[Mod] Dinosaurs in Minetest! [1.40] [paleotest]

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ElCeejo
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[Mod] Dinosaurs in Minetest! [1.40] [paleotest]

by ElCeejo » Fri Mar 01, 2019 00:13

Image

Adds a variety of Prehistoric Plants and Animals to Minetest. Deep under ground you will now find fossils! which can be used to clone these prehistoric animals. Permafrost will now drop clay, or if you're lucky, bones from ice age mammals! There is a wide variety of animals you can clone, ranging from massive Brachiosaurs, to nimble Velociraptors. You can now build the Dinosaur zoo of your dreams in minetest.

Image

Image


If you're using Minetest 5.0, go to Advanced Settings>Mods>PaleoTest and make sure "Minetest 5.0" is enabled and "Minetest 4.17" is disabled, If you're on 4.18 or older then do the opposite. If you don't do this then permafrost won't work properly.

Mobs Redo 1.49 or newer is required.

More Info

Code: Select all
Changelog
0.8 - Added Dunkleosteus, Elasmosaurus
0.9 - Added Pteranodon
1.0 -  Added Plants
1.01 - Fixed bug related to aquatic reptiles
1.1 - Added Sarcosuchus, Embryonic Sac
1.2 "Quality Phase 1" - Added new textures for male Velociraptor, Baby Smilodon
- Spinosaurus and Sarcosuchus now have special swim animations and become active hunters in water
- Baby animals and Tamed animals now behave how they are supposed to
- New animations for Velociraptor, Triceratops
- Slightly revamped model for Velociraptor
1.21 -  Fixed bug in init.lua
1.30 - Dinosaurs now sleep
- Fixed model for stegosaurus' tail spikes
- Updated proportions for Tyrannosaurus
- Updated Spinosaurus' swim animation
- Aquatic Reptiles will now get beached when they go on land
1.40 - Certain Mammals now sleep
- New Dire wolf textures
- Dire wolves have new animations when tamed
- Pteranodon will now land on occasion
- Male and Baby Pteranodon textures


License: GNU General Public
Dependencies: mobs redo, default
Download

Thanks to Cyber_Shinobi for beta testing
Last edited by ElCeejo on Mon May 13, 2019 19:59, edited 14 times in total.
 

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Re: [Mod] PaleoTest [0.1] [paleotest]

by L22 » Fri Mar 01, 2019 02:22

Just took a quick look at it. Looks great!
 

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Re: [Mod] PaleoTest [0.1] [paleotest]

by Andrey01 » Fri Mar 01, 2019 12:15

Wow, there has already been a second Dinosaurs mod! I will look at this!
 

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Update 1.1

by ElCeejo » Sun May 05, 2019 23:30

Update 1.1 is here!

Mobs that aren't hatched from eggs now use Embryonic Sacs.

You can now add Sarcosuchus, a giant 12 metre long crocodile, to your minetest worlds!
 

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Re: [Mod] PaleoTest [0.1] [paleotest]

by WayBack Machine » Mon May 06, 2019 06:41

runs wrote:any pics of the dinos?

There were pics, looking very Jurassic Park-y, before the forum crashed :
https://web.archive.org/web/20190420074 ... =9&t=22253


ElCeejo wrote:Update...

The greater the range of mobs and behaviors the better. KUTGW
 

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Re: [Mod] PaleoTest [1.1] [paleotest]

by ElCeejo » Tue May 07, 2019 00:20

If all goes as planned update 1.3 will have massive changes to behaviour.
 

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Re: [Mod] PaleoTest [1.1] [paleotest]

by voxelproof » Tue May 07, 2019 09:47

ElCeejo wrote:If all goes as planned update 1.3 will have massive changes to behaviour.


Great! I had made a few remarks on the behaviour of the herbivores before the Forum crashed as you maybe remember. It would be really exciting to see some mild threat from those beasts of trampling a player's character. In the future maybe it would also be worth considering adding some sounds of heavy stomps which added so much thrill to the original "Jurassic Park" movie scenes :) The models are great and I am pondering the higher resolution textures which may add a lot more 'scariness' to them.
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Re: [Mod] PaleoTest [1.1] [paleotest]

by WayBack Machine » Tue May 07, 2019 10:56

voxelproof wrote:
ElCeejo wrote:If all goes as planned update 1.3 will have massive changes to behaviour.

I had made a few remarks on the behaviour of the herbivores before the Forum crashed as you maybe remember...

Astrobe wrote: » Fri Apr 12, 2019 15:48
Sometimes herbivores (like elephants, IIRC) can be aggressive if you get too close. Setting the mob to "monster", "attack_animals=false" and a short vision range could do the trick. The only thing is that carnivores (other "monsters") won't attack them. It can be refined by using "specific_attack" in predator defs, but I never used it.

voxelproof wrote: » Fri Apr 12, 2019 17:46
Yes, it would add that mythical 'depth' to the game if the food chain could be properly implemented in games with some simple ecosystems...


