[Mod] Dinosaurs in Minetest! [1.0] [prehistoric_life]

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Christian9
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[Mod] Dinosaurs in Minetest! [1.0] [prehistoric_life]

by Christian9 » Mon May 29, 2017 21:46

Adds a variety of Dinosaurs. All Dinosaurs are passive as babies but carnivores become aggressive has adults if not tamed. To tame a carnivore you must feed it raw meat or raw chicken, to tame a herbivore you must feed it wheat or tree leaves. Triceratops and Mammoths can be ridden with a saddle. All Dinosaurs will protect their owners when tamed.

To-do:
-Death and Attack animations
-Ferns
-Meta Seqouia Trees
-Re-Models

Code:GNU General Public 3.0
Sounds & Textures:GNU General Public 3.0
Depends:default, mobs_redo
Download
Screenshots:
+ Spoiler
Last edited by Christian9 on Thu Oct 04, 2018 23:54, edited 26 times in total.
 

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Re: [mod] Prehistoric Life [demo]

by Inocudom » Tue May 30, 2017 00:05

A non-fatal error occured:
ERROR[Main]: generateImage(): Could not load image "prehistoric_life_blood.png" while building texture; Creating a dummy image
Though wild dinosaurs do not spawn in the world yet, they do attack the player. However, does sunlight hurt them?
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Re: [mod] Prehistoric Life [demo]

by Christian9 » Tue May 30, 2017 00:17

No. Working on the error and working Triceratops in. Feeding a dinosaur raw meat makes it more tame and it will no longer attack the player.
 

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Re: [mod] Prehistoric Life [demo V2]

by Christian9 » Tue May 30, 2017 01:45

Update: Bug found by Inocudom fixed. Added Triceratops (Tamed with Wheat)
 

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Re: [mod] Prehistoric Life [demo V2]

by mbb » Sun Jun 18, 2017 15:22

hi I am goning to make a ark project so can i use your od and add new ark dinosaurs?
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Re: [mod] Prehistoric Life [demo V2]

by mbb » Sun Jun 18, 2017 16:00

Christian9 wrote:Sure, License which I stupidly forgot is WTFPL

thx xD
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Re: [mod] Prehistoric Life [demo V2]

by azekill_DIABLO » Thu Jun 22, 2017 16:48

mbb wrote:hi I am goning to make a ark project so can i use your od and add new ark dinosaurs?

why not first think of getting my ark sub? it's a good base! (voxellar 0.1 alpha was called like this and was very different!)
 

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Re: [mod] Prehistoric Life [demo V2] POLL

by Christian9 » Fri Jul 21, 2017 22:20

New Poll! In the original mod I was going to do apatosaurus which I decided not to do because it would take too long to Model, UV layout, Texture, Animate and Code so I did Pachycephalosaurus instead, So for the 8th and final dinosaur what should I do?
 

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Re: [mod] Prehistoric Life [demo V2] POLL

by Andrey01 » Sat Jul 22, 2017 07:25

Why are two like mods "Prehistoric life"? You could add these dinosauruses in that mod.
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Re: [mod] Prehistoric Life [demo V2] POLL

by Christian9 » Wed Nov 15, 2017 06:07

That was just a canceled project, only a few differences such has the API, Models, Textures and name. This one has the same basic concept of cloning Prehistoric Plants and Animals but in a much lighter version. Right now I have all but one Dinosaur finished and the mod is at 4.3 MBs, the original at this point was at 86 MBs.
 

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Re: [mod] Prehistoric Life [0.2] [prehistoric_life]

by tfranko » Thu Nov 23, 2017 03:02

In dna_extractor.lua on line 288, you have:

Code: Select all
minetest.register_craftitem("prehistoric_life:tissue", {


That should be:

Code: Select all
minetest.register_craftitem("prehistoric_life:soft_tissue", {


:) I had to change this in order to get the soft_tissue working correctly. After that, though, everything seems to be working well so far. Thanks for making this mod!
 

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Re: [mod] Prehistoric Life [0.2] [prehistoric_life]

by cs5289 » Thu Nov 23, 2017 03:39

I'm working on a patch for Graphics and code. T.rex and Cloning are getting an redo. Christian9 is busy this week.
 

