[Mod] KPGMobs [kpgmobs]

spillz
Member
 
Posts: 138
Joined: Thu Feb 13, 2014 05:11

by spillz » Tue Apr 01, 2014 19:34

Any chance you can put this up on github? Assume license is unchanged? Also, what about changing the name so that it will play nicely with other the other mobs mod?
 

User avatar
TenPlus1
Member
 
Posts: 2645
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

by TenPlus1 » Tue Apr 01, 2014 20:46

Is it possible to have the horse jump 2 blocks high instead of moving up 1 block at a time, it's very easy to get stuck while on horseback...
 

User avatar
krupnovpavel
Member
 
Posts: 13
Joined: Thu Mar 13, 2014 19:51

by krupnovpavel » Wed Apr 02, 2014 13:10

Added kinds of horses, and the ability to jump. Also changed the name of fashion, and accordingly the main folder should be "kpgmobs".
 

spillz
Member
 
Posts: 138
Joined: Thu Feb 13, 2014 05:11

by spillz » Wed Apr 02, 2014 13:45

krupnovpavel wrote:Who moderator or admin on forum? I heed help?
about spanchbob made at the request of his nephew. I should have posted. I want to uninstall it! Please help! The rights to the character don't belong to me. Accordingly, the license is not distributed. The request of the administrator, please remove mobs_v5.zip file. I can't! I'll post it later, just be away from him for this character.


Just a friendly community service announcement that you would have much more control of your work if you used github.... :)
 

User avatar
krupnovpavel
Member
 
Posts: 13
Joined: Thu Mar 13, 2014 19:51

by krupnovpavel » Wed Apr 02, 2014 16:52

Just a friendly community service announcement that you would have much more control of your work if you used github.... :)

I have registered on github, but I don't understand how to put files there. The fact that my native language is Russian, a lot for me is a mystery. And I can't put images on this forum. Also, the reason is not clear.
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33
Location: world
GitHub: hoodedice
IRC: hoodedice
In-game: hoodedice

by hoodedice » Wed Apr 02, 2014 18:17

krupnovpavel wrote:
Just a friendly community service announcement that you would have much more control of your work if you used github.... :)

I have registered on github, but I don't understand how to put files there. The fact that my native language is Russian, a lot for me is a mystery. And I can't put images on this forum. Also, the reason is not clear.


Lemme try:

To put images on the site, first upload them to Imgur. I suggest you make an account first, and then upload the images to that account. Then, use the URL of an image you want to post and write

Code: Select all
[ img ] [/ img ]


Without the spaces

Then put your mouse between the img tags and paste the link

Code: Select all
[ img ] link here [/ img ]


I'll translate what I said with Google Translator, just in case:

Позвольте мне попытаться

Чтобы поместить изображения на сайте, в первую загружать их на "Imgur".
Я предлагаю вам сделать свой аккаунт, а затем загружать изображения на этот счет.
Затем с помощью URL изображения вы хотите разместить и писать

Code: Select all
[ img ] [/ img ]


Без пространств
Затем положить мышь между IMG теги и вставьте ссылку на изображение, которое вы закачанный

Code: Select all
[ img ] link here [/ img ]


Image
Last edited by hoodedice on Wed Apr 02, 2014 18:24, edited 1 time in total.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

User avatar
krupnovpavel
Member
 
Posts: 13
Joined: Thu Mar 13, 2014 19:51

by krupnovpavel » Thu Apr 03, 2014 10:00

hoodedice Thank you very much for the detailed explanation. The reason was in the fact what kind of hosting images I used. Now in my post the images. :)
 

Sokomine
Member
 
Posts: 3948
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

by Sokomine » Thu Apr 03, 2014 11:09

krupnovpavel wrote:The reason was in the fact what kind of hosting images I used.

Oh yes, I know that problem :-( Almost any image hoster I keep using seems to shut down after what I consider a very short time. Imgur seems to require JavaScript, so it does not work for me.

Thanks for the nice pictures in the thread :-) I think they'll show a lot more people how intresting this mod is. I really love the bee :-) Perhaps it could interact with the bee mod in the future? That one does hives and honey very well but does not add any working "real" bees.
A list of my mods can be found here.
 

User avatar
krupnovpavel
Member
 
Posts: 13
Joined: Thu Mar 13, 2014 19:51

by krupnovpavel » Thu Apr 03, 2014 11:50

Sokomine thanks, glad you enjoyed my bees. Yes in the future I want them to make a smart. So they sat down on the flowers and then returned to the hive. And I want to do bees defenders. The honey will appear in hives, and will be dangerous to take him. :)
But I would also like to create a mod poisoning. Because the damage from the sting should have a lasting effect. And that the meat is not to eat raw.
 

