[mod-pack] more animals (for mobs_redo) [mobs_more_animals]

blert2112
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[mod-pack] more animals (for mobs_redo) [mobs_more_animals]

by blert2112 » Mon Aug 10, 2015 02:12

A few animals ported from other mob frameworks to Mobs-Redo.

They all still need a bit of tweaking regarding spawn rate, rarity, and balance but should all work.

Contains:
    bear from KPGMobs (mob.redo api v1.29)
    • Follows honey (mobs.redo), blueberries and raspberries (farming.redo).
    • Even when untamed, will attack monsters.
    • Tamable.
    • When tamed, rightclick with empty hand to toggle follow/stay. Shift-rightclick and it will wander and attack any monsters it finds. Wandering is not contained to an area! Make sure to take measures so you don't lose your animal.
    better_rat by Melkor (mob.redo api v1.29)
    • Mostly a nuisance.
    • Can devastate your crops!
    bugslive by Krupnov Pavel (mob.redo api v1.29)
    • Mostly a nuisance.
    • Can devastate your crops!
    deer from KPGMobs (mob.redo api v1.29)
    • Follows wheat (farming).
    • Not tamable.
    • Will eat your mature wheat.
    • Can jump fences.
    giraffe from KPGMobs (mob.redo api v1.29)
    • Follows default:leaves.
    • Not tamable.
    • Can walk right over fences.
    goat by Nathan S. (mob.redo api v1.29)
    • Follows farming:straw.
    • Milk to get goat's milk.
    • Turn goat's milk into goat cheese.
    snowman by me (mob.redo api v1.29)
    • Not spawned in the wild, you must build it.
    • Not tamable.
    • Randomly tosses snowballs at players.
    wolf/dog from KPGMobs (mob.redo api v1.29)
    • Follows raw meat (mobs:raw_meat).
    • Tame a wolf and get a dog.
    • When tamed, rightclick with empty hand to toggle follow/stay. Shift-rightclick and it will wander and attack any monsters it finds. Wandering is not contained to an area! Make sure to take measures so you don't lose your animal.
    horse from KPGMobs (requires mob.redo no older than 6/11/16)
    • Requires my lib_mount mod. (zip).
    • Requires mobs_redo no older than 6/11/16.
    • Ridable. Right-click with a saddle to ride. Right-click again to dismount, you get your saddle back.

License information for the models and textures can be found inside the respective folders.

zip ... https://github.com/blert2112/mobs_more_ ... master.zip
github ... https://github.com/blert2112/mobs_more_animals.git


I realize that these mobs are available as Mobs.Redo compatable elsewhere. These are updated to take advantage of recent updates to the Mobs.Redo API and are just packages of what I use on my server.
Last edited by blert2112 on Sat Jun 11, 2016 15:03, edited 17 times in total.
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by Sane » Mon Aug 10, 2015 11:13

Maybe those are worth a look at:

viewtopic.php?f=50&t=11030
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by Sane » Mon Aug 10, 2015 14:35

And you certainly saw those: viewtopic.php?f=9&t=13004
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Thu Aug 13, 2015 01:33

Updated
Added a snowman.
There is no spawn egg, nor do these spawn in the world. You have to build it (Sing the song... you know you want to ;) )
Pile up three snow blocks and place a Top Hat on top. BOOM!, you have a snowman.
To create the Top Hat:
[x][w:b][x]
[x][w:b][x]
[w:b][w:b][w:b]
x=empty
w:b = wool:black

Made the model myself so it's not great. If there is a good modeler out there that want to tweak it so it's better I included the .blend file.
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by Napiophelios » Thu Aug 13, 2015 03:32

Both links in first post go to git...no zip file

The snowmen look very good, I especially like the way to spawn them.
They are pretty neat..didnt get to interact with them much before I was attacked by Rui's ninjas though :(
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Thu Aug 13, 2015 17:54

Napiophelios wrote:Both links in first post go to git...no zip file

Fixed. Thanks for the heads up.

