[Mod] KPGMobs [kpgmobs]

User avatar
Inocudom
Member
 
Posts: 3063
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: Re:

by Inocudom » Sun Apr 27, 2014 20:11

Ackirb wrote:
Inocudom wrote:Male carpenter bees do not have stingers, only the female carpenter bees do (and carpenter bees aren't aggressive anyway.)


Actually, the males are quite aggressive. I live in the southern United States, so we get a lot of them in the summer. They pretty much chase after and, if it's small enough, attack anything that moves.

Where you live, I would imagine that yellow jackets would be far, far worse. With those wasps, though only the females have stingers, both genders have mandibles that can tear off meat, thus both genders are quite capable of biting. I once suggested that yellow jackets could be hostile enemies in this very mod, because the video linked to below shows they are extremely aggressive:
http://youtu.be/pkrbIy7RWKM

Concerning male carpenter bees, I have seen them chase after and tackle each other, but they never chase after and attack me. Certain species of wasps, however, will chase after and attack me (especially yellow jackets.)
 

User avatar
TheEpicJames
Member
 
Posts: 634
Joined: Sun Dec 29, 2013 23:05
Location: Some grassy area next to a forest, a river and a desert.
IRC: TheEpicJames
In-game: Block_Guy

Re: [Mod] New Mobs

by TheEpicJames » Sat May 03, 2014 02:14

Could there be cats?
Cats are my favorite animal and i live with 5 of them in my house.
 

User avatar
Inocudom
Member
 
Posts: 3063
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] New Mobs

by Inocudom » Sat May 10, 2014 14:09

https://forum.minetest.net/viewtopic.php?f=9&t=9240
Are you interested in adding support for your mobs in the mod linked to above?
 

User avatar
Inocudom
Member
 
Posts: 3063
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] New Mobs

by Inocudom » Thu May 22, 2014 12:54

I must ask the extremely obvious question; why is it that these creatures don't have sound effects? If the developer of this mod left, then wouldn't TenPlus1 be interested in adding sound effects?

This mod uses the MIT License:
http://en.wikipedia.org/wiki/MIT_License
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

User avatar
TenPlus1
Member
 
Posts: 2606
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] New Mobs

by TenPlus1 » Wed Aug 20, 2014 15:00

Inocudom: I've already forked simple mobs into Mobs Redo mod so that players have a stable base to add animals, monsters and certain foods for the game... It also uses the new mob api with knockback effects and better item drops...

https://forum.minetest.net/viewtopic.php?t=9917&p=151188
 

User avatar
Wuzzy
Member
 
Posts: 3615
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Mod] New Mobs

by Wuzzy » Sun Oct 19, 2014 10:17

I like this one. I use this mod in my subgame called “Weird”.

Can you please update the thread title to something like “[Mod] KPGMobs [kpgmods]”? It’s hard to find this mod when one searches the forum for “KPGMobs” and just sees “[Mod] New Mobs”. Thanks. =)
 

User avatar
TenPlus1
Member
 
Posts: 2606
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] KPGMobs [kpgmobs]

by TenPlus1 » Sat Mar 21, 2015 11:37

Some of the animals from KPG are already in Mobs Redo so I've redone the remainder to work with the latest api and attached as a standalone mod :)

Cows drop leather in latest version of Mobs Redo so a saddle can be crafted (same as MC) and used to right click horses to make them ridable...

NEW: Wolves can be fed 8x raw meat to tame into dogs which follow player around when holding meat, will also attack monsters for you and health can be increased by feeding more. (install latest mods redo)

For those who wish to play without monsters add this line to your minetest.conf file:

only_peaceful_mobs = true
Attachments
kpgmobs.zip
(119.37 KiB) Downloaded 1802 times
Last edited by TenPlus1 on Tue Mar 24, 2015 12:27, edited 2 times in total.
 

