[Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_mobs]

wulfsdad
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[Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_mobs]

by wulfsdad » Sat Dec 15, 2012 07:34

This MOD provides additional mobs to extend upon PilzAdam's Simple Mobs. Which is required for this MOD to work.

So far, it includes:
Additional Animals:
Cow (gives milk),
Rabbit
Overcooking and using the result to make dye
Meat spoilage if it remains uncooked
Cages for Pet Rodents
They must be fed apples and have a bucket of water available to survive

Image
2012-12-14-232527_1600x900_scrot by wulfsdad, on Flickr

Image
2012-12-28-040004_1600x900_scrot by wulfsdad, on Flickr

Image
2012-12-16-020256_1600x900_scrot by wulfsdad, on Flickr

Raw meat can be preserved by using a refridgerator provided by VanessaE's Home Decor Mod.
You may also disable this feature by adjusting the config option in init.lua

CAGE:
Craft Recipe:
Image
2012-12-28-040952_1600x900_scrot by wulfsdad, on Flickr
Usage:
Image
2012-12-28-040541_1600x900_scrot by wulfsdad, on Flickr

KNOWN BUGS:
If you drink milk from a stack of vessels, you will not recieve the empty vessel.

DOWNLOADS:
[Version 0.0] <-- see post#8 @ link target
[Version 0.1] <-- view readme to make work
[Version 0.2]
[Version 0.3]
[Version 0.4]


CHANGES:
v0.3-->0.4:
-Shortened cooking time for scorched stuff and meat
-Decreased quantity of meat droped by cow
-renamed texture files to conform with standards
-only player who milks cow hears splash sound
-moved everything to a separate files and added config option to enable/disable their use
-fixed bug in cages: where the cage would be placed sideways or upside down (removed: paramtype2 = "facedir")

v0.2-->0.3:
-Commented out residual debug barf line
-moved cow right-click sound effects to only sound with poper tool
-added cages for pet rodents, require apples for food and buckets of water to drink

V0.1-->0.2:
-Adjusted cow image and box dimensions
-Added milk_splash sound effect for when milking a cow
-moved cow's dry moo to play when attempting to milk dry cow rather than when milking it dries it up
-provided constants as config options for timers and chances
-refactored redundant code into a function spoil_meat()
-added abm for meat in furnace/oven to rot too
-stacks of meat may now be divided if there is room for only part of it to rot
-no need to rename files for it to work. Thanks rubenwardy.

Licence: WTFPL

Future Plans for this: (subject to change)
--HIGH PRIORITY:
-- support more food, --check balance-- [cheese]
-- add fresh meat and remove rotten meat litter periodically
--MED PRIORITY:
-- add more animals, (chicken/eggs),(pigs/piglets[catchable]),...
-- fork mobs and add ai tweaks and rebalances, and for animals:
-- breeding & extinction possibility
-- add monsters,
-- cows lift head in water and when walking sometimes
--LOW PRIORITY:
-- add sound effect variety
-- cows "eat" grass
Last edited by wulfsdad on Fri Jan 04, 2013 11:16, edited 1 time in total.
 

wulfsdad
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by wulfsdad » Sun Dec 16, 2012 10:20

I've adjusted some of the cow's parameters. They will be in v0.2, but If you want to change it now [Lines 39 & 41]:

Code: Select all
collisionbox = {-0.8, -1, -0.8, 0.9, 0.55, 0.9},
...
visual_size = {x=2.375, y=3.125},


I've also tinkering with the code for simple mobs. So far, I have made it so that mob-entities only begin to drown when submerged in at least two nodes of water, and if they jump into water from very high they do not take fall damage, and various other things.
I may just turn this into a fork. ...or, I can supply diff output...
Last edited by wulfsdad on Sun Dec 16, 2012 10:21, edited 1 time in total.
 

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Aqua
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by Aqua » Sun Dec 16, 2012 10:39

Very nice! Do they rot in chests?
Hi there ^.~
 

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by kaeza » Sun Dec 16, 2012 12:38

+1 Nice Job!
Also, make it so you lose health if you eat rotten meat.
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wulfsdad
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by wulfsdad » Mon Dec 17, 2012 00:52

Yes, the meat rots in chests. You get a warning (sound effect and chat message) if you're carying the meat when it rots otherwise not.

Eating rotten meat is hazardous to your health.
Last edited by wulfsdad on Mon Dec 17, 2012 01:02, edited 1 time in total.
 

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rubenwardy
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by rubenwardy » Mon Dec 17, 2012 17:41

I will be adding support for this in my food mod.

by the way, you can use this technique to check if a mod is installed.

If it is, do the dependent code, if not skip it.
Last edited by rubenwardy on Mon Dec 17, 2012 17:43, edited 1 time in total.
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wulfsdad
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by wulfsdad » Mon Dec 17, 2012 22:41

rubenwardy wrote:I will be adding support for this in my food mod.

by the way, you can use this technique to check if a mod is installed.


