[mod-pack] sky critters (for mobs_redo) [mobs_sky]

blert2112
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[mod-pack] sky critters (for mobs_redo) [mobs_sky]

by blert2112 » Fri Jun 26, 2015 16:33

A few sky critters ported from other mob frameworks to Mobs-Redo.
Add some life to your skys!

Latest update REQUIRES mobs_redo 1.17!

They all still need a bit of tweaking regarding spawn rate, rarity, and balance but should all work.

Contains:
    bat from defense subgame
    gull from animals_modpack
      four random skins
    bird modified from gull
      six random skins
      two sizes (dis/enable in SETTINGS.txt)
    butterfly by AspireMint
      six random skins

License information for the models and textures can be found inside the respective folders.

If you own the graphics contained in this mod-pack and want them removed please just say the word.
Thanks.

zip ... https://github.com/blert2112/mobs_sky/a ... master.zip
github ... https://github.com/blert2112/mobs_sky.git
Last edited by blert2112 on Tue Sep 29, 2015 19:27, edited 5 times in total.
 

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Re: [mod-pack] sky critters (for mobs_redo) [sky_mobs]

by mahmutelmas06 » Sat Jun 27, 2015 12:33

here is bat from defense subgame.
ı converted it for mobsredo u can add the package if u want.
animal_bat.zip
(77.67 KiB) Downloaded 137 times
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Re: [mod-pack] sky critters (for mobs_redo) [sky_mobs]

by blert2112 » Tue Jun 30, 2015 01:12

Updated
Latest update REQUIRES mobs_redo v1.13 or better!
 

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Re: [mod-pack] sky critters (for mobs_redo) [sky_mobs]

by mahmutelmas06 » Thu Jul 02, 2015 17:50

Another cubic bird

animal_bird.zip
(66.87 KiB) Downloaded 86 times


It must be from a subgame ( i really dont remember where i got it because it was in my archive)
Last edited by mahmutelmas06 on Sun Jul 05, 2015 14:17, edited 2 times in total.
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Re: [mod-pack] sky critters (for mobs_redo) [sky_mobs]

by blert2112 » Fri Jul 03, 2015 23:10

mahmutelmas06 wrote:Another cubic bird

It must be from a subgame ( i really dont remember where i got it because it was in my archive)

animal_bird.zip

Pretty cool but I am not really into this one. Looks more like a bat then a bird. I don't think I will add it to this pack as I won't be using it on my server.
BTW... You need to fix the spawner. You have it set up to for the spawn_specific function but are not actually calling that function. This causes MT to crash.
 

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Re: [mod-pack] sky critters (for mobs_redo) [sky_mobs]

by mahmutelmas06 » Sun Jul 05, 2015 14:10

blert2112 wrote:
mahmutelmas06 wrote:Another cubic bird

It must be from a subgame ( i really dont remember where i got it because it was in my archive)

animal_bird.zip

Pretty cool but I am not really into this one. Looks more like a bat then a bird. I don't think I will add it to this pack as I won't be using it on my server.
BTW... You need to fix the spawner. You have it set up to for the spawn_specific function but are not actually calling that function. This causes MT to crash.


Yes it looks more like angry bird :)
I have fixed spawn problem
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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by blert2112 » Sat Jul 25, 2015 00:29

Updated ... important, read below

This update adds no functionality or tweaks! It is purely a name (and therefore, directory structure) change done for compatibility reasons. The turtle mob was conflicting with another mod so I changed all the mod names for consistency and alphabetical listing. If you are not having any issues with conflicting mod names there is no need to update to this release. PLEASE NOTE: Since this is still a WIP mod there is no backward compatibility implemented. Any mobs in this mod currently in your world will be "unknown" entities (kill them all or run the clear unknown command). Remember to disable and delete the old mod folder.
 

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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by blert2112 » Sun Jul 26, 2015 14:57

Updated
REQUIRES mobs_redo latest GIT version!
The rotated mesh mobs (MOBF converts) should now attack instead of run away from you.