Rochambeau
Member
 
Posts: 113
Joined: Tue Sep 23, 2014 11:37

Re: [Mod] KPGMobs [kpgmobs]

by Rochambeau » Sun Mar 22, 2015 20:16

How do I get a saddle off a horse? Right click gets me up on the horse, left click adds it (the horse itself!) to my inventory
 

User avatar
TenPlus1
Member
 
Posts: 2606
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] KPGMobs [kpgmobs]

by TenPlus1 » Sun Mar 22, 2015 20:41

It was a quick addition to add the saddle to the mod so for now it allows you to tame a normal horse into a ridable one which you can add to your inventory on dismount... I may tinker with it to get saddle back...
 

User avatar
Linuxdirk
Member
 
Posts: 2165
Joined: Wed Sep 17, 2014 11:21
Location: Germany
In-game: Linuxdirk

Re: [Mod] KPGMobs [kpgmobs]

by Linuxdirk » Sat Apr 04, 2015 15:58

TenPlus1 wrote:Cows drop leather in latest version of Mobs Redo so a saddle can be crafted (same as MC) and used to right click horses to make them ridable...

Will they stay or despawn when they have a saddle on?
 

User avatar
TenPlus1
Member
 
Posts: 2606
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] KPGMobs [kpgmobs]

by TenPlus1 » Sat Apr 04, 2015 16:16

They can be picked up by right-clicking them...
 

User avatar
Don
Member
 
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] KPGMobs [kpgmobs]

by Don » Sun Apr 05, 2015 00:18

Awesome work TenPlus1
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

LA411
New member
 
Posts: 2
Joined: Sun Apr 05, 2015 01:09

Re: [Mod] KPGMobs [kpgmobs]

by LA411 » Sun Apr 05, 2015 16:10

okay hello everybody ,I am new here ,and Love what I have seen so far ,...anyway... ♥ I was browsing the mods here ♥ and when I did see the pictures of your mod ,I thought this is ”Pumbaa” (Lion King the movie ),what is pumbaa without his “timon” ? :)

Image
 

CamryRainbow
New member
 
Posts: 3
Joined: Sat Sep 20, 2014 02:08
IRC: CamryRainbow
In-game: CamryRainbow

Re: [Mod] KPGMobs [kpgmobs]

by CamryRainbow » Tue Jun 16, 2015 00:57

krupnovpavel wrote:KPGMobs by KrupnovPavel
ImageImageImageImage
Based on MOBS-MOD by PilzAdam

Little has changed: added animal and deleted monster.
Removed some bugs, when attacking now overcomes obstacles.
The game now many living creatures.
The sheep and the rat from MOBS-MOD
Deer by Pavel_S

Version info:
+ Spoiler


Add in v5:
  • To ride a horse
  • beehive
+ Spoiler


Add in v6:

  • rename my mod to "kpgmobs"
  • jump on horse
  • species of the horses
Screen:

+ Spoiler

[/spoiler]

Comment:
+ Spoiler

If you like, please the post to me in this forum! For me it is important what you think. Thanks in advance!

License

The MIT License (MIT) https://www.dropbox.com/s/mij0dptwvvztl5b/README.txt

So What your saying is no hostile mobs?
 

Miner59
Member
 
Posts: 46
Joined: Mon Sep 22, 2014 19:14

Re: [Mod] KPGMobs [kpgmobs]

by Miner59 » Tue Jun 16, 2015 03:49

Basically mobs peaceful, except for a wolf. I decided to do that was an incentive at night not to walk about.


Hi, you need to open the spoiler, there was the info you wanted. There is one hostile animal, the wolf. But it only spawns at night or in dark areas and it is not hard to kill. Even with your bare hand you should be able to kill a wolf.
 

amadin
Member
 
Posts: 544
Joined: Tue Jun 16, 2015 16:23

Re: [Mod] KPGMobs [kpgmobs]

by amadin » Fri Jul 31, 2015 19:01

Why if i press F7 i see my skin in the horse but it must be ON the horse?
 

tinkerlevu
Member
 
Posts: 15
Joined: Tue Sep 08, 2015 21:59

Re: [Mod] KPGMobs [kpgmobs]

by tinkerlevu » Sun Sep 13, 2015 09:30

hey one question... what do you have to edit to change the speed of the horses in the kpgmobs addon
 

bbaez
Member
 
Posts: 51
Joined: Wed Jul 09, 2014 15:24

Re: [Mod] KPGMobs [kpgmobs]

by bbaez » Tue Nov 03, 2015 22:21

After upgrading to 0.4.13 the following error happens randomly:

