[Mod] KPGMobs [kpgmobs]

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Inocudom
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Re: Re:

by Inocudom » Post

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.)

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TheEpicJames
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Re: [Mod] New Mobs

by TheEpicJames » Post

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

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Inocudom
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Re: [Mod] New Mobs

by Inocudom » Post

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

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Re: [Mod] New Mobs

by Inocudom » Post

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

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Re: [Mod] New Mobs

by TenPlus1 » Post

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...

viewtopic.php?t=9917&p=151188

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Re: [Mod] New Mobs

by Wuzzy » Post

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. =)

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TenPlus1
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Re: [Mod] KPGMobs [kpgmobs]

by TenPlus1 » Post

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 2174 times
Last edited by TenPlus1 on Tue Mar 24, 2015 12:27, edited 2 times in total.

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Re: [Mod] KPGMobs [kpgmobs]

by Rochambeau » Post

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

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Re: [Mod] KPGMobs [kpgmobs]

by TenPlus1 » Post

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...

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Re: [Mod] KPGMobs [kpgmobs]

by Linuxdirk » Post

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?

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Re: [Mod] KPGMobs [kpgmobs]

by TenPlus1 » Post

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

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Re: [Mod] KPGMobs [kpgmobs]

by Don » Post

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

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Re: [Mod] KPGMobs [kpgmobs]

by LA411 » Post

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

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Re: [Mod] KPGMobs [kpgmobs]

by CamryRainbow » Post

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 v2:
  • deer
  • horse
  • wolf
  • giraffe
  • boar
Add in v3:
  • bear
  • cow
Add in v4:
  • milk
  • bee(pets)[click right button mouse]
  • honey(droped bee)[mmm... very tasty! :)]
Image of bee and honey:
Spoiler
Image
Add in v5:
  • To ride a horse
  • beehive
Spoiler
Image
Image
Image
Add in v6:
  • rename my mod to "kpgmobs"
  • jump on horse
  • species of the horses
Screen:
Spoiler
Image
Image
Comment:
Spoiler
Basically mobs peaceful, except for a wolf. I decided to do that was an incentive at night not to walk about. Liked the game, mine test. But after playing for a bit longer. Was sad, not enough animals. Nephew very much!
Textures and patterns I tried to make light so that you can install the mod on the server. Already checked, loads fast! Take it and install. You will enjoy!
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?

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Re: [Mod] KPGMobs [kpgmobs]

by Miner59 » Post

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
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Re: [Mod] KPGMobs [kpgmobs]

by amadin » Post

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

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Re: [Mod] KPGMobs [kpgmobs]

by tinkerlevu » Post

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

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Re: [Mod] KPGMobs [kpgmobs]

by bbaez » Post

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
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Re: [Mod] KPGMobs [kpgmobs]

by blackjack » Post

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

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Re: [Mod] KPGMobs [kpgmobs]

by AntumDeluge » Post

Created GitHub repo for v6.

sigz
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Re: [Mod] KPGMobs [kpgmobs]

by sigz » Post

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

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Re: [Mod] KPGMobs [kpgmobs]

by TenPlus1 » Post

They shouldnt as the mod name starts with kpgmobs:

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Re: [Mod] KPGMobs [kpgmobs]

by AntumDeluge » Post

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.

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Re: [Mod] KPGMobs [kpgmobs]

by gordieiev.artem » Post

Hi! I downloaded you Mods, unzip it to mods folder, config in game main menu. For the first time it able to choose bee or horses in item menu. Later it disappear from menu. I didn't have any animals in the world. What I did wrong?
ver. 5.2.0.
Thank's!

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Re: [Mod] KPGMobs [kpgmobs]

by Nordal » Post

gordieiev.artem wrote:
Sun May 31, 2020 10:53
Hi! I downloaded you Mods, unzip it to mods folder, config in game main menu. For the first time it able to choose bee or horses in item menu. Later it disappear from menu. I didn't have any animals in the world. What I did wrong?
ver. 5.2.0.
Thank's!
This topic is out of date. You better look at mobs redo if you have questions or problems. It's necessary to also install the mobs_redo api if you want KPGMobs.
CFS - still widely unknown

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