[Mod] PMobs (progress mobs)

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CProgrammerRU
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[Mod] PMobs (progress mobs)

by CProgrammerRU » Tue Oct 14, 2014 10:04

Added NPC and NPC Women (originally from SimpleMobs redo)
Added guard.
Added ninja (enemy)
Added yeti (enemy)
Added wolfes and dogs.
Added archer.
Added nurse.
Added bows and arrows.
Give npc a steel sword and he becomes to guard and will follow you. Right clicking on guard promt out dialog (formspec) which ask you what shoud the guard do: follow, stand, folow and protect, stand and protect, sethome, go home. He will kill all monsters in 15 block radius, if protect is choosen.
Archer needs a steel bow.
The same with wolfes. But to get a dog you must feed the wolf with raw meat (mobs:meat_raw).
Ninja shoots with shurikens and drops shurikens. You can also shoot and craft shurikens.
GIve npc (women) a diamond and she becomes to nurse and will follow you. Right clicking on nurse promt out dialog (formspec) which ask you waht shoud the guard do: follow, stand, heal, sethome, go home.
Yeti spawns on ice or on snow and shoot snowballs.

Future: Add villager (japanese, the village-generator will be a seperate mod), add nethermobs, as soon as we make a new nethermod.

This mod uses the SimpleMobs redo api (some edited) and is fully compatible with this mod.
Craft (16 shurikens):
' ' 'steel' ' '
'steel' ' ' 'steel'
' ' 'steel' ' '

depends: default, mobs
If you want to use this mod without mobs you should copy the api.lua from mobs to pmobs and delete "mobs" in depends.txt. But it's recommneded to use mobs mod too.

License: WTFPL

NPC:
Image

GUARD:
Image

ARCHER:
Image

NINJA:
Image

WOLF:
Image

DOG:
Image

YETI:
Image

Tested on minetest version 0.4.12
Depends: default, mobs
Mobs redo: viewtopic.php?f=9&t=9917

This mod is used in my subgame "Progress".
Progress on GitHub: https://github.com/CProgrammerRU/progress
Attachments
pmobs.zip
PMobs 3.7
(137.67 KiB) Downloaded 771 times
Last edited by CProgrammerRU on Fri Jul 24, 2015 16:36, edited 44 times in total.
 

Joz
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Re: [Mod] SimpleMobs++

by Joz » Tue Oct 14, 2014 10:05

Cool. License? ;)
 

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Re: [Mod] SimpleMobs++

by twoelk » Tue Oct 14, 2014 13:15

CProgrammerRU wrote:I have modified Simple mobs redo mod.
...


Hurray for wolves-dogs-wardogs

but does it have to use the codename [mobs]?
We have at least four mods that use that namespace now as can be studied here: "Mods that add mobs".

Can't it be something like mobsplus or mobsredo? I know they are all based on the same old "mobs" mod by PilzAdam but organizing this be it in game or elsewhere is getting unnecessarily difficult as an unique identifier seems to be avoided by all means.
 

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Re: [Mod] SimpleMobs++

by Esteban » Tue Oct 14, 2014 13:21

Awesome!
I was looking for a mob mod that added mobs that followed without holding anything! :D
I wish somebody made a cat model for any of these mobs mod to use...
 

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Re: [Mod] SimpleMobs++

by napodan » Tue Oct 14, 2014 13:24

A wild cat which can be tamed !!!
 

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Re: [Mod] SimpleMobs++

by ExeterDad » Tue Oct 14, 2014 13:32

Nice, like a breath of fresh air.
Looking good :)
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Re: [Mod] SimpleMobs++

by 4aiman » Tue Oct 14, 2014 15:21

I beg your pardon, but what was "redone"?
Don't get me wrong, new species are always welcome, it's just that I can see no new models or general AI changes.
My point is, this is definitely an improved version, but not "redone" one. :)

In case I'm being wrong, please, post a list of changes to the AI ;)
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Tue Oct 14, 2014 15:37

redone was following. New mob types: pet and warpet
following the player and attacking monsters.
Feeding the mob to make it as a pet and changing between pet and warpet.
pet doen't attack and follow you. Warpet attacks monsters.
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Tue Oct 14, 2014 15:38

twoelk wrote:
CProgrammerRU wrote:I have modified Simple mobs redo mod.
...


