[Mod] Creatures [git] [minetest_mods_creatures]

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Diamond knight
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Diamond knight » Mon Jun 05, 2017 18:45

someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by TumeniNodes » Mon Jun 05, 2017 18:58

Diamond knight wrote:someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.


You better get to work then..., you have lots to do ; )
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Mon Jun 05, 2017 19:56

Diamond knight wrote:someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.


Actually you can't use 3D armor because my code and models simply aren't compatible with it, intended plans included an armor system originally for the mod. As for forking, I'd rather changes are issued as pull requests first; The more versions of a mod there are, the harder it is to pick and use one.
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Diamond knight » Mon Jun 05, 2017 20:50

good, the original dev is back...


and I agree with the previous post about the ghost thing, this is a good framework but ghosts and posessing do not always fit in with every subgame/mod
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Mon Jun 05, 2017 21:42

Diamond knight wrote:and I agree with the previous post about the ghost thing, this is a good framework but ghosts and posessing do not always fit in with every subgame/mod


The issue again is that, there's no better system with the default creatures; The player is given free choice as to which creature to possess, so choosing a default would kind of defeat the purpose. Never the less, the ghost system is not obligatory, and can be avoided with a custom creature set.
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Stix » Fri Sep 15, 2017 21:20

this looks very promising, +1
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by thomasthespacefox » Sat Mar 17, 2018 15:51

Cool concept. wound up with a literal crowd of anthros following me XD

Image



it be cool to see this updated once 0.5 comes around.
A few things i noticed:
  1. beds cause animation-related crashes. (see spoiler) probably related to commenting out player.lua
  2. also, i did notice the odd lone floating item.
  3. The server takes a bit longer to initialize
for the most part though, at least from my experience, this thing still works in 0.4.16. Though having 10 or so anthros following you tends to lag things a little bit. XD

+ Spoiler
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Sat Mar 17, 2018 18:26

Yes: I remember a problem of my mod was that you have to disable player.lua manually. I was going to make a pull request for minetest_game which made it possible to turn off the default player animation system using a variable, but I took my long break from Minetest modding at that time.

Creatures will follow allies with whom they have a high alliance score. If you wish to avoid them you can usually outrun them, or wait for them to spot a foe which will cause them to either attack or flee (based on the fear stat).
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by cHyper » Sat Mar 17, 2018 20:39

how can i change the spawn rate of the mobs to get more sheeps for instance.
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Sat Mar 17, 2018 22:19

cHyper wrote:how can i change the spawn rate of the mobs to get more sheeps for instance.


Look in creatures_races_default/init.lua at the creatures:register_spawn functions. The parameters there define the overall spawn rate of each creature.
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Stix » Fri May 04, 2018 20:18

MirceaKitsune wrote:
cHyper wrote:how can i change the spawn rate of the mobs to get more sheeps for instance.


Look in creatures_races_default/init.lua at the creatures:register_spawn functions. The parameters there define the overall spawn rate of each creature.

what code do i change to use this? ik it was mentioned somewhere but i cant find it, id rlly like to test out this mod, it looks very promising!
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Diamond knight » Sat Jan 05, 2019 01:14

Will this mod be updated once the player API comes in 5.0? It is kinda buggy in modern versions and could use the new functions such as player collision box changes and such.
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Sat Jan 05, 2019 02:35

Diamond knight wrote:Will this mod be updated once the player API comes in 5.0? It is kinda buggy in modern versions and could use the new functions such as player collision box changes and such.


It has been quite a while since I've been active on MineTest. I will have to see about it sometime. For now I'm hoping the mod API remains backwards-compatible enough as to not really break anything.
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Sun Jan 13, 2019 20:22

Alright. I've updated Minetest and am now thinking of taking another look at both Structures and Creatures, to at least bring them up to date with the latest code after 4 years since I last touched them.

I have a small favor I'd like to ask if anyone has a few minutes to spare: Could you please list to me all of the deprecated functions this mod still uses, and ideally also what I need to replace every function with? You can find the code of the core creatures systems over here:

https://github.com/MirceaKitsune/minete ... /creatures
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by RajMahal » Sun Feb 24, 2019 02:21

Image

Regarding Creatures_mod for updated 5.0 minetest game

*UPDATED-in-process*
+ Spoiler
Last edited by RajMahal on Mon Aug 19, 2019 18:18, edited 10 times in total.
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by thomasthespacefox » Fri Mar 08, 2019 03:28

Just compiled v5 myself. Id really love to play around with this mod with the new custom player collision boxes and such.
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Thu Jun 27, 2019 23:52

Diamond knight wrote:If development does not continue I may fork this, this mod is too good to die


I still have plans for it, but no idea when I might get back to them. Feel free to fork, it might be interesting to see how a different version goes! I might continue development on the main one someday however.
 

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Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Ender3Guy » Sun Jul 14, 2019 01:58

MirceaKitsue wrote:I still have plans for it, but no idea when I might get back to them. Feel free to fork, it might be interesting to see how a different version goes! I might continue development on the main one someday however.


Just competed my first Minetest mod and I'm now fiddling with the magpen and ading structures. Once that is done I've considered forking Mobs Redo and implementing a similar setup.
@[Diamond knight] if you are interested I can help with development.
 

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