[Mod] Domobs [20120810][domob]

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

[Mod] Domobs [20120810][domob]

by mauvebic » Fri Aug 03, 2012 13:43

Image

Friendly mobs to keep you company. Right now they just move around, look silly and make funny noises :P they spawn to your position by using /domob (so you can spawn them in buildings)

Any ideas for adding friendly interaction are welcomed
Last edited by mauvebic on Sat Dec 08, 2012 00:10, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Fri Aug 03, 2012 13:44

Maybe they could place randomly some flowers.
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Fri Aug 03, 2012 13:49

I could, though i'd create a unique flower to include in the mod - hate dependencies lol

I also thought of letting/making users feed them :-)
"Fuck the hat." - Paulie Gualtieri
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

by Topywo » Fri Aug 03, 2012 14:17

You could let the make shoot "healing balls" that gives you a 1/2 heart.

Later on you might try letting them follow a player.
 

User avatar
mrtux
Member
 
Posts: 141
Joined: Mon Jun 25, 2012 02:41

by mrtux » Sat Aug 04, 2012 19:43

I like this mod, maybe I could change it up a bit to add pets. :)
thanks doge
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Sun Aug 05, 2012 00:59

this pretty much is a pet lol
"Fuck the hat." - Paulie Gualtieri
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Fri Aug 10, 2012 16:55

updated posted - added 2 stage reproduction : brown domob turns pink, then begins multiplying :p

Image
"Fuck the hat." - Paulie Gualtieri
 

cornernote
Member
 
Posts: 844
Joined: Wed Jul 11, 2012 15:02

by cornernote » Fri Aug 10, 2012 23:10

Is that only if you feed them after midnight?
 

pagliaccio
Member
 
Posts: 65
Joined: Tue Jul 31, 2012 07:38

by pagliaccio » Sat Aug 11, 2012 00:17

we can kill it?
 

User avatar
InfinityProject
Member
 
Posts: 1009
Joined: Sat Mar 17, 2012 00:52

by InfinityProject » Sat Aug 11, 2012 01:03

Hey Mauvebic just an idea here. You use /domob to spawn domos so what would happen if you put that in an abm and created a monster spawner?
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sat Aug 11, 2012 02:13

@InfinityProject
if you wanna know what happens if adding an abm have a look at early animals mod versions (about 0.2.X ++).
It's nealy got the same evolution stages until it's current state ;-).
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Sat Aug 11, 2012 10:41

well if you're talking about having lua entities spawn and walk around the map then yeah, you could say evolution is about the same :P there aren't a dozen ways to do it. But this is actually based off celerons' simpler dungeon master mod. I considered making this an addon to animals, but your mod grinds my server to a halt and i dont want to write an addon that barely processes when i can write a minimal mod that just works.

As for adding spawnblocks, i try to avoid abusing ABMs. But that doesn't mean you can't write your own, any mod can call another mods' entities :-)
"Fuck the hat." - Paulie Gualtieri
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sat Aug 11, 2012 14:40

What animals mod version was the last you tried?
I've done lots of performance tweaks in 1.2.90 hoping to work around the problems of prior versions. By now just noone gave me feedback if I've been successfull ... using animals mod in single player isn't quite a good testcase.

Of course a simple mod doing simpler movement and less checks will always be faster than a more complex one.
DON'T mention coding style!
(c) sapier all rights reserved
 

Rickmor
Member
 
Posts: 26
Joined: Tue Jun 19, 2012 16:10

by Rickmor » Sun Aug 12, 2012 20:42

i do /domob than i hear them but i dont see them


can someone tell me why???
Last edited by Rickmor on Sun Aug 12, 2012 20:44, edited 1 time in total.
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Mon Aug 13, 2012 10:04

@sapier yeah its been awhile, i think i tried it in jan or february :-/ though i figured animals was more for farming, food, raising herds and such, i didn't really intend for domobs to be edible (or to even be taken seriously as mobs/animals) lol but if you want we could port it as an addon to your other animals
"Fuck the hat." - Paulie Gualtieri
 