Napiophelios wrote:The snowmen look very good, I especially like the way to spawn them.
They are pretty neat..didnt get to interact with them much before I was attacked by Rui's ninjas though :(

Thanks. They don't do much except hop around and leave a trail of snow behind them. Any ideas on what they could actually do?
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by ExeterDad » Thu Aug 13, 2015 18:14

blert2112 wrote:Any ideas on what they could actually do?

Too darn cute to be monsters. I think it would be a riot if from time to time they throw a snowball at players. Just for the fun of it. :P
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by benrob0329 » Fri Aug 14, 2015 13:13

XD yeah.

Lions? or maybe polar bears? Penguins?
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Tue Sep 29, 2015 19:26

Updated
Added mobs_redo 1.17 new reach option.
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by afflatus » Sat Mar 19, 2016 15:54

Please remove the wool textures from mobs:snowman. I just spent a whole day to work out what was overriding my nice 32px textures. They are in minetest_game/mods/wool by default, so don't need to be in there.

Apart from that I'm loving these additional mobs and I'm really happy you have a git repo for them. Thanks :)
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Sun May 22, 2016 04:26

Updated bears, rats and bugs to the latest mobs_redo. Many tweaks in the process.
More to come shortly, I need a break.
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by mahmutelmas06 » Sun May 22, 2016 14:43

Could you also fork horse from kpbmods to mobs redo
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Wed May 25, 2016 23:44

mahmutelmas06 wrote:Could you also fork horse from kpbmods to mobs redo

Do you want to be able to ride it?
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by TheReaperKing » Thu May 26, 2016 01:38

That'd be sweet and isn't there a dragon too? Riding that would be pretty sweet, not sure how hard it is to do.
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by mahmutelmas06 » Thu May 26, 2016 06:00

blert2112 wrote:
mahmutelmas06 wrote:Could you also fork horse from kpbmods to mobs redo

Do you want to be able to ride it?


Horse is not a horse if you cant ride it :p
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Fri May 27, 2016 17:43

ExeterDad wrote:... I think it would be a riot if from time to time they throw a snowball at players. Just for the fun of it. :P

Done. :)

afflatus wrote:Please remove the wool textures from mobs:snowman. ...

Done.
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Fri Jun 10, 2016 04:20

Finally updated the wolf/dog.
Been really busy lately with the kids "out of school" for the summer, and I have been playing a lot of Freelancer with my son, but I will get to the horse as soon as I can.
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Sat Jun 11, 2016 15:09

Added the horse. You can ride it.
Mostly finished it last night and tweaked a few things this morning so it has not been tested much at all. Let me know if you have problems or you feel something should be changed (fairly sure the spawn chance needs to be increased).
Please note that there are requirements for the horse, see the OP.
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by mahmutelmas06 » Sat Jun 11, 2016 20:15

Awesome update blert thank you +1
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by diriel » Sun Jun 12, 2016 01:33

This is nice!

Request - can you set horse to jump via spacebar?


Later this evening, if possible, I will look at adding the dragon into this new setup.
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Sun Jun 12, 2016 01:47

diriel wrote:... Request - can you set horse to jump via spacebar?
Later this evening, if possible, I will look at adding the dragon into this new setup.

I probably could but I set the stepheight high enough that you don't need to jump (stepheight is reset to low after you dismount).
Let me know if you have trouble getting the dragon to work. I was going to work on it and send it to you for consideration for your mod (no need to add it into this mod).
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by diriel » Sun Jun 12, 2016 02:38

I would very much appreciate it if you had time to work on the dragon. That way I could use your new library, redo, and have the Mounts mod work in a simple and sane manner.

Quickly browsing the code I noted "dogshoot". My concept of the dragon is to use Leg of Lamb - dropped as about a 1 in 3, as the Taming component for dragons. Perhaps have it require something like x4 Leg of Lamb... The dragons themselves to be wild and will attack a player until tamed. Thus a player should have prepared quite well for their quest to tame a dragon, as dying is a real possibility.

It looked like dogs will guard. It might be pretty cool to have your tamed dragon do that. Also, how about the possibility of dragon mounted PVP...?

Another thought was, how about hunger for dragons? Have it so if they are neglected too long they will either revert to wild status and go hunting for themselves, or stay tamed and die.

