[Mod] D00Med mobs [dmobs]
- D00Med
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Re: [Mod] D00Med mobs [dmobs]
The panda eats papyrus, and the hedgehogs eat...bread I think
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- azekill_DIABLO
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Re: [Mod] D00Med mobs [dmobs]
xD they eat waffles!
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Re: [Mod] D00Med mobs [dmobs]
You feed em. Right click with their favorite food.
Pandas what you would expect ;-)
Pandas what you would expect ;-)
- Lone_Wolf
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Re: [Mod] D00Med mobs [dmobs]
I killed a red dragon and got a purple egg and gem. How would I hatch the egg?
EDIT: Did some testing in creative. Found out how. Water dragon shoots an unknown entity btw
EDIT: Did some testing in creative. Found out how. Water dragon shoots an unknown entity btw
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Re: [Mod] D00Med mobs [dmobs]
The monster/hostile mobs could spawn underground, as they would fit better down there. Even the wasps and dragons could be down there. Maybe the surface could have just the animal mobs and gnorms (with dragons high in the sky,) with the occasional orcs in the deserts?
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Re: [Mod] D00Med mobs [dmobs]
This maybe a bit of a noob question (not suprising since this is my first Post, hello all btw):
What would be the best approach to disable specific mobs from this mod? / prevent the *.lua from being loaded
For example if i didn't want rats running around...?
If i wanted to disable all regulars i would add the following line to minetest.conf:?
What would be the best approach to disable specific mobs from this mod? / prevent the *.lua from being loaded
For example if i didn't want rats running around...?
If i wanted to disable all regulars i would add the following line to minetest.conf:?
Code: Select all
dmobs.regular = false
- D00Med
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Re: [Mod] D00Med mobs [dmobs]
Yes that would work, but you can also go into init.lua and there will be a list of mob names in quotation marks, that you can just remove their names from.
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Re: [Mod] D00Med mobs [dmobs]
whats the progress on the new models?
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- D00Med
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Re: [Mod] D00Med mobs [dmobs]
I have finished the badger, the fox, the hedgehog, and the wasp. And I'll use the elephant and whale models from Farlands. At the moment I'm working on a giant rat and the giant wasp.
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- Lone_Wolf
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Re: [Mod] D00Med mobs [dmobs]
Didn't know this was still being worked on. Could you fix the server crashing whenever a dragon egg is hatched?D00Med wrote:I have finished the badger, the fox, the hedgehog, and the wasp. And I'll use the elephant and whale models from Farlands. At the moment I'm working on a giant rat and the giant wasp.
- azekill_DIABLO
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Re: [Mod] D00Med mobs [dmobs]
d00med we have to talk of which animals should be big and not.D00Med wrote:At the moment I'm working on a giant rat
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- TumeniNodes
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- D00Med
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Re: [Mod] D00Med mobs [dmobs]
Next in line will be tiny dragons.d00med we have to talk of which animals should be big and not.
Bronze golem:
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- texmex
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Re: [Mod] D00Med mobs [dmobs]
That is good work! I assume it will not spawn in peaceful orchards though? ;)
- azekill_DIABLO
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Re: [Mod] D00Med mobs [dmobs]
this is so beautiful I'm going to die.D00Med wrote:Next in line will be tiny dragons.d00med we have to talk of which animals should be big and not.
Bronze golem:
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Re: [Mod] D00Med mobs [dmobs]
Giant phytoplankton.azekill_DIABLO wrote:d00med we have to talk of which animals should be big and not.D00Med wrote:At the moment I'm working on a giant rat
Just putting that there.
- texmex
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Re: [Mod] D00Med mobs [dmobs]
What palette are you working with, D00Med?
- D00Med
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Re: [Mod] D00Med mobs [dmobs]
What about giant phytoplankton...that eat whales.
I'm not really working with one. I just pick out the colours before I start the texture.What palette are you working with, D00Med?
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- azekill_DIABLO
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Re: [Mod] D00Med mobs [dmobs]
Could yu make a whole pack with textures like the bronze golem for mt?
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- D00Med
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Re: [Mod] D00Med mobs [dmobs]
I've been considering it.
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Re: [Mod] D00Med mobs [dmobs]
I like the design of the dragons, but when i try to put a saddle on a dragon, this error occurs:
It would be very cool if i could fly with these dragons:-)
Edit: I removed this (205) and another line of code (199) and it finally worked, but some animations are missing.
Code: Select all
ACTION[Server]: singleplayer right-clicks object 961: LuaEntitySAO at (106.131,11,654.224)
WARNING[Server]: Undeclared global variable "set_animation" accessed at C:\..\dmobs/api.lua:205
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'dmobs' in callback luaentity_Step(): C:\..\mods\dmobs/api.lua:205: attempt to call global 'set_animation' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: C:\..\mods\dmobs/api.lua:205: in function 'object_fly'
ERROR[Main]: C:\..\mods\dmobs/dragons/piloting.lua:52: in function 'do_custom'
ERROR[Main]: C:\..\mods\mobs/api.lua:2884: in function <C:\..\mods\mobs/api.lua:2786>
Edit: I removed this (205) and another line of code (199) and it finally worked, but some animations are missing.
- D00Med
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Re: [Mod] D00Med mobs [dmobs]
I haven't been maintaining this mod for a while, but when I'm done dmobs2, this should all work well :)
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Re: [Mod] D00Med mobs [dmobs]
OK, thanks. And I assume that removing/commenting out the corresponding lines in init.lua is the only way to disable specific mobs.D00Med wrote:Yes that would work, but you can also go into init.lua and there will be a list of mob names in quotation marks, that you can just remove their names from.
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