Sweet, Thanks! That is quite helpful.
 

wulfsdad
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by wulfsdad » Tue Dec 18, 2012 02:29

RELEASE UPDATE [Version 0.2]

Changes:
-Adjusted cow image and box dimensions
-Added milk_splash sound effect for when milking a cow
-moved cow's dry moo to play when attempting to milk dry cow rather than when milking it dries it up
-provided constants as config options for timers and chances
-refactored redundant code into a function spoil_meat()
-added abm for meat in furnace/oven to rot too
-stacks of meat may now be divided if there is room for only part of it to rot
-no need to rename files for it to work. Thanks rubenwardy.
Last edited by wulfsdad on Fri Dec 28, 2012 12:36, edited 1 time in total.
 

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by wulfsdad » Mon Dec 24, 2012 22:42

I forgot to comment out line 281 before releasing v0.2. It was only meant for debugging, so you can comment it out or remove it. It will be commented out in the next version.
 

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by wulfsdad » Fri Dec 28, 2012 12:39

RELEASE UPDATE [Version 0.3]
Changes:
-Commented out residual debug barf line
-moved cow right-click sound effects to only sound with poper tool
-added cages for pet rodents, require apples for food and buckets of water to drink

Image
2012-12-28-040952_1600x900_scrot by wulfsdad, on Flickr

Image
2012-12-28-040004_1600x900_scrot by wulfsdad, on Flickr

Image
2012-12-28-040541_1600x900_scrot by wulfsdad, on Flickr
 

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davidpace
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by davidpace » Fri Dec 28, 2012 14:28

Extremely Nice! +1
Taking a break for a while see ya guys!

In some of my posts I will be putting "Secret" White sentences.. Tell me if you see them!!! :D
 

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by Ragnar » Fri Dec 28, 2012 14:31

ok :D
great for jails as well...
tell me it isnt breakable with hand...
PLEASE!
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

wulfsdad
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by wulfsdad » Fri Dec 28, 2012 20:32

Ragnar wrote:great for jails as well...
tell me it isnt breakable with hand...
PLEASE!


I made is specifically for holding rodents. So, it is breakable by hand when empty. You can change this by editing line 552 from
Code: Select all
groups = {snappy=2,cracky=2,oddly_breakable_by_hand=2},

to
Code: Select all
groups = {snappy=2,cracky=2},

If you want to make jails, I suggest using my texture with locked doors.
 

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by wulfsdad » Fri Jan 04, 2013 11:30

RELEASE UPDATE: v0.3-->0.4:
-Shortened cooking time for scorched stuff and meat
NOTES:--cooktime with single coal outputs:
nil == 13
1 == 40
2 == 20
3 == 13 --DEFAULT
4 == 10
5 == 8
-Decreased quantity of meat droped by cow
-renamed texture files to conform with standards
-only player who milks cow hears splash sound
-moved everything to a separate files and added config option to enable/disable their use
-fixed bug in cages: where the cage would be placed sideways or upside down (removed: paramtype2 = "facedir")

I'm planning on making a small mod to add a node for jail-cell bars for Ragnar, I'll post it here when its done. But, I'm working on a texture pack at the moment so it's not a high priority.
This mod needs cheese for rats to drop and eat, and to be made from the cow's milk. Since its already been done, I plan to add support for, but not dependence on, rubenwardy's food mod for that.
 

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by rubenwardy » Fri Jan 04, 2013 16:43

Food Mod Support

This mod is now supported in the food mod.
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wulfsdad
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by wulfsdad » Tue Jan 08, 2013 05:08

Ragnar wrote:ok :D
great for jails as well...
tell me it isnt breakable with hand...
PLEASE!


For jails you can use this:
Code: Select all
minetest.register_node("jail:bars", {
    description = "Jail Bars",
    drawtype = "glasslike",
    tiles = {"jail_bars.png"},
    inventory_image = "jail_bars.png",
    wield_image = "jail_bars.png",
    is_ground_content = true,
    groups = {cracky = 1},
    sounds = default.node_sound_stone_defaults(),
})

minetest.register_craft({
    output = 'jail:bars 4',
    recipe = {
        {'default:steel_ingot','','default:steel_ingot'},
        {'default:steel_ingot','','default:steel_ingot'},
        {'default:steel_ingot','','default:steel_ingot'},
    }
})


And use the my_mobs/textures/unused/my_mobs_cage_top.png image renamed to jail_bars.png. Put the code in a file named init.lua and the png in a folder called textures, together in a folder called jail. WTFPL
 

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pop_harte
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by pop_harte » Sat Mar 29, 2014 07:56

i have already 3D cows like minecraft so i don't like this mod i have a better one who adds creepers too.
 

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by Sokomine » Sat Mar 29, 2014 12:50

pop_harte wrote:i have already 3D cows like minecraft so i don't like this mod i have a better one who adds creepers too.

At the time the mod was created, to my knowledge 3d mobs where not possible. Apart perhaps from the wielditem ones some other mob mods experimented with.

The rabbit here has a funny picture (looks more like a mouse :)), and the idea of a cage with animal inside that needs food and water is nice. Perhaps the mod could be updated to use 3d animals. There are several cow models, and AspireMint has done a nice rabbit.

A good mod with farm animals would be nice. There have been many attempts, but usually it starts and ends with sheep (perhaps an occasional cow like here). The mobs in sapiers mobf mod at least come close but do not really work on servers with many players yet.
A list of my mods can be found here.
 

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by Achilles » Sun Apr 06, 2014 20:47

I like the cow textures... They seem more realistic than most of the textures of other creatures from mods that I have seen... Great Work :)
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