[mod] water_life - mobs for mobkit - V221020[water_life]

Gundul
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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by Gundul » Post

Termos wrote:
Sun Sep 20, 2020 18:06

But in addition to that one any other group can be set as well via armor_groups={..., including fleshy.
I will try that and we will see if just adding fleshy armor group will do the missing tool wearout :)
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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by MisterE » Post

I Installed water_life on my new server, MisterE's SurvivalX server

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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by Gundul » Post

Gundul wrote:
Mon Sep 21, 2020 04:24
Termos wrote:
Sun Sep 20, 2020 18:06

But in addition to that one any other group can be set as well via armor_groups={..., including fleshy.
I will try that and we will see if just adding fleshy armor group will do the missing tool wearout :)
adding like armor_group = {fleshy = 30},

does not change anything, still no tool wearout
My servers: Jungle, Lilly in the valley, 3xile

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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by Gundul » Post

MisterE wrote:
Mon Sep 21, 2020 13:25
I Installed water_life on my new server, MisterE's SurvivalX server
Happy to hear that :) Did you announce it already in the forum's server section ?
My servers: Jungle, Lilly in the valley, 3xile

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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by FrostRanger » Post

I do agree that the rattle snake venom should be on a timer. Even in real life the effects of venom only last for so long.
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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by HighPopes » Post

Can you add an only peaceful mobs option?
I keep becoming sharkfood and snakes scare me. Great mod btw. I love the clownfish.

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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by MisterE » Post

Gundul wrote:
Mon Sep 21, 2020 16:14
MisterE wrote:
Mon Sep 21, 2020 13:25
I Installed water_life on my new server, MisterE's SurvivalX server
Happy to hear that :) Did you announce it already in the forum's server section ?
not yet, I just learned how to github the server code. Thats up next.
Edit: yes, now I have.

Bug report:
Beavers are waaay too small. (they look much more like bugs)

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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by Gundul » Post

HighPopes wrote:
Tue Sep 22, 2020 02:34
Can you add an only peaceful mobs option?
I keep becoming sharkfood and snakes scare me. Great mod btw. I love the clownfish.
Please do not go to savanna or rainforest biome, there you could even meet crocodiles and piranhas XD

I will add such an option in the next water_life release.
In the meanwhile if you really need it urgently:

1) go to water_life mod folder
2) open init.lua
3) you will see something like this:

Code: Select all


if not water_life.apionly then
	dofile(path.."/spawn.lua")												-- load spawn function
	dofile(path.."/animals/whale.lua")											-- load whales
	dofile(path.."/animals/shark.lua")											-- load sharks
	dofile(path.."/animals/riverfish.lua")										-- load riverfish
	dofile(path.."/animals/piranha.lua")										-- load piranha
	dofile(path.."/animals/sea_urchin.lua")										-- load sea urchin
	dofile(path.."/animals/clams.lua")											-- load clams
	dofile(path.."/flora/plants.lua")											-- load water plants
	dofile(path.."/flora/corals.lua")											-- load corals
	dofile(path.."/animals/jellyfish.lua")										-- load jellyfish
	dofile(path.."/animals/coralfish.lua")										-- load coralfish
	dofile(path.."/animals/clownfish.lua")										-- load clownfish
	dofile(path.."/animals/crocodile.lua")										-- load crocodile
	dofile(path.."/animals/gulls.lua")											-- load gulls
	dofile(path.."/animals/gecko.lua")											-- load tokays
	dofile(path.."/animals/beaver.lua")										-- load beavers
	dofile(path.."/animals/snake.lua")											-- load snakes
end
the animals you do not want to have just put a "--" in front of dofile.

That's it.
My servers: Jungle, Lilly in the valley, 3xile

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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by Gundul » Post

FrostRanger wrote:
Tue Sep 22, 2020 02:06
I do agree that the rattle snake venom should be on a timer. Even in real life the effects of venom only last for so long.
You could change the antidot recipe to anything easier you like.

Maybe I will add a counter so that when you have been bitten a hundred times by a snake
you will be autoimmune :)
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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by Gundul » Post

MisterE wrote:
Tue Sep 22, 2020 02:57

Bug report:
Beavers are waaay too small. (they look much more like bugs)
It is not a bug, it is a beaver XD

I found them far too big compared to player and other animal model.
My servers: Jungle, Lilly in the valley, 3xile

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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by FrostRanger » Post

Gundul wrote:
Tue Sep 22, 2020 15:46

You could change the antidot recipe to anything easier you like.
The issue isn't with the antidote recipe being too hard (as you point out, it's trivial to change recipes), my issue is with that it's a bit unrealistic that one would stay envenomated indefinitely when in real life, the effects of venom wears off after a while.
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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by MisterE » Post

In real life, beavers are about 1 foot wide and 3 feet long. They can get much bigger that that even. I would say that in-game, the beavers are about 8 inches to 1 foot long. Maybe scale them to be 3x as big?

