[Mod] Mobs Humans [0.3.0] [mobs_humans]

Do you use this mod?

Yes, I like it.
2
67%
No, I'm not interested.
1
33%
 
Total votes : 3

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IFRFSX
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Re: [Abandoned Mod] Mobs Humans [0.2.2] [mobs_humans]

by IFRFSX » Sat May 18, 2019 08:07

hello, why are you gitlab and notabug's project is not exist?
i want download mobs_humans and mobs_others.
 

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IFRFSX
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Re: [Abandoned Mod] Mobs Humans [0.2.2] [mobs_humans]

by IFRFSX » Tue May 21, 2019 16:54

ThorfinnS wrote:Pushed my copies. They are Hamlet's versions, not including anything we've done locally.

https://github.com/ThorfinnS/mobs_others.git
https://github.com/ThorfinnS/mobs_humans.git


thanks you.
 

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Hamlet
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Re: [Abandoned Mod] Mobs Humans [0.2.2] [mobs_humans]

by Hamlet » Sat Jun 15, 2019 10:50

IFRFSX wrote:hello, why are you gitlab and notabug's project is not exist?
i want download mobs_humans and mobs_others.


I have deleted my Git accounts because I no longer use them, I dislike having zombie accounts left around.
You can download those mods from the official Minetest Content Database:

https://content.minetest.net/packages/H ... bs_humans/
https://content.minetest.net/packages/H ... bs_others/

BE WARNED that all my stuff has been made for Minetest v0.4.17, therefore it is very likely that it will not run properly on later versions.
 

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Re: [Mod] Mobs Humans [0.3.0] [mobs_humans]

by Hamlet » Thu Oct 17, 2019 14:17

Released v0.3.0

Added:
- Support for translations.
- Option to toggle hovering nametags.

Changed:
- License changed to EUPL v1.2.
- mod.conf set to follow MT v5.x specifics.
- Textures have been optimized (with optipng).
- Fixed collisionbox.

Removed:
- Support for MT v0.4.x
 

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Hamlet
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Re: [Mod] Mobs Humans [0.3.0] [mobs_humans]

by Hamlet » Fri Nov 22, 2019 23:03

To those who may be interested:
The next version's beta is available here: https://github.com/h4ml3t/mobs_humans/tree/development

Beta because it still lacks some minor things (documentation update, l10n update, a couple of options), but stable.

Most notably, the default mode is the 'basic', which only features predefined mobs.
This is the recommended mode for low-end computers, or freshly started games.

The 'dynamic' mode, activable via Settings -> All settings -> Mods -> mobs_humans, features dynamic mobs' stats, healing and experience gain.
It is not recommended for low-end computers, or worlds using resource-intensive mods.

This version fixes the previous version's bugs - e.g. the moonwalking effect while healing - and introduces some features useful for the end users to customize the mod as well as their gameplay experience; check Settings -> All settings -> Mods -> mobs_humans.

As in the Dwarves mod, checks have been put in place to avoid mobs gaining experience too easily.
Furthermore, the mobs' experience gain - that is, armor level and damage dealt - has been tied to two distinct fixed values (customizable in the Settings menu), which should help giving a more realistic experience.

Along to the debug options, mobs' armor levels can be deduced by the mobs' nametags' colors.
These are, from the weakest to the strongest: White, Green, Yellow, Orange, Red, Blue, Indigo, Violet.

The spawn rate has been greatly reduced, however in the release version it will be customizable via the Settings menu.

For those who would like variety, the mobs' skins' table has been moved in a place easier to find and modify, that is the init.lua at line 86 - the line is likely to vary in the stable release, but the table will stay there.
Of course you will have to drop the skins into the mod's 'textures' folder.

Last but not least, support for Bonemeal has been added: if bonemeal is detected, human bones can be crafted into bonemeal's bones.

Well, enjoy.
 

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Re: [Mod] Mobs Humans [0.3.0] [mobs_humans]

by Wuzzy » Sat Nov 23, 2019 21:07

Do not use this mod without using also 3D Armor: you will be 'naked' against armored mobs.

Why not just disabling all armor from mobs when 3D Armor mod is not found?
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

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Re: [Mod] Mobs Humans [0.3.0] [mobs_humans]

by CalebJ » Sat Nov 23, 2019 21:54

Wuzzy wrote:Why not just disabling all armor from mobs when 3D Armor mod is not found?

I agree with this.
If you want realism, you're in the wrong place. Get off your mobile.
 

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Re: [Mod] Mobs Humans [0.3.0] [mobs_humans]

by Hamlet » Sun Nov 24, 2019 14:47

Wuzzy wrote:
Do not use this mod without using also 3D Armor: you will be 'naked' against armored mobs.

Why not just disabling all armor from mobs when 3D Armor mod is not found?

CalebJ wrote:I agree with this.


Good point, logic solution.
I have thought of doing it, but I have not done it because I am reluctant.
The reason why I am reluctant is that I wonder: "There may be some mod that I do not know of, which allows players to increase their armor level... sci-fi stuff, or potions, or magic, maybe just temporarily... who knows."

Well, I think I will do as you suggest.
I'll add an option to toggle armors on even if 3D armor is not found, just in case.

By the way, while rewriting and testing this mod I'm learning in the hard way that I am rusty with coding; head-desking most of the time.
 

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Re: [Mod] Mobs Humans [0.3.0] [mobs_humans]

by Hamlet » Wed Nov 27, 2019 17:55

Release Candidate 1 available here:

Archives: .zip .tar.gz
Source code: https://github.com/h4ml3t/mobs_humans/tree/RC1

That is, v0.4.0-dev; 'dev' due to mobs becoming full white when punched, if in Dynamic mode (Default mode: basic).

Check Settings -> All Settings -> Mods -> mobs_humans
 

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Re: [Mod] Mobs Humans [0.3.0] [mobs_humans]

by Hamlet » Thu Nov 28, 2019 18:44

Update

Added:
Option to set the max armor level.
See 'Settings -> All Settings -> Mods -> mobs_humans', 'Max armor level, smaller is stronger'.
Clicking the 'Change' button will show a detailed reference table.

Changed:
Default max armor level: 37 (was 10), same as a 3D Armor diamond suit.
 

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