If you did not update yesterday then be sure to disable and delete the old modpack folder as the mod names, including the modpack, have all changed for compatibility reasons. Any mobs from this pack currently in your world will be "unknown entities", kill them at your leisure or run the clear unknowns command.
 

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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by blert2112 » Mon Jul 27, 2015 02:34

I have made some updates to these mods... It is not uploaded yet because I want your input on if I should bother with this or not.
I have made configuration files for each mob that allows you to tweak some of the variables on a per world basis. The configuration file gets copied into your world folder and currently allow you to adjust stuff like capture chance and spawning stuff. I am also thinking of expanding it to allow tweaking of hit points and damage.
If you think this is a good idea I will go ahead with it and also apply it all to the water mobs. LMK.
 

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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by blert2112 » Fri Sep 04, 2015 18:44

Updated
Fixed the irrlicht error messages regarding missing textures in bat.
Thanks Duane!
 

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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by Sokomine » Fri Sep 04, 2015 21:11

Can you add traffic controllers? It sometimes seems a bit crowded in the air :-)

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bird_traffic_1.jpg
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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by blert2112 » Fri Sep 04, 2015 23:06

Ye gawds! Now that is a Flock of Seagulls! If this keeps up I might have to make a 1980's hairstyle mod. ;)

I will adjust the spawning parameters. Give me a few minutes...

edit: updated
Halved spawn chance and active entities. Let me know if it helps and if I need to adjust it down more.
 

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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by benrob0329 » Sat Sep 05, 2015 00:05

Is there a way to make them not go through blocks? Or is that a problem with mobs redo?

Oh, and shouldn't the bat only spawn in the dark?
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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by blert2112 » Sat Sep 05, 2015 02:36

benrob0329 wrote:Is there a way to make them not go through blocks? Or is that a problem with mobs redo?

Oh, and shouldn't the bat only spawn in the dark?

They all have a collision box so they should not be able to pass through "solid" stuff. These mods only register the mob with mobs_redo, so if they are passing through "solid" matter I would have to say that there may be a glitch in mobs_redo. I will look into it on my end when I get the time. If you can reproduce this behavior you may want to notify TenPlus1.

I just adjusted the bat's spawning parmeters, including light, in the last update. It now spawns in 0-6 light instead of 1-10. They do not take light damage though so they can fly out into the light.
 

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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by duane » Sat Sep 05, 2015 04:20

Sokomine wrote:Can you add traffic controllers? It sometimes seems a bit crowded in the air :-)


Wow, I've never seen that many spawned at once. Usually my server's full of bears. Bears everywhere, walking and... sitting, I think.
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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by poikilos » Thu Jan 26, 2017 21:23

The mobs (birds and bats) are flying left (facing y -90 degrees). I am new to modding--I tried the rotate option but that didn't help. Maybe the rotate option no longer works in the latest mobs redo. I am using the git version of minetest and git version of mobs redo (I am also using the git version of your mobs_sky mod).
 

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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by TenPlus1 » Fri Jan 27, 2017 10:09

Tested... flying critters work with latest api and face the right direction.
 

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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by poikilos » Tue Jan 31, 2017 15:25

TenPlus1 wrote:Tested... flying critters work with latest api and face the right direction.

You're right--I updated mobs redo and it works now. Thank you. My fault--I had made an installer script for a new subgame I am working on, but it did not delete old copies of zip files before downloading.
 

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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by VanessaE » Sat Jun 15, 2019 16:47

I don't mean to necro-post, :-P and I guess blert2112 isn't around anymore, but can someone spell-out just what conditions are needed for birds et. al to show up?

I've just added this (and other mobs) to a few of my servers. Most other stuff seems to work (e.g. the standard mobs-redo monster and animals components, and your water critters, definitely do), but I have yet to see any flying things after a few in-game days.
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Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

by TenPlus1 » Wed Jul 03, 2019 15:19

Blert2112 has been away for some time now so if no-one has objections I've forked this mod and fixed a few issues on his behalf: https://notabug.org/TenPlus1/mobs_sky
 


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