Memory not necessary. See : https://web.archive.org/web/20190420074 ... =9&t=22253

"Game-Depth" indeed! A range of feasible entity behaviors, with customizable dietary-preferences (groups and specifics) but all subject to fuzzy-logic and maybe evolving algorithms. Heading toward the possibility of basic but autonomous "ecosystem simulations" with unpredictable outcomes. Here's hoping!
 

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Re: [Mod] PaleoTest [1.1] [paleotest]

by ElCeejo » Tue May 07, 2019 18:21

I'm working hard on making a lot more depth to the animals behavior based on environment. In 1.3, Spinosaurus will be passive unless approached while on land, but while in water it will actively hunt the player and animals.
 

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Update 1.2

by ElCeejo » Wed May 08, 2019 17:32

Update 1.2 is here! This will be the 1st Phase in a overhaul to mob behavior, animations, models and textures.

Tamed and Baby mob behavior changes:
- Babies are no longer hostile
- Babies now walk slower
- Tamed mobs will protect their owner

Triceratops changes:
- New walk & idle animations
- Fixed bug related to attacking

Velociraptor changes:
- Better proportions
- Feathers are now visible
- New animations

Spinosaurus changes:
- Will now show swim animation, will actively hunt players and animals while in water

Sarcosuchus changes:
- Will now show swim animation, will actively hunt players and animals while in water

Mobs Redo 1.49 or newer is now required.

This was update is currently available on Github and is awaiting approval on ContentDB.
 

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Hot Patch

by ElCeejo » Thu May 09, 2019 21:13

1.21 Hot Patch

- Fixed Animations for Sarcosuchus and Spinosaurus
- Sarcosuchus and Spinosaurus now "fly" in water
- Sarcosuchus is now properly called in init.lua
 

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Update 1.30

by ElCeejo » Fri May 10, 2019 17:57

1.3 "Quality Phase 2" is here!

Overall changes:
- Dinosaurs will now sleep at night, except Velociraptor which sleeps at day
- Aquatic mobs will now get beached when they go on land. You will be able to push them back into water.
- Minor bug fixes

Tyrannosaurus changes:
- Slight model updates

Stegosaurus changes:
- Fixed bug with tail spikes not appearing correctly

Spinosaurus changes:
- Model now sits lower in the water while swimming

The Quality updates are aiming to add a better level of immersion to the mobs, and better quality to their models and animations. If you have something you'd like to see I'll try my hardest to add it.

For frequent updates on the mods development follow my twitter page.
 

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Re: [Mod] Dinosaurs in Minetest! [1.30] [paleotest]

by Chem871 » Sat May 11, 2019 13:43

What about giant millipedes and other insects? The dinosaurs weren't the ONLY giant creatures in prehistoric times..... :D
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Re: [Mod] Dinosaurs in Minetest! [1.30] [paleotest]

by ElCeejo » Sat May 11, 2019 23:16

I definitely plan to have things like Arthropleura and Meganeura very soon. Right now I'm trying to add more depth to the mobs by making them behave more realistically, like having Spinosaurus be semi passive on land, and aggressive in water. This next update tomorrow will be the last one focusing on behaviour so you can expect to see some new mobs within the next month :)
 

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Update 1.40

by ElCeejo » Tue May 14, 2019 04:20

Sorry I didn't get around to getting this out yesterday but here it is.

Overall changes:
- bug fixes
- Certain Megafauna now sleep at night

Pteranodon changes:
- will now land on occasion
- new textures for Males and Babies

Dire Wolf changes
- new tamed behavior
- new textures

This will probably be the last big update until summer comes along. I'm working on another project and I don't have time to work on both.
 

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Re: Update 1.40

by voxelproof » Wed May 15, 2019 02:06

ElCeejo wrote:Sorry I didn't get around to getting this out yesterday but here it is.

Overall changes:
- bug fixes
- Certain Megafauna now sleep at night

Pteranodon changes:
- will now land on occasion
- new textures for Males and Babies

Dire Wolf changes
- new tamed behavior
- new textures

This will probably be the last big update until summer comes along. I'm working on another project and I don't have time to work on both.


Great to see the work still in progress. It's quite ambitious project and I think that your mod combined with a good mapgen will make for emerging a playable game. I hope you won't abandon it :) When I find some time and a proper world I'll make some screenshots.

