[Mod] D00Med mobs [dmobs]

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Sun Oct 16, 2016 22:48

Thanks for the ideas, they sound good!
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Re: [Mod] D00Med mobs [dmobs]

by azekill_DIABLO » Mon Oct 17, 2016 11:36

You should add loudr or better sonds to mobs
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Re: [Mod] D00Med mobs [dmobs]

by miloszs » Wed Oct 19, 2016 19:25

Image
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Wed Oct 19, 2016 20:25

O.O that's a fairly impressive problem you have there, but that's just missing mods
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Re: [Mod] D00Med mobs [dmobs]

by azekill_DIABLO » Thu Oct 20, 2016 09:13

you are not running the mods (not only dmobs) in a complete minetest game!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] D00Med mobs [dmobs]

by miloszs » Thu Oct 20, 2016 17:02

other mods work good
 

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Re: [Mod] D00Med mobs [dmobs]

by Andrey01 » Mon Oct 24, 2016 16:00

DOOMed, your mobs are wonderful, big collection your mobs!
 

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Re: [Mod] D00Med mobs [dmobs]

by ph8jPf9M » Tue Oct 25, 2016 10:30

did you already upload blender files of your mobs to github if you still have them you should!
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Mon Nov 07, 2016 03:09

Update:
buzzzz...
Image
I have added wasps!
There is a boss wasp who is big and fires his stingers at the player.
He will occasionally spawn normal wasps or drop a nest.
The nests will spawn even more wasps, and when destroyed a few more will pop out.
Currently they are too hard to kill though, I'm still trying to figure that out, so feedback on that would be greatly appreciated.
(I will upload the blender files sometime. )
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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Mon Nov 07, 2016 10:17

I'll totally be trying that out :-)

Odd pokey item textures - if you just want yellow, try using mese crystal?

I can't test immediately, what makes them so hard to kill? Just the spawn rate? Then just like real life :)
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Mon Nov 07, 2016 19:44

It's meant to be striped, but it does look ugly.
I'd like for them to be killed in one or two hits, but they take quite a lot just with a wooden sword(I haven't counted).

Edit: added giant rats, tortoises, and butterflies
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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Wed Nov 09, 2016 21:55

Awesome :)

I have a little bit of time tonight to test.

I have also been meaning to modularize the code for a tidy up (mobs to their own files, and reduce code duplication, etc)..... mind if I do?
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Wed Nov 09, 2016 23:31

not at all :)
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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Tue Nov 22, 2016 23:32

Update:
>Made wasps nest flammable and changed description from "Hive" to "Nest"
>Dragons now slow down in water, they will not be able to leave
>Fixed dragons attacking mobs whilst flying
>Improved dragon attacks - they are slower and the ice dragon can freeze
water
>all dragons now drop gems
>Increased spawn rate of boss dragons
>Improved ice texture

Also I will be improving the sounds sometime soon
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Re: [Mod] D00Med mobs [dmobs]

by Nathan.S » Wed Nov 23, 2016 01:15

I ran into one if your giant rats on mobs world today, really nice work on that model and texturing.
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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Wed Nov 23, 2016 03:12

Thanks
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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Wed Dec 14, 2016 13:39

FYI - I have started on the cleanup https://github.com/taikedz/dmobs/tree/cleanup

The regular mobs should be easier to manage and individually locate/read, and it should be easier to activate / deactivate individual mobs using either the init file or the spawns file
Last edited by taikedz on Wed Dec 14, 2016 19:36, edited 2 times in total.
 

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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Wed Dec 14, 2016 19:34

Cleanup complete.
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Wed Dec 14, 2016 21:24

Thankyou very much!
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Re: [Mod] D00Med mobs [dmobs]

by mahmutelmas06 » Sat Dec 17, 2016 21:29

taikedz wrote:FYI - I have started on the cleanup https://github.com/taikedz/dmobs/tree/cleanup

The regular mobs should be easier to manage and individually locate/read, and it should be easier to activate / deactivate individual mobs using either the init file or the spawns file


Why seperated spawn.lua and nodes.lua etc..

Because if you disable for exp. wasps then it spawn commands and related node (hive) remains. So just put those things in its lua.
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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Sun Dec 18, 2016 00:12

Neither is necessary for the other. It's just a preference to put nodes in one place and mobs in their own files.

It's possible to have a hive and no wasps. Depends on what the server admin would want.
 

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Re: [Mod] dmobs(D00Med mobs)

by TumeniNodes » Sun Dec 18, 2016 00:32

azekill_DIABLO wrote:
duane wrote:"Duck and cover! He's taking a dump!"

Image


Ummmm...., new tnt explosion animation.... just sayin.
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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Sun Dec 18, 2016 03:21

^that'd be nice, is it possible to animate particles?
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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Sun Dec 18, 2016 04:05

The question is - can you make the innocuous tiny particles explode? :D

https://www.youtube.com/watch?v=umjqeBb4MCw&t=14s
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Mon Jan 16, 2017 20:46

A very small update, I've changed butterflies. They now use a 3d model.
Some settings have also been fixed.
More updates on the way...
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Re: [Mod] D00Med mobs [dmobs]

by scottvee » Tue Jan 17, 2017 02:36

Ooh. Downloaded it. Ironically, I was just sketching out a mod to do funky genetics with butterflies (because they were never really completed in the Forestry mod for MC and it bugged me). I'm less interested in being doomed, pretty much just running around in my underwear in my test world, but will see what you've conjured up.
 

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Re: [Mod] D00Med mobs [dmobs]

by KongarTheTerrible » Thu Feb 02, 2017 18:46

>water dragon

I am pretty sure I downloaded the latest version, etc. Spawned a water dragon, attacked it. Getting a "unknown object" block for fireball. Have checked through a few other creatures, have all or most related dmob installed and they seem fine, so this seems like an isolated incident. The texture png for fireball seems there. Any help?
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Thu Feb 02, 2017 20:00

O.o there's a texture missing. I don't really know how this mod works anymore.
Rather than fix this(which I don't know how), I think I'll just re-do the entire mod, maybe even split the dragons to a separate mod.

Edit: so there's a major update on the way
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Re: [Mod] D00Med mobs [dmobs]

by taikedz » Thu Feb 02, 2017 20:30

Keep it clean-ish eh, and dinnae forget the aliases :-P
 

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Re: [Mod] D00Med mobs [dmobs]

by D00Med » Thu Feb 02, 2017 20:45

aliases?
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dmobs2 is coming...
 

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