[Mod] Not So Simple Mobs [3.0] [nssm]

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Fri Oct 07, 2016 18:22

Submitted a PR

I may start a fresh guide, written in Markdown, and add new images in a pics/ directory, as well as add a PDF compilation script.

To be done :-)
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Fri Oct 21, 2016 14:18

Hello, NPX, is next update will be version 3.0? Will you add very many new mobs, armors, items, blocks, biomes, bows, portals, structures and many others? Maybe, will you restore old mobs Bacteriophage, Dahaka and Chinese Dragon in the next update?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Fri Oct 21, 2016 14:24

.... if something as destructive as the Dahaka will be coming back, I'm going to have to do some serious tweaking before adding it to NSSS :-P

I don't recall seeing the Chinese Dragon and Bacteriophage in the old commits....?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Fri Oct 21, 2016 14:28

Probably, Bacteriophage destroyed harmfull mobs from old update?Or was monster for player?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Fri Oct 21, 2016 14:31

What is strange noise sound "sand.ogg"?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Fri Oct 21, 2016 14:34

Probably, this is mod will be as huge as mod Divine RPG from Minecraft? Although i don`t like to play Minecraft
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by bigfoot547 » Fri Oct 21, 2016 14:40

Well, I watched the trailor and now I HAVE to get the mod NOW NOW NOW!
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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Fri Oct 21, 2016 14:51

Bigfoot547, have you watched Not So Simple Server viodes? This is very interesting!
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Fri Oct 21, 2016 15:00

I have noticed errors, when flying duck attacks me, she flys through wall and flying duck, moonheron, night master and scrausics flys in water. NPX, will fixed that errors in next update?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Fri Oct 21, 2016 15:05

Actually that's a problem with mobs_redo which powers the mobs. I have the same problems with some other flying mobs from dmobs (those dragons glitch through 5-node-deep walls....)
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Fri Oct 21, 2016 15:26

But why ducks are harmfull?Why they aren`t friendly?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Fri Oct 21, 2016 16:12

In case you didn't notice - the bunnies are also vicious ;-)

This server is designed to try to kill you :D

Sorry about earlier in-game - I had phone calls coming :(
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by npx » Fri Oct 21, 2016 21:09

We won't restore the old mobs, but the models and the textures are available on our Github page. In the new realese, the 3.0 we are working on something new and better than old mobs! Bacteriophage was a standard mobs with nothing special. Sand.ogg is the sound of the sandworm.
Bigfoot547 thank you for the appreciation! We will soon make another trailer.
Ducks are evil just as all the mobs of nssm! For now...
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Sun Oct 23, 2016 14:19

And will be portals in other worlds in the next update?And new biomes with new mobs?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Sun Oct 23, 2016 14:22

taikedz, i knew long ago what bunnies are evil, but i don`t understand why it
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Sun Oct 23, 2016 14:36

NPX, will do better animations of all mobs
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Sun Oct 23, 2016 15:01

npx wrote:A small anticipation of what's coming after the summer pause!
A whole new dimension with a new set of mobs which will live in it:
Image
And the new armors:
Image

I`m like that interesting screenshots
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by npx » Sun Oct 23, 2016 22:25

The portals for the new world will spawn thanks to nssb function of spawning for the buildings.
For the 3.0 we have made only a new mob for the default biomes, the Felucco that will populate the savannah biome. On the contrary, in the new world there are 8 new mobs! Other mobs of the default biomes are wip but we aren't going to release them in this version.

Andrey01 wrote:NPX, will do better animations of all mobs

What do you mean? Don't you like the current animations?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Mon Oct 24, 2016 14:45

Morbat, Morde, Mordain, Morgre, Morvalar, Morvy, Morwa, Morwa Statue, Morzecca, Morhalda, Morgut, Mormacar and Morvalar - all are these mobs will be in new world? Felucco - Savanna, Sandonisc - Desert, new types of Blocos - different biomes, Horses and Unicorns - Mountains and Plains?All the mobs will be add from my list, NPX?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Mon Oct 24, 2016 14:57

npx wrote:The portals for the new world will spawn thanks to nssb function of spawning for the buildings.
For the 3.0 we have made only a new mob for the default biomes, the Felucco that will populate the savannah biome. On the contrary, in the new world there are 8 new mobs! Other mobs of the default biomes are wip but we aren't going to release them in this version.

Andrey01 wrote:NPX, will do better animations of all mobs

What do you mean? Don't you like the current animations?

I mean what you should do better animations of mobs:to turn by head, to do better api of mobs (less of errors, for example when a mob jump out from water in the beach), better walk of mobs and cleverer
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Mon Oct 24, 2016 15:09

NPX - I was just wondering:

The version 2.0 manual says the mod is adjusted to match the mgv6 map gen -- will the new version be compatible with v6?

Otherwise I was wondering, would it be of interest to add a special config.lua file, which would allow a server admin to specify biomes where certain mob families would spawn?

For example (I just imagined this, it is not well engineered!)