@Chem871 - there're literally thousands of interesting from a player's point of view species so constraining the game's content in this regard is a pretty resonable choice. ElCeejo's mod certainly isn't about insects and to keep the main theme coherent it's certainly best to focus on one kind of animals.
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Re: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]

by FreeGamers » Sat May 25, 2019 16:25

Hi, I like your mod. The models fit in great with the world and the dinos are a great addition.

Yesterday I wanted to experiment with them spawning in the wild and it was a very confusing process on getting it to work. I tried to edit the init.lua file to add declarations on the wild_spawning boolean but it didn't work. Eventually I realized I had to add wild_spawning = true into the minetest.conf file to get it to work. Could you add something to the init to declare this or add a note in the readme about how this setting works? I was worried I'd have to manually edit each individual dino .lua file to get it to work. I spent a good hour or so playing around with the mod files figuring this out. I posted in the Minetest IRC about this yesterday and was encouraged by rubenwardy to post feedback here.

I've added this mod to my server and I think it makes a great addition. My sister (and most kids) love dinosaurs and dinosaur park themes. The way the fossils fit into the world as a sort of "ore" is thematically perfect for the game in my opinion. I may tweak my configuration to allow certain mobs to spawn in the wild but for now they're set as fossils and the players in my world have just started coming across them and asking about them. I'm looking forward to playing around with the mobs a bit more.
I found it a bit odd that the dinos don't wake up when you attack them at night. It felt a bit out of place. Perhaps the behavior could be changed so that they wake and attack if disturbed, and then go back to sleep once a player is out of range or dead.
Thanks for your mod!
 

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Re: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]

by ElCeejo » Wed May 29, 2019 18:46

Thanks! I always like seeing positive feedback and suggestions. I'll look into having dinosaurs wake up when attacked.
 

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Re: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]

by lonestar » Sun Jun 09, 2019 22:09

The tyrannosaurus has a skin issue, it has a pink/black texture.

On line 77 of tyrannosaurus.lua, it has:
Code: Select all
textures = textures_awake,


I edited it to:
Code: Select all
textures = {
      {"paleotest_tyrannosaurus1.png"},
      {"paleotest_tyrannosaurus2.png"},
   },


Now skin shows up right.
 

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Re: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]

by voxelproof » Mon Jun 17, 2019 17:21

A few screenies of those truly gorgeous beasts... however imo some textures should perhaps be more saturated and have higher contrast, showing skiny appearance.

Image

Image

Image

Sounds are pretty good. They managed to scare me :) However the animals as far as I can see for now behave very passively, only T-Rex once attacked me but only when I hit him. Maybe they need some time to get accustomed with a new environment where they were brought back to life ;)
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Re: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]

by Red_King_Cyclops » Mon Jun 24, 2019 23:25

Very cool mod. I would argue that it is the Minetest equivalent of the Minecraft mod fossils and archaeology revival.
My mod space_travel is similar to Galacticraft, but for Minetest.
 

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Re: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]

by CalebJ » Tue Jun 25, 2019 04:06

voxelproof wrote:However the animals as far as I can see for now behave very passively, only T-Rex once attacked me but only when I hit him. Maybe they need some time to get accustomed with a new environment where they were brought back to life ;)

Perhaps the most realistic, as new fossil evidence seems to suggest that T-Rex was actually a scavenger.
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Re: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]

by voxelproof » Tue Jun 25, 2019 09:45

CalebJ wrote:
voxelproof wrote:However the animals as far as I can see for now behave very passively, only T-Rex once attacked me but only when I hit him. Maybe they need some time to get accustomed with a new environment where they were brought back to life ;)

Perhaps the most realistic, as new fossil evidence seems to suggest that T-Rex was actually a scavenger.


So disappointing... No car chase scenes then ;-) The general setting of your game makes building Jurassic Park - type maps an obvious goal of the play. Whether it is your game or any other (like MC2 or mods featuring mobs) I still miss the beasts posing a substancial threat to the player's character (thus affecting the gameplay style). They should perhaps make the environment more perilous... But in any other aspect, your animals are really well done and made with some research on the subject as far as I can see :)
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Re: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]

by FreeGamers » Wed Jun 26, 2019 07:49

So disappointing... No car chase scenes then ;-) The general setting of your game makes building Jurassic Park - type maps an obvious goal of the play. Whether it is your game or any other (like MC2 or mods featuring mobs) I still miss the beasts posing a substancial threat to the player's character (thus affecting the gameplay style). They should perhaps make the environment more perilous... But in any other aspect, your animals are really well done and made with some research on the subject as far as I can see :)


I would have to second this observation. The mob configs are definitely tweaked towards being passive and seemingly intended to display proper behavior of a dino in a park exhibit. The mobs don't act very aggressively towards players and have a very short view distance for enemies. This can be tweaked per the mobs_redo api. I eventually plan to do this for my own server.
 

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