[Mod] Mob Catching Ball [1.1] [mccarball]

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thefamilygrog66
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[Mod] Mob Catching Ball [1.1] [mccarball]

by thefamilygrog66 » Thu Oct 16, 2014 04:41

Mob Capture Containment And Release Ball (mccarball) mod for Minetest

by thefamilygrog66

Description:
A spherical device that, when placed next to a mob, captures and contains said mob. The player can then pick up the ball and store it in their inventory until they wish to release the mob by placing the ball on the ground, on a wall, etc. By default, this mod works with PilzAdam's Simple Mobs (mobs) mod, though it will likely work with other mob mods (just adjust the array at the beginning of init.lua accordingly).

Recipe:

Code: Select all
wool:orange | wool:orange | wool:orange
---------------------------------------
wool:violet | wool:white  | wool:violet
---------------------------------------
wool:green  | wool:green  | wool:green

Mod dependencies: mobs, default, wool

License:
Sourcecode: WTFPL
Graphics: WTFPL
Sounds: by Mike Koenig (CC BY 3.0)

Download: https://github.com/thefamilygrog66/mccarball/archive/master.zip (after unzipping, rename the folder from mccarball-master to mccarball)
View Code: https://github.com/thefamilygrog66/mccarball

Screenshots:

New texture:
Image

Old texture:
Image
Image
Image
Image
Image
Image
Last edited by thefamilygrog66 on Mon Oct 20, 2014 20:02, edited 6 times in total.
 

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Topywo
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Re: [Mod] MCCAR Ball [1.0] [mccarball]

by Topywo » Thu Oct 16, 2014 08:53

Nice mod!

It works fine, distance placing ball-mob is very well balanced.
 

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Hybrid Dog
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Re: [Mod] MCCAR Ball [1.0] [mccarball]

by Hybrid Dog » Thu Oct 16, 2014 13:21

I haven't tested it but I like it.
If you haven't done it yet, may you add something to catch and release mobs with mesecons signals?

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Re: [Mod] MCCAR Ball [1.0] [mccarball]

by ExeterDad » Thu Oct 16, 2014 13:25

Great idea. Although not surprising as you have had many creative ideas. Too bad you couldn't rig it to capture a player. I wouldn't mind stashing one of my kids in my inventory for a while when they are acting up.
 

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Re: [Mod] MCCAR Ball [1.0] [mccarball]

by thefamilygrog66 » Thu Oct 16, 2014 15:57

Topywo wrote:Nice mod!

It works fine, distance placing ball-mob is very well balanced.


Thanks, Topywo! I've tested a variation of it on my server for the last week or so, and aside from a couple of issues (related to the landrush mod, and doors), it seems to be working pretty smoothly.

Hybrid Dog wrote:I haven't tested it but I like it.
If you haven't done it yet, may you add something to catch and release mobs with mesecons signals?


Hybrid Dog: Thanks - I'm not familiar enough with the lua code behind mesecons to do that sort of thing, but perhaps someone else might be interested in taking a look at it.

ExeterDad wrote:Great idea. Although not surprising as you have had many creative ideas. Too bad you couldn't rig it to capture a player. I wouldn't mind stashing one of my kids in my inventory for a while when they are acting up.


Hey, thanks ExeterDad - I appreciate the kind words. Player capture would indeed be pretty cool, but I'm not sure where they would go exactly!
 

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Re: [Mod] MCCAR Ball [1.0] [mccarball]

by twoelk » Thu Oct 16, 2014 18:25

thefamilygrog66 wrote:...
but I'm not sure where they would go exactly!


wasn't there this hilly countryside near Tesla's laboratory with lots of cloned hats lying around?

nice idea by the way.
Hope I don't have to change that texture to red-black-white for my anime fan nephew ;-P
 

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Re: [Mod] MCCAR Ball [1.0] [mccarball]

by Sokomine » Fri Oct 17, 2014 02:47

Nice mod. It adds something that was missing in simple mobs. Mobf/animals modpack already has the lasso, but some other mob mods come without such tools.

I'm just afraid that nobody's ever going to find the mod if nothing has been posted in its thread for a day. Neither mod name nor name of topic are particulary descriptive.

Merging a copy into simple mobs might be a good idea. Won't help much with those sheep escaping, but it'd be at least a start.
A list of my mods can be found here.
 

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Re: [Mod] MCCAR Ball [1.0] [mccarball]

by thefamilygrog66 » Fri Oct 17, 2014 03:56

twoelk wrote:
thefamilygrog66 wrote:...
but I'm not sure where they would go exactly!


wasn't there this hilly countryside near Tesla's laboratory with lots of cloned hats lying around?

nice idea by the way.
Hope I don't have to change that texture to red-black-white for my anime fan nephew ;-P


Haha, exactly!

Sokomine wrote:Nice mod. It adds something that was missing in simple mobs. Mobf/animals modpack already has the lasso, but some other mob mods come without such tools.

I'm just afraid that nobody's ever going to find the mod if nothing has been posted in its thread for a day. Neither mod name nor name of topic are particulary descriptive.

Merging a copy into simple mobs might be a good idea. Won't help much with those sheep escaping, but it'd be at least a start.