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Code: Select all
-- in a config.lua

-- define a biome in terms of floors, walls, plants and trees

nssm.biome:add("forest",{
    floors={"default:dirt_with_grass"},
    walls={"default:dirt","default:stone"},
    trees={"default:tree","default:aspen"}
})

nssm.biome:add("ethereal:mushroom",{
    floors={"ethereal:mushroom_dirt"},
    walls={"default:dirt","ethereal:mushroom_dirt"},
    trees={"ethereal:mushroom"},
    plants={"default:mushroom_red"}
})

nssm:spawn_family("desert",{
    sandworm = {spawnon="floor",spawnby="floor",frequency=500},
    sandblocco = {spawnon="floor",spawnby="wall",frequency=300},
})

nssm:spawnfamily("air",{
    scrausics={mobstring="nssm:scrausics",spawnon="air",spawnby="air",frequency=5000,conditions={minlight=15,maxlight=15,minheight=100}},
    moonheron={mobstring="nssm:moonheron",spawnon="air",spawnby="air",frequency=5000,conditions={minlight=0,maxlight=10,minheight=100}},
})

-- default types of biomes
nssm.family["desert"]:add_to_biome("desert") -- sandworms, etc
nssm.family["air"]:add_to_biome("air") -- scrausics etc
-- .... etc

-- then these
if minetest.get_modpath("ethereal") then
    nssm.family["dungeon"]:add_to_biome("mushroom") --ants etc
end


.... on second thought, I might work on that myself, and add it to mobs_redo as a suggestion ;-)
Last edited by taikedz on Mon Oct 24, 2016 15:32, edited 1 time in total.
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Mon Oct 24, 2016 15:15

Andrey01 wrote:
npx wrote:What do you mean? Don't you like the current animations?


I mean what you should do better animations of mobs:to turn by head, to do better api of mobs (less of errors, for example when a mob jump out from water in the beach), better walk of mobs and cleverer


Mob behaviour != mob animation

The animations are great NPX :-)

The behaviour is from the mobs_redo engine as said before. viewtopic.php?t=9917 Report problems here of course, but if you are interested in mobs (in general) take a look at mobs_redo.

I have also seen problems with mobs coming out of the water from dmobs viewtopic.php?f=9&t=14382 , and glitching through walls.

Try playing on Mobs World to see how other mobs behave, they are also animated using mobs_redo

I am still learning the insides of mobs_redo engine, and at some point I might be able to find why flying and swimming mobs have problems.... so yeah, I'm working on that too ;-)
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Mon Oct 24, 2016 15:24

I have get error when added old mobs:
[code][/code]2016-10-24 Error {Main}:Client::getMesh0:Mesh not found: "bacteriophage"
2016-10-24 Error {Main}:GenericCAO::addToScene0:Could not mesh bacteriophage.blend
2016-10-24 Error {Main}:Client::getMesh0:Mesh not found: "dahaka"
2016-10-24 Error {Main}:GenericCAO::addToScene0:Could not mesh dahaka.blend
2016-10-24 Error {Main}:Client::getMesh0:Mesh not found: "chinese_dragon"
2016-10-24 Error {Main}:GenericCAO::addToScene0:Could not mesh chinese_dragon.blend
NPX, what do need to do?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Mon Oct 24, 2016 15:29

[quote="npx"]The portals for the new world will spawn thanks to nssb function of spawning for the buildings.
For the 3.0 we have made only a new mob for the default biomes, the Felucco that will populate the savannah biome. On the contrary, in the new world there are 8 new mobs! Other mobs of the default biomes are wip but we aren't going to release them in this version.
And will be new biomes?How many will be you to add the mobs?100 new mobs?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Mon Oct 24, 2016 16:04

#!suggest -- make a Not So Simple Fruits post?

I couldn't find one :-)

I wanted to ask: is it still WIP or is it "released" ?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by npx » Mon Oct 24, 2016 22:07

Just wait for the release Andrey! We can't tell you everything!
There aren't the models of the old mobs anymore in the folder "models"...
Thank you Taikedz! Nssf is still only an idea it doesn't deserve any thread... If we decide to work on it again, we will start a discussion.
It is a nice idea for the spawn, but we still have to work on it, thank you for your enthusiasm!
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by TailsTheFoxDoes MT » Mon Oct 24, 2016 23:39

Andrey01 wrote:
npx wrote:A small anticipation of what's coming after the summer pause!
A whole new dimension with a new set of mobs which will live in it:
Image
And the new armors:
Image

I`m like that interesting screenshots

And i thought i was the only one working on a modpack with like 20 dimensions.
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My mods:
My first mod:tails_boss

Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Tue Oct 25, 2016 11:28

OK well.

Here's for the spawning :-P

viewtopic.php?f=9&t=15755
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Tue Oct 25, 2016 13:10

Not So Simple Fruits post?What is it a post?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Tue Oct 25, 2016 13:16

npx wrote:Just wait for the release Andrey! We can't tell you everything!
There aren't the models of the old mobs anymore in the folder "models"...
Thank you Taikedz! Nssf is still only an idea it doesn't deserve any thread... If we decide to work on it again, we will start a discussion.
It is a nice idea for the spawn, but we still have to work on it, thank you for your enthusiasm!

NPX, i so haven`t understood, what do need do with my error upwards?As seeing, blender don`t work in MineTest
 

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