[Mod] D00Med mobs [dmobs]

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Sun Sep 17, 2017 01:37

The panda eats papyrus, and the hedgehogs eat...bread I think
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Re: [Mod] D00Med mobs [dmobs]

by azekill_DIABLO » Sun Sep 17, 2017 09:59

xD they eat waffles!
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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Sun Sep 17, 2017 13:42

You feed em. Right click with their favorite food.

Pandas what you would expect ;-)
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Re: [Mod] D00Med mobs [dmobs]

by Lone_Wolf » Sat Oct 07, 2017 06:54

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
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Re: [Mod] D00Med mobs [dmobs]

by Reedych » Sat Oct 07, 2017 10:13

Wow, good mod!
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Re: [Mod] D00Med mobs [dmobs]

by Inocudom » Fri Nov 10, 2017 03:55

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]

by b3nz0l » Wed Mar 28, 2018 22:57

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:?
Code: Select all
dmobs.regular = false
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Thu Apr 05, 2018 21:02

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]

by Stix » Sun Apr 22, 2018 02:21

whats the progress on the new models?
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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Sun Apr 22, 2018 22:29

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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Re: [Mod] D00Med mobs [dmobs]

by Lone_Wolf » Mon Apr 23, 2018 01:45

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.

Didn't know this was still being worked on. Could you fix the server crashing whenever a dragon egg is hatched?
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Re: [Mod] D00Med mobs [dmobs]

by azekill_DIABLO » Mon Apr 23, 2018 17:30

D00Med wrote:At the moment I'm working on a giant rat

d00med we have to talk of which animals should be big and not.
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Re: [Mod] D00Med mobs [dmobs]

by TumeniNodes » Tue Apr 24, 2018 02:54

... sorry, this was a mistaken post
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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Tue Apr 24, 2018 10:31

d00med we have to talk of which animals should be big and not.

Next in line will be tiny dragons.

Bronze golem:
Image
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Re: [Mod] D00Med mobs [dmobs]

by texmex » Tue Apr 24, 2018 11:11

That is good work! I assume it will not spawn in peaceful orchards though? ;)
 

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Re: [Mod] D00Med mobs [dmobs]

by azekill_DIABLO » Tue Apr 24, 2018 16:34

D00Med wrote:
d00med we have to talk of which animals should be big and not.

Next in line will be tiny dragons.

Bronze golem:
Image

this is so beautiful I'm going to die.
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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Wed Apr 25, 2018 08:47

azekill_DIABLO wrote:
D00Med wrote:At the moment I'm working on a giant rat

d00med we have to talk of which animals should be big and not.


Giant phytoplankton.

Just putting that there.
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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Wed Apr 25, 2018 20:45

What about giant phytoplankton...that eat whales.

What palette are you working with, D00Med?

I'm not really working with one. I just pick out the colours before I start the texture.
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Re: [Mod] D00Med mobs [dmobs]

by azekill_DIABLO » Fri May 04, 2018 13:25

Could yu make a whole pack with textures like the bronze golem for mt?
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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Fri May 04, 2018 21:04

I've been considering it.
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Re: [Mod] D00Med mobs [dmobs]

by alxk » Fri May 04, 2018 21:45

I like the design of the dragons, but when i try to put a saddle on a dragon, this error occurs:
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>

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.
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Sat May 05, 2018 03:14

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]

by b3nz0l » Sat May 05, 2018 07:07

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.


OK, thanks. And I assume that removing/commenting out the corresponding lines in init.lua is the only way to disable specific mobs.
 

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