Sokomine
Member
 
Posts: 3948
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

by Sokomine » Fri Apr 04, 2014 13:30

krupnovpavel wrote:So they sat down on the flowers and then returned to the hive. And I want to do bees defenders.

Pretty complex behaviour for a mob :-) Most likely, mobf will be more suitable for such complex behaviour. The bears could be attracted by hives, and bees defend them against hungry bears.

krupnovpavel wrote:But I would also like to create a mod poisoning. Because the damage from the sting should have a lasting effect.

Hm, it is pretty difficult in RL to get stung by a bee. Unless you're trying to steal their honey I guess :-)

The items from the vessels mod which is part of default and contains drinking glasses and glass bottles could be excellent tools to catch a bee. It might also be very intresting to be able to catch some of the other animals and keep them in a fenced off region. With the current movement code, they'll just jump over the fence and escape. mobf works better there.
A list of my mods can be found here.
 

Amaz
Member
 
Posts: 349
Joined: Wed May 08, 2013 08:26
GitHub: Amaz1
IRC: Amaz
In-game: Amaz

by Amaz » Fri Apr 04, 2014 13:49

Sokomine wrote:
krupnovpavel wrote:But I would also like to create a mod poisoning. Because the damage from the sting should have a lasting effect.

Hm, it is pretty difficult in RL to get stung by a bee. Unless you're trying to steal their honey I guess :-)

Or you step on one...
 

User avatar
Inocudom
Member
 
Posts: 3077
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Fri Apr 04, 2014 18:17

The male carpenter bee should be a gentle creature and should not sting. However, you could add yellow jackets that, if threatened, will chase down the player and cause death very quickly. The yellow jackets could have massive hives of paper (which they will defend to the death, even if players just get near it.) Such hives could be massive underground structures made of paper with three block types comprising them:
The enclosing walls
The suspension pillars
The true horror, the combs, where the larvae are kept
The larvae could make for a very good source of food, and the paper that the hives are made of could be used in the same manner that papyrus is (and, of course, could be flammable.)
Last edited by Inocudom on Fri Apr 04, 2014 18:24, edited 1 time in total.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
 

User avatar
TenPlus1
Member
 
Posts: 2645
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

by TenPlus1 » Sat Apr 05, 2014 20:17

Any chance of adding a small monkey to the mix of animals you have created ? something that just runs around and climbs up things... kinda like this: http://www.planetminecraft.com/mod/minecraft-monkeys-mod/ also a Rabbit would be a nice pet to have jumping around or in certain MC mods able to place it on your head as a hat...
 

User avatar
TenPlus1
Member
 
Posts: 2645
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

by TenPlus1 » Sun Apr 06, 2014 20:17

I've added raw and cooked pork chops to your mod since the warthotg/boar is technically a pig :) enjoy...
Attachments
kpgmobs.zip
(295.48 KiB) Downloaded 95 times
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33
Location: world
GitHub: hoodedice
IRC: hoodedice
In-game: hoodedice

by hoodedice » Sun Apr 06, 2014 20:27

TenPlus1 wrote:I've added raw and cooked pork chops to your mod since the warthotg/boar is technically a pig :) enjoy...


Certified NOT kosher/halal.

=P
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

User avatar
TenPlus1
Member
 
Posts: 2645
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

by TenPlus1 » Mon Apr 07, 2014 07:23

hoodedice: maybe not kosher but certainly tasty :)
 

thetoon
Member
 
Posts: 106
Joined: Tue Dec 11, 2012 12:55

by thetoon » Mon Apr 07, 2014 08:15

hoodedice wrote:
Certified NOT kosher/halal.



Maybe there's some partnership to build with the Bacon Mod ;)
 

Jouster27
Member
 
Posts: 117
Joined: Fri Mar 29, 2013 14:16

by Jouster27 » Mon Apr 07, 2014 23:22

Nice mod. I enjoy the graphics for the mobs.

It's way too easy to get stuck on the horses. The controls just quit responding when the horse is in the same space as a block until you dig the block. This could use some tweaking.

It's a little strange to be able to click the boar and get meat or click the sheep and get wool. There may be folks who enjoy this simplified kind of play but I prefer to have to kill for meat or use scissors to get the wool. You might consider making these behaviors configurable in later releases of this mod.

Overall, though, it's a great start. I'll be interested in seeing where you go from here.
 

User avatar
TenPlus1
Member
 
Posts: 2645
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

by TenPlus1 » Tue Apr 08, 2014 11:44

Could I please request a Panda skin for the bear model for a specific biome on server...
 