Just putting out some thoughts.

Oh...another thought I obviously had is put some thought into a collection of Animal / Mob mods for a comprehensive -- Just grab them and get playing experience.

-- Basic_Animals: possibly sheep, cows, goats, chickens, pigs / wild boars. // These would be non attack unless attacked for perhaps the cows, and boars? A nice peaceful world that has hunger and such, but really is for people wanting to concentrate more on world building. Have the different leathers named for crafting purposes.

-- Advanced_Animals: Your current Mobs_More_Animals pack. Perhaps add in Bison, Hippo's -water-attack-mobs for those African biomes, Elephants, lions-non-tamable, and cheetah-tamable.
- Cats wise, for real extra credit, perhaps a Snow Leopard. Rare and elusive, but tamable and quite useful to have around.

-- Mobs: You have a nice selection as is! That said, perhaps add in Orcs_That_Build...? Might make for epic "Build the Fort" world builds. :) That said, Orcs and Goblins, a double whammy. The goblins might need to be tamed down a bit however. My daughter messed with it a good bit last weekend, and told me it made mining a real PITA.

-- Mounts: We have horses, and soon to be dragons.
- Griffons: ?
- War Stallions: ? Perhaps tackle some kind of horse breeding program mod? Or simply make these rare, and biome specific? Perhaps make taming them risky? These would attack hostile mobs for the player, etc...

A heck of a lot of work posted up above. I would hope there might could be some interest from other dev's. I certainly will chip in however I can. This weekend just happens to be a bit busy. During the week I should have a decent bit of time to pitch in.

Let me know,
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Wed Jul 20, 2016 03:17

Horse updated.
You can jump while riding. You will need to update lib_mount!

You can also now drive by mouse control. Hold 'aux1' and use the mouse to steer the horse.

Edit: Also, if you use my mob_dragon mod you will want to update that too as it relies on lib_mount, which has been changed slightly and may cause a crash if you don't update the dragon files.
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by mahmutelmas06 » Wed Aug 10, 2016 18:32

You should faster Goat's leg. It moves faster then its leg and looks weird.
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by azekill_DIABLO » Fri Aug 19, 2016 10:29

we need a goat simulator.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by TheReaperKing » Wed Sep 07, 2016 02:41

My students flipped out riding the horses so thank you for that!! I was wondering if it'd be possible to ride other creatures. I was thinking even the sea turtle and dolphin would be pretty cool. If you point me in the right direction I could try myself but wasn't able to figure out on first glance at your code. I was looking in libmount, maybe I need to look in the horses :) Thanks for your hard work!
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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by MineYoshi » Thu Sep 08, 2016 23:53

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by blert2112 » Fri Sep 09, 2016 05:39

TheReaperKing wrote:My students flipped out riding the horses so thank you for that!! I was wondering if it'd be possible to ride other creatures. I was thinking even the sea turtle and dolphin would be pretty cool. If you point me in the right direction I could try myself but wasn't able to figure out on first glance at your code. I was looking in libmount, maybe I need to look in the horses :) Thanks for your hard work!

You can make any entity ridable if you like. See the code in the horse MOD, which uses lib_mount. You can travel by land, sea, or air. It is not 100% complete but some major work has been done to lib_mount in the past month with Vanessa's encouragement. Hovercrafts are now functioning correctly in the latest git of vehicles_mash (and all the cars and boats work much better), they can travel on land and sea but you have no brakes so watch out for walls.
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by echosa » Fri Dec 30, 2016 00:23

With the goat mod in place, I get this warning over and over, even though goats spawn and I can see them.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-12-29 18:21:14: WARNING[Main]: Irrlicht: Could not open file of texture: Goat.png
 

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Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

by Napiophelios » Fri Dec 30, 2016 02:18

echosa wrote:With the goat mod in place, I get this warning over and over, even though goats spawn and I can see them.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-12-29 18:21:14: WARNING[Main]: Irrlicht: Could not open file of texture: Goat.png


Its in the b3d file (models folder).
Open it with notepad and its the only thing eligible.
You see it in the game because of the lua file.
 

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