User avatar
chris36202
Member
 
Posts: 38
Joined: Thu Sep 27, 2012 12:22

by chris36202 » Mon Oct 08, 2012 15:13

CUTE
chris mcleod
my windows live mesgener name is rock36202
 

User avatar
xavier108
Member
 
Posts: 227
Joined: Sat Nov 24, 2012 06:05
IRC: Ezlif

by xavier108 » Sat Mar 16, 2013 07:08

mauvebic wrote:Image

Friendly mobs to keep you company. Right now they just move around, look silly and make funny noises :P they spawn to your position by using /domob (so you can spawn them in buildings)

Any ideas for adding friendly interaction are welcomed

Weird when i was looking at the picture.I feel like it was half life
Ezlif :D
 

User avatar
12Me21
Member
 
Posts: 826
Joined: Tue Mar 05, 2013 00:36

by 12Me21 » Sat Mar 16, 2013 16:54

how do you download it?
This is a signature virus. Add me to your signature so that I can multiply.
Don't ever save anything as a JPEG.
 

oxenfreedan
Member
 
Posts: 218
Joined: Tue Jan 22, 2013 01:39

by oxenfreedan » Sat Mar 23, 2013 21:23

12Me21 wrote:how do you download it?
yeah where da download!!!???
My Awesome Map please try:
http://forum.minetest.net/viewtopic.php?id=5028
I've played minetest since 0.3.1 came out!
Mostly when on forums I'm using a uniden tablet!
 

deivan
Member
 
Posts: 452
Joined: Fri Feb 15, 2013 10:16

by deivan » Thu Mar 28, 2013 11:09

I have the same question... :-/
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

by Topywo » Thu Mar 28, 2013 13:25

oxenfreedan wrote:
12Me21 wrote:how do you download it?
yeah where da download!!!???
deivan wrote:I have the same question... :-/


Enjoy!

http://dl.dropbox.com/u/65428713/domob-20120810.zip
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Thu Mar 28, 2013 19:07

Why would anyone still want to play with 2D mobs? :p
Last edited by mauvebic on Thu Mar 28, 2013 19:07, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

deivan
Member
 
Posts: 452
Joined: Fri Feb 15, 2013 10:16

by deivan » Thu Mar 28, 2013 20:52

Well. I like read code from other mods to gain more experience with LUA and with the minetest script procedure. :D
Maybe I make better mods. But is a nice mod to. :D
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Thu Mar 28, 2013 21:36

Hybrid Dog wrote:maybe they've got a lag problem


Strangely not surprised considering the mod lists people post :p

deivan wrote:Well. I like read code from other mods to gain more experience with LUA and with the minetest script procedure. :D
Maybe I make better mods. But is a nice mod to. :D


Shouldn't be too hard, i put all of five minutes into this :p
"Fuck the hat." - Paulie Gualtieri
 

miner
New member
 
Posts: 2
Joined: Tue May 28, 2013 17:41

by miner » Thu Jun 06, 2013 18:06

yea
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Thu Jun 06, 2013 20:54

miner wrote:yea

Don't bump old topics.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Fri Jun 07, 2013 16:10

They should close all the topics in Old Mods - it's an archive after all, not like you're going to see any new developments :p
"Fuck the hat." - Paulie Gualtieri
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Fri Jun 07, 2013 18:56

Old mods could conceivably be moved back to releases or modding general if someone else decides to take up the cause and fix the mod in question, as long as the original author didn't get childish and just delete it.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Fri Jun 07, 2013 20:03

In *this* case i doubt anyone's interested in 2D mobs that don't do anything :p
"Fuck the hat." - Paulie Gualtieri
 

User avatar
Zsoltisawesome
Member
 
Posts: 177
Joined: Sun Dec 18, 2011 18:07
GitHub: realtinymonster
IRC: zsoltisawesome microcarrot
In-game: ManOfMinetest24 Name zsoltisawesome

Re: [Mod] Domobs [20120810][domob]

by Zsoltisawesome » Mon Jun 02, 2014 22:32

mauvebic wrote:In *this* case i doubt anyone's interested in 2D mobs that don't do anything :p


I am! I will revive this! I swear upon Mese that I will revive this!

In fact: I will start working on it exactly when that ^^ post was made!
 

Next

Return to Old Mods

Who is online

Users browsing this forum: No registered users and 26 guests

cron