Code: Select all
2015-11-03 13:31:32: ACTION[ServerThread]: Player Killer moved too fast; resetting position
13:31:34: WARNING: Undeclared global variable "v" accessed at ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:95
13:31:34: WARNING: Undeclared global variable "v" accessed at ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:390
13:31:34: WARNING: Assignment to undeclared global "NPC" inside a function at ...inetest/minetest-0.4.13/bin/../mods/creatures/zombie.lua:247.
13:31:34: WARNING: Assignment to undeclared global "PLAYER" inside a function at ...inetest/minetest-0.4.13/bin/../mods/creatures/zombie.lua:248.
2015-11-03 13:31:34: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-11-03 13:31:34: ERROR[main]: Lua: Runtime error from mod 'kpgmobs' in callback luaentity_Step(): ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:148: attempt to index a nil value
2015-11-03 13:31:34: ERROR[main]: stack traceback:
2015-11-03 13:31:34: ERROR[main]:       ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:148: in function <...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:106>

In thread 7ff9573b97c0:
/home/aa0001/minetest/minetest-0.4.13/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Runtime error from mod 'kpgmobs' in callback luaentity_Step(): ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:148: attempt to index a nil value
stack traceback:
        ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:148: in function <...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:106>
Debug stacks:
DEBUG STACK FOR THREAD 7ff949d62700:
#0  virtual void* EmergeThread::Thread()
#1  MapBlock* ServerMap::loadBlock(v3s16)
#2  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool)
(Leftover data: #3  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7ff94a563700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7ff94ad64700:
#0  virtual void* ServerThread::Thread()
#1  void Server::AsyncRunStep(bool)
#2  void Server::SendBlocks(float)
(Leftover data: #3  virtual MapBlock* ServerMap::emergeBlock(v3s16, bool): p=(-9,2,-1), create_blank=1)
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
DEBUG STACK FOR THREAD 7ff9573b97c0:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)


What is the best way to check for nil in the code?

Code: Select all
if minetest.registered_nodes[minetest.get_node(p).name].walkable then
                        self.v = 0
                end
 

blackjack
Member
 
Posts: 25
Joined: Thu Jan 07, 2016 09:54
Location: Germany

Re: [Mod] KPGMobs [kpgmobs]

by blackjack » Thu Jan 07, 2016 10:56

Great mod, cool animations!

But steering of the horse while riding feels like steering a super-tanker.
Is there any chance to make this more usable?
Best regards
blackjack
 

User avatar
AntumDeluge
Member
 
Posts: 167
Joined: Sun Aug 07, 2016 05:42
GitHub: AntumDeluge
IRC: AntumDeluge
 

sigz
New member
 
Posts: 3
Joined: Fri Jun 23, 2017 15:35

Re: [Mod] KPGMobs [kpgmobs]

by sigz » Fri Jun 23, 2017 15:39

will the horse and cow from this mod conflic the other horse and cow from Mobs Redo ?
 

User avatar
TenPlus1
Member
 
Posts: 2606
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] KPGMobs [kpgmobs]

by TenPlus1 » Fri Jun 23, 2017 15:44

They shouldnt as the mod name starts with kpgmobs:
 

User avatar
AntumDeluge
Member
 
Posts: 167
Joined: Sun Aug 07, 2016 05:42
GitHub: AntumDeluge
IRC: AntumDeluge

Re: [Mod] KPGMobs [kpgmobs]

by AntumDeluge » Tue Jul 11, 2017 04:45

sigz wrote:will the horse and cow from this mod conflic the other horse and cow from Mobs Redo ?


No. I've used them both together.

But eventually I removed kpgmobs horses as mob_horse is a fork from this (I believe, correct me if I am wrong) modified to work with mobs_redo and with some nice changes.
 

Previous

Return to WIP Mods



Who is online

Users browsing this forum: Google [Bot], MSN [Bot] and 4 guests