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Re: [mod] Prehistoric Life [0.2] [prehistoric_life]

by christoferlevich » Tue Mar 13, 2018 23:02

I wanted to encourage you guys with some feedback. I have been playing the game with this mod in 1st and 2nd grade classes and they LOVE the dinosaurs! I don't know if you realized this but they work with 'catchballs' (catchball mod) so I have had students chasing and capturing dinosaurs. Thrilling! Thank you!
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Re: [mod] Prehistoric Life [0.2] [prehistoric_life]

by GamingAssociation39 » Wed Mar 14, 2018 00:40

I'm going to be working on a game with Christian9 (hopefully) and it's gonna be based on JurassicCraft from MC.
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Re: [mod] Prehistoric Life [demo]

by dolphin88 » Sun May 13, 2018 02:55

Inocudom wrote:{A non-fatal error occured:
ERROR[Main]: generateImage(): Could not load image "prehistoric_life_blood.png" while building texture; Creating a dummy image}
Though wild dinosaurs do not spawn in the world yet, they do attack the player. However, does sunlight hurt them?

The same thing happened to me. why is the blood not working?
 

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Re: [mod] Prehistoric Life [0.2] [prehistoric_life]

by csirolli » Sun May 13, 2018 04:10

Added a pull request to fix the blood issue. It looks like we are missing the blood image, so the game is creating a dummy image for it instead. This image is under the MIT license, copyrighted by TenPlus1.
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Re: [mod] Prehistoric Life [0.2] [prehistoric_life]

by christoferlevich » Sun May 13, 2018 11:40

So in the meanwhile can't a person simply create a blood graphic to be inserted into the textures folder? I play the game with elementary students and I always replace the blood graphics with little tiny lightning bolts. Serves as a reminder that we're just playing a game, lol.
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Re: [mod] Prehistoric Life [0.2] [prehistoric_life]

by csirolli » Tue May 15, 2018 04:20

christoferlevich wrote:So in the meanwhile can't a person simply create a blood graphic to be inserted into the textures folder? I play the game with elementary students and I always replace the blood graphics with little tiny lightning bolts. Serves as a reminder that we're just playing a game, lol.


You could, just as long as the name is right. Being that the last time this was worked on was 6 months ago, I don't know when (or if) the pull request will be merged with the master branch.
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Re: [mod] Prehistoric Life [0.2] [prehistoric_life]

by christoferlevich » Fri Jun 15, 2018 20:23

Actually, I went back in and looked at what happens when I use the mod. The dinos ARE using my lightning texture, though I never set that up. Its defaulting to it automatically, so I never noticed any 'missing blood' texture. Is blood working for other mobs?
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Re: [Mod] Dinosaurs in Minetest! [1.0] [prehistoric_life]

by Andrey01 » Sat Jun 16, 2018 06:40

Oh, new version 0.3! It seems here are new sorts of dinosaures.
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Re: [Mod] Prehistoric Life [1.0] [prehistoric_life]

by csirolli » Tue Jun 26, 2018 14:44

It looks like you removed some dinosaurs. Will you ever bring them back in?
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Re: [Mod] Prehistoric Life [1.0] [prehistoric_life]

by Andrey01 » Tue Jun 26, 2018 15:13

csirolli wrote:It looks like you removed some dinosaurs. Will you ever bring them back in?

I think so, too... Before they were more.
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Re: [Mod] Prehistoric Life [1.0] [prehistoric_life]

by Christian9 » Thu Oct 04, 2018 02:52

Before I was going by Formations when adding dinosaurs, I started by adding the most common dinosaurs from Hell Creek and did the same for Flaming Cliffs and the Kem Kem Beds. At some point I decided to start adding more popular dinosaurs instead of what I was doing before, so really all that's missing are re-skinned dinosaurs that took up a lot of space for no real gain. A few dinosaurs will eventually be brought back like Spinosaurus and Dakotaraptor but lots of the other ones are gone for good. For now most of the updates will be centered around better models, plants, and animal behavior so don't expect to see new animals for a while.
 


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