Thanks Sokomine - I've changed the topic name to a more descriptive one. Also, I can wrangle 4X size sheep on my server with them, no problem!
 

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Re: [Mod] Mob Catching Ball [1.0] [mccarball]

by Sokomine » Fri Oct 17, 2014 15:46

thefamilygrog66 wrote:I've changed the topic name to a more descriptive one

Thanks! That will help at least a bit so the mod may be found. I'm afraid we'll have to do those categories for the wiki and Krock's mod list soon. There are so many variants of mob mods out there, plus this tool here, and players intrested in them have limited chances of finding what they want.
A list of my mods can be found here.
 

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Re: [Mod] Mob Catching Ball [1.0] [mccarball]

by thefamilygrog66 » Fri Oct 17, 2014 19:47

I just fixed the "door issue", so now the balls won't destroy doorframes (i.e. can only be placed in an empty space). Also, I changed the textures a bit, as well as the recipe accordingly.
 

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by twoelk » Sun Oct 19, 2014 22:43

Added your mod to this wiki page: http://wiki.minetest.net/Mobs
Might also give an idea of the minimum number of mob mods to support ;-P
 

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by thefamilygrog66 » Mon Oct 20, 2014 20:04

Thanks. So man mob mods!

I also just added a screenshot with the updated texture.
 

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by philipbenr » Tue Oct 21, 2014 02:00

Are you going to make a meshnode (now that they are supported) for the ball?
 

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by thefamilygrog66 » Tue Oct 21, 2014 15:38

philipbenr wrote:Are you going to make a meshnode (now that they are supported) for the ball?


Good question! I'll have to look into that, since I've never made a meshnode before...

What are the benefits of doing so?
 

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by philipbenr » Tue Oct 21, 2014 22:11

It uses a blender mesh and UV texturing, but it is not an entity; it is still a node. It will look like a ball, and not really a small, pixelated... thing (nodebox)

VanessaE has a good example here: viewtopic.php?f=9&t=10428 . I an going to start making some for my subgame...
 

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by Hybrid Dog » Wed Oct 22, 2014 16:55

twoelk wrote:Added your mod to this wiki page: http://wiki.minetest.net/Mobs
Might also give an idea of the minimum number of mob mods to support ;-P

Do you know the mod which adds this ping sphere mob with an antenna?
It caused a burning forest on a server which got very much attention. As already mentioned at the server topic, I caused the fire by walking there and activating this mob.

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by Sokomine » Tue Oct 28, 2014 03:19

An alternate model for the catching device might also be great. A cage might be more fitting than a ball. Unless, perhaps, you're planning to catch an annimal that loves to play with balls :-)
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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by twoelk » Tue Oct 28, 2014 18:23

Sokomine wrote:An alternate model for the catching device might also be great. A cage might be more fitting than a ball. Unless, perhaps, you're planning to catch an annimal that loves to play with balls :-)



but ...
but ...
"Pokeballs" are firmly rooted in anime lore,
or so I have been told.

although,
a device like the gostbusters use to catch ghosts might also look good :-)

cages? Hmm ... anybody remember Hatari! the film?
now that might be a game worth making - although with the mobs and lag we have at the moment might be an unsolvable task.
 

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by Sokomine » Wed Nov 05, 2014 01:55

The ball doesn't check for protection. Thus, it can be placed inside a protected area - but not again been picked up.
A list of my mods can be found here.
 

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by Hybrid Dog » Wed Nov 05, 2014 17:53

Sokomine wrote:The ball doesn't check for protection. Thus, it can be placed inside a protected area - but not again been picked up.

I think the technic bug is worse, you can place nodes on frames entities without loosing them from your inventory and without protection testing. So you can easily get infinite mithril chests, hv battery boxes and …

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by thefamilygrog66 » Sun Nov 09, 2014 01:50

Sokomine wrote:The ball doesn't check for protection. Thus, it can be placed inside a protected area - but not again been picked up.


I'm aware of this issue, but not sure how to fix it exactly. If anyone can point me to code used in another mod, which might resolve this, it would be greatly appreciated.
 

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by Hybrid Dog » Mon Nov 10, 2014 17:58

thefamilygrog66 wrote:
Sokomine wrote:The ball doesn't check for protection. Thus, it can be placed inside a protected area - but not again been picked up.


I'm aware of this issue, but not sure how to fix it exactly. If anyone can point me to code used in another mod, which might resolve this, it would be greatly appreciated.

http://dev.minetest.net/minetest.is_protected
https://github.com/HybridDog/superpick/ ... it.lua#L82

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Re: [Mod] Mob Catching Ball [1.1] [mccarball]

by thefamilygrog66 » Mon Nov 10, 2014 22:52

Hybrid Dog wrote:
thefamilygrog66 wrote:
Sokomine wrote:The ball doesn't check for protection. Thus, it can be placed inside a protected area - but not again been picked up.


I'm aware of this issue, but not sure how to fix it exactly. If anyone can point me to code used in another mod, which might resolve this, it would be greatly appreciated.

http://dev.minetest.net/minetest.is_protected
https://github.com/HybridDog/superpick/ ... it.lua#L82


Thanks very much - I've fixed the bug. Now, players can only place Mob Catching Balls on their own, or unclaimed, properties.
 

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