This mob could be found anywhere and in anything, regardless of whether it is abandoned or not. If approached, its wasps could attack the player and chase him/her endlessly, thus forcing him/her to either kill the wasps or to hide behind a door. The chasing swarm could also sting an infinite number of times without dying from doing so. The hive could produce up to 6 swarms and could be as strong as a block of dirt. Each wasp sting could deal 2 hearts of damage and cause a poisoning effect that slowly takes away an additional heart if the player does not heal. It is worth noting that a wasp swarm could fly and attack faster than a bee swarm.
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