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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by Gundul » Post

MisterE wrote:
Wed Sep 23, 2020 04:13
In real life, beavers are about 1 foot wide and 3 feet long. They can get much bigger that that even. I would say that in-game, the beavers are about 8 inches to 1 foot long. Maybe scale them to be 3x as big?
I looked again at the beavers and they are in fact a bit small. Baby beavers :D
I will add their mum's and dad's, too :)
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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by Gundul » Post

FrostRanger wrote:
Tue Sep 22, 2020 18:00
it's a bit unrealistic that one would stay envenomated indefinitely when in real life, the effects of venom wears off after a while.
In real life death is final :)
and an uncured bite of a rattlesnake will be deadly.

I could do an api to add other alternative medicine to cure the bites
or maybe just add a group to food to declare snake antidote.
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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by Gundul » Post

Update 160920:

add option in settingtypes to turn of aggressive animals
adjust beaver size, now bigger beavers :D
update ContentDB
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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by MisterE » Post

to make water_life more compatible with mobs_redo, I would like an option to turn on spawn eggs and to enable hitpoints tags above the animal when fighting.

These are not a priority, I would think adding animals is more important. However, it is a feature request.

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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by Gundul » Post

Sorry but there is no wanted compatibility with mobs_redo, nor is it encouraged to run two mob apis on one server.
If you do so it is on your own responsibilty.
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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by MisterE » Post

you do, on jungle :D
the only compatability I was asking for was to make the mobs work similarly (spawn eggs and hit-points) as a configurable option.

but I wont be upset if you never do it.

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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by Gundul » Post

MisterE wrote:
Sun Sep 27, 2020 03:39
you do, on jungle :D
No. Mobs_redo was deleted months ago.
You can surely find the one or another shop selling unknown objects now X)

viewtopic.php?p=371455#p371455

The only server I did so was "Lilly in the valley", but even there it is not active at the moment.

Healthbars and spawneggs should be more an api thing. You may ask Termos if he has plans
adding this to mobkit. Like this not every mod using mobkit would have to make homebrewn
bars and eggs.
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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by MisterE » Post

you're right.n If you don't mind, why did you delete mobs_redo from your server? did you run into conflicts?

On my server, I have both installed, but, unfortunately, There is much more content in mobs_redo, so mobkit would be the one to go if I had to choose between them.

What conflicts can I expect?

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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by Gundul » Post

MisterE wrote:
Mon Sep 28, 2020 13:25
you're right.n If you don't mind, why did you delete mobs_redo from your server? did you run into conflicts?
I deleted it because I never liked it too much. But before mobkit there was no alternative.
MisterE wrote:
Mon Sep 28, 2020 13:25
On my server, I have both installed, but, unfortunately, There is much more content in mobs_redo, so mobkit would be the one to go if I had to choose between them.
Every server owner can decide on his own :) Some say, less is more :D
MisterE wrote:
Mon Sep 28, 2020 13:25
What conflicts can I expect?
That is difficult to say because it depends on so many things on a server.
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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by MisterE » Post

Ok, thanks for your help. I dont have any intention of removing mobkit, and I would Like to learn how to use it better. But I am running a game server that requires the content from redo for its identity.

I will watch out for conflicts, but I havent seen any yet. Just mobkit is different. Mostly, in good ways (The rattlesnake is kinda amazing)

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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by Bastrabun » Post

A player of mine suggests to tune down the sounds of the mobs, they seem loud in comparison to most other sounds? He noticed especially on the seagulls.

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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by FrostRanger » Post

MisterE wrote:
Tue Sep 29, 2020 01:58
Ok, thanks for your help. I dont have any intention of removing mobkit, and I would Like to learn how to use it better. But I am running a game server that requires the content from redo for its identity.

I will watch out for conflicts, but I havent seen any yet. Just mobkit is different. Mostly, in good ways (The rattlesnake is kinda amazing)
I've been using mobs redo and mobkit together on my server basically since I've started it and I haven't ran into any issues from it other than the mobs redo lasso overriding the petz lasso but that was easily remedied. Lag is low there as well
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Re: [mod] water_life - mobs for mobkit - V260920[water_life]

by Gundul » Post

Bastrabun wrote:
Thu Oct 01, 2020 06:20
A player of mine suggests to tune down the sounds of the mobs, they seem loud in comparison to most other sounds? He noticed especially on the seagulls.
I will see if I can add an option in settingtypes.txt.
My idea is a float number with which you can tune the sound volume up and down.
My servers: Jungle, Lilly in the valley, 3xile

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