Mikerhinos
Member
 
Posts: 41
Joined: Sat Apr 05, 2014 08:17

by Mikerhinos » Thu Apr 17, 2014 18:06

Looks like a great mod !
Except I had a horse beside me, so well, instantly jumped on it, and controls are pretty messed up :s
Very difficult to turn or stop, and never found how to dismount (in 3d person view with F7 key character is inside horse).
Can't wait for next update ! :)
 

Sokomine
Member
 
Posts: 3948
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

by Sokomine » Fri Apr 18, 2014 12:21

Perhaps the code from mobf can help with riding? Riding ostrichs there works very well (it only looks odd to others watching :-))
A list of my mods can be found here.
 

1704626
Member
 
Posts: 87
Joined: Thu Jan 02, 2014 22:52
Location: mushroom biome

Re: [Mod] New Mobs

by 1704626 » Mon Apr 21, 2014 01:03

why are there spongebobs in the background
 

User avatar
Inocudom
Member
 
Posts: 3077
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] New Mobs

by Inocudom » Fri Apr 25, 2014 22:28

Will there ever be any consideration to add this mod to the Minetest sub-games known as Minetest-Next and Carbone?
 

dgm5555
Member
 
Posts: 245
Joined: Tue Apr 08, 2014 19:45

Re: [Mod] New Mobs

by dgm5555 » Sat Apr 26, 2014 10:36

Great animals!
A few (small) negatives.
1. Your mobs aren't constrained by water, so they happily walk into deep water and try to wander around on the bottom of the sea (very briefly) before disappearing, presumably drowned!!!
2. They don't all appear in the inventory in creative mode. I've copied the code below to enable this, but I guess you will have to modify it so it's only in creative (not survival). BTW is inventar/invetar supposed to be spelt differently for the spongebob icon?
3. What about making them into a modpack (like sapier's animal framework (mobf) modpack: viewtopic.php?f=11&t=629). This makes it much easier to enable or disable particular mobs.
Cheers
David

Code: Select all
-- just paste the following code at the end of the init.lua to enable mobs to appear in inventory.
minetest.register_craftitem("kpgmobs:jeraf", {
   description = "jeraf",
   inventory_image = "mobs_spanchbob_invetar.png",
   
   on_place = function(itemstack, placer, pointed_thing)
      if pointed_thing.above then
         minetest.env:add_entity(pointed_thing.above, "kpgmobs:jeraf")
         itemstack:take_item()
      end
      return itemstack
   end,
})

minetest.register_craftitem("kpgmobs:rat", {
   description = "rat",
   inventory_image = "mobs_spanchbob_invetar.png",
   
   on_place = function(itemstack, placer, pointed_thing)
      if pointed_thing.above then
         minetest.env:add_entity(pointed_thing.above, "kpgmobs:rat")
         itemstack:take_item()
      end
      return itemstack
   end,
})

minetest.register_craftitem("kpgmobs:deer", {
   description = "deer",
   inventory_image = "mobs_spanchbob_invetar.png",
   
   on_place = function(itemstack, placer, pointed_thing)
      if pointed_thing.above then
         minetest.env:add_entity(pointed_thing.above, "kpgmobs:deer")
         itemstack:take_item()
      end
      return itemstack
   end,
})

minetest.register_craftitem("kpgmobs:wolf", {
   description = "wolf",
   inventory_image = "mobs_spanchbob_invetar.png",
   
   on_place = function(itemstack, placer, pointed_thing)
      if pointed_thing.above then
         minetest.env:add_entity(pointed_thing.above, "kpgmobs:wolf")
         itemstack:take_item()
      end
      return itemstack
   end,
})

minetest.register_craftitem("kpgmobs:pumba", {
   description = "pumba",
   inventory_image = "mobs_spanchbob_invetar.png",
   
   on_place = function(itemstack, placer, pointed_thing)
      if pointed_thing.above then
         minetest.env:add_entity(pointed_thing.above, "kpgmobs:pumba")
         itemstack:take_item()
      end
      return itemstack
   end,
})

minetest.register_craftitem("kpgmobs:cow", {
   description = "cow",
   inventory_image = "mobs_spanchbob_invetar.png",
   
   on_place = function(itemstack, placer, pointed_thing)
      if pointed_thing.above then
         minetest.env:add_entity(pointed_thing.above, "kpgmobs:cow")
         itemstack:take_item()
      end
      return itemstack
   end,
})
Last edited by dgm5555 on Sun Apr 27, 2014 09:06, edited 5 times in total.
 

User avatar
Ackirb
Member
 
Posts: 23
Joined: Thu Mar 27, 2014 21:01
Location: United States

Re:

by Ackirb » Sun Apr 27, 2014 06:30

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.
 

PreviousNext

Return to WIP Mods



Who is online

Users browsing this forum: No registered users and 4 guests