[mod] Nodebox Mob API [nmobs]

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duane
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[mod] Nodebox Mob API [nmobs]

by duane » Wed Feb 01, 2017 03:15

This is a basic mob API for use with nodebox mobs, with some support for mesh-based mobs. I started from scratch (as much as I can, given that I've already seen most of the other APIs).

Image

Mobs are defined with a nodebox table (or mesh and textures) and a name as the only requirements. You can add a set of nodes that they're interested in and will travel to. This is where they spawn, by default. You can also specify hit dice and armor class, among other things. (AD&D 1st since 1982! Woot!)

The mobs will attack players if attack_player is set. They will always fight back when attacked if they have double-digit hit points, otherwise they panic and run.

There are two score or so of mobs at the moment, mostly of my own creation. Some were copied from Cute Cubic Mobs (so cute!), which gave me the idea for the whole project. I have no plans to duplicate all of the features of the more advanced APIs. This mod is mainly for my own use.

To get the full effect, you need to also download and install my status and bad_terrain mods, which add traps and poison, among other things.

The source is available on github.

Code: LGPL2

Mod dependencies: default

Download: https://github.com/duane-r/nmobs/archive/master.zip
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Wed Feb 01, 2017 03:16

Problems:

- mobs may be spawning in solid earth (?)
- mobs may be submarining (possibly nothing I can do about this)
- mobs are not removed when out of player range
- taming doesn't use the tames table yet
- mobs don't respawn with more than 2 hp
- mobs aren't affected by fire, lava, etc
- mobs can see/attack through walls
Last edited by duane on Sun Oct 22, 2017 08:16, edited 2 times in total.
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Re: [mod] Nodebox Mob API [nmobs]

by TumeniNodes » Wed Feb 01, 2017 03:40

duane wrote:Problems: Oh yes! Lots of them!


Pssst..., hey....
Wanna buy a duck?

Problems can be lots of fun though.... sometimes. Not all the time though..., that's why they call it "some"times... and not "allthe"times......

Yeh.. soooooooooo when will you add ducks? They should be ducks with guns... makes gameplay a little more challenging... and wierd
Hit a duck and he pulls a gun on you.... what's more awesome than that?! :D

edit> or ninja ducks.... those are cool too
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Wed Feb 01, 2017 03:48

Nope. Instead, I'm adding Disco Ducks. They play an annoying one-hit wonder in an endless loop every time you log in.

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Re: [mod] Nodebox Mob API [nmobs]

by TumeniNodes » Wed Feb 01, 2017 04:05

duane wrote:Nope. Instead, I'm adding Disco Ducks. They play an annoying one-hit wonder in an endless loop every time you log in.

Image


Disco..., disco duck... (that was my jam)

yet another edit> The easiest mob to create would be an air mob which attacks randomly, and just enough to annoy you. Or a leaf mob which flings sharp leaves at you
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Re: [mod] Nodebox Mob API [nmobs]

by Napiophelios » Wed Feb 01, 2017 04:11

Well I use mobs_redo for my survival worlds, but this is what I want for creative.
Just cute animals grazing and milling about.
I hope you can work in animal sounds.


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Re: [mod] Nodebox Mob API [nmobs]

by duane » Thu Feb 02, 2017 05:55

I added sound, an animate boulder, and some basic documentation.

You can now tame some mobs by right-clicking them. Once tame, they will follow you. When you right-click them again, they will stay within about five meters of where you left them. This is as close as I'm going to get to dealing with fences. You can put one up for looks, but the mob won't leave the area regardless.

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Thu Feb 02, 2017 15:01

Now I'm adding goblins. I'm going for a vaguely toad-like look.

Image

Image
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Re: [mod] Nodebox Mob API [nmobs]

by TumeniNodes » Thu Feb 02, 2017 16:41

Napiophelios wrote:PEPE!!!

I made some changes to make the pig more..pig like.

Image
screenshot_20170202_094218.png


I'm looking at this pic and something catches my eye from the corner....
Innocent, harmless looking tulips..... and I'm thinking.... (hmmmm, tulip mobs?)
They settle near tulips and you won't notice them... until they attack you
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Fri Feb 03, 2017 14:56

Something for the sandy spots.

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Re: [mod] Nodebox Mob API [nmobs]

by texmex » Fri Feb 03, 2017 16:21

duane wrote:Something for the sandy spots.

Image

Yaaas! Out of a lot of mob designs, this actually looks like it's made for Minetest.
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Sat Feb 04, 2017 00:23

texmex wrote:Yaaas! Out of a lot of mob designs, this actually looks like it's made for Minetest.


It does sort of have that old-school Lego feel.
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Sat Feb 04, 2017 14:45

Dem bones, dem bones...

Still working on this.

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Re: [mod] Nodebox Mob API [nmobs]

by the_raven_262 » Sat Feb 04, 2017 20:11

I actually like this idea more than the original model based mobs, i think these fit into minetest perfectly :D
 

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Tue Feb 07, 2017 04:26

The Goblin Garden

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Re: [mod] Nodebox Mob API [nmobs]

by the_raven_262 » Thu Feb 16, 2017 22:47

Got attacked by a little chocolate harpsichord!
Image
Might be friendly oO
 

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Re: [mod] Nodebox Mob API [nmobs]

by azekill_DIABLO » Fri Feb 17, 2017 11:27

duane wrote:Problems:

- mobs may be spawning in solid earth (?)
- mobs may be submarining (possibly nothing I can do about this)
- mobs are not removed when out of player range
- taming doesn't use the tames table yet


for solid earth spawn : add a wider air check
submobing : make them float with node check
out of range? add a check that delete them after idk 200 nodes!
taming? taming? TAMING?!
 

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Sat Feb 18, 2017 00:11

the_raven_262 wrote:Got attacked by a little chocolate harpsichord!
Image
Might be friendly oO


That would definitely scare me.
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Re: [mod] Nodebox Mob API [nmobs]

by TheInformer » Sat Feb 18, 2017 02:22

I have to agree this is a very good Mob Mod and it fits minetest perfectly
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Sat Feb 18, 2017 06:58

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Re: [mod] Nodebox Mob API [nmobs]

by ExeterDad » Sat Feb 18, 2017 07:08

duane wrote:Image

I instantly got a particular "Bangles" song stuck in my head.
 

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Re: [mod] Nodebox Mob API [nmobs]

by texmex » Sat Feb 18, 2017 09:39

Perhaps the mobs can do very small hops while moving to make up for them not moving their legs? Like chess pieces during an earth quake.
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