Hurray for wolves-dogs-wardogs

but does it have to use the codename [mobs]?
We have at least four mods that use that namespace now as can be studied here: "Mods that add mobs".

Can't it be something like mobsplus or mobsredo? I know they are all based on the same old "mobs" mod by PilzAdam but organizing this be it in game or elsewhere is getting unnecessarily difficult as an unique identifier seems to be avoided by all means.


Yes, the namespace is mobs.
For example: /spawnentity mobs:dog
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Tue Oct 14, 2014 15:38

4aiman wrote:I beg your pardon, but what was "redone"?
Don't get me wrong, new species are always welcome, it's just that I can see no new models or general AI changes.
My point is, this is definitely an improved version, but not "redone" one. :)

In case I'm being wrong, please, post a list of changes to the AI ;)

redone was following. New mob types: pet and warpet
following the player and attacking monsters.
Feeding the mob to make it as a pet and changing between pet and warpet.
pet doen't attack and follow you. Warpet attacks monsters.
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Tue Oct 14, 2014 15:44

New version 0.2
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Tue Oct 14, 2014 15:54

Esteban wrote:Awesome!
I was looking for a mob mod that added mobs that followed without holding anything! :D
I wish somebody made a cat model for any of these mobs mod to use...


I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?
 

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Re: [Mod] SimpleMobs++

by twoelk » Tue Oct 14, 2014 15:56

CProgrammerRU wrote:New version 0.2

uh?
Rats just downloaded and it gets updated
grumblegrumble
/me is downloading again
 

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Re: [Mod] SimpleMobs++

by Esteban » Tue Oct 14, 2014 15:58

CProgrammerRU wrote:
Esteban wrote:Awesome!
I was looking for a mob mod that added mobs that followed without holding anything! :D
I wish somebody made a cat model for any of these mobs mod to use...


I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?


Well, my irl cat does not like to be alone and always follows me xD
You can make it similar to the dog, in this case, right-click cat to turn it into "attack tiger/jaguar".
To turn a wild jaguar/tiger into a pet, give it raw meat/fist, etc... I like the different colored spiders! :)

EDIT: 500th post! :3
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Wed Oct 15, 2014 15:08

New version 0.3
 

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Re: [Mod] SimpleMobs++

by TenPlus1 » Wed Oct 15, 2014 15:30

What's new in 0.3 ??

Taming wolves was quite fun, and he'd protect me from monsters although the tamed spider didn't really do much...
 

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Re: [Mod] SimpleMobs++

by napodan » Wed Oct 15, 2014 18:59

CProgrammerRU wrote:New version 0.3


You may modify the file api.lua, line 361 :
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
                  if self.monsterdetect == false then
                     self.following = player
                  else
                     self.following = nil
                  end


by
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
                  if self.monsterdetect == true then
                     self.following = nil
                  else
                     self.following = player
                  end


If monsterdetect is not defined you must keep the old framework. With the actual code, sheeps don't follow player carrying wheat.
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Wed Oct 15, 2014 19:15

napodan wrote:
CProgrammerRU wrote:New version 0.3


You may modify the file api.lua, line 361 :
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
                  if self.monsterdetect == false then
                     self.following = player
                  else
                     self.following = nil
                  end


by
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
                  if self.monsterdetect == true then
                     self.following = nil
                  else
                     self.following = player
                  end


If monsterdetect is not defined you must keep the old framework. With the actual code, sheeps don't follow player carrying wheat.


Oh. I will fix this. Thanks =)
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Wed Oct 15, 2014 19:20

TenPlus1 wrote:What's new in 0.3 ??

Taming wolves was quite fun, and he'd protect me from monsters although the tamed spider didn't really do much...


There is only 1 dog (wardog but whith texture of normal dog). He follows you. Right clicking on him - he will attack monsters in his view range and go back to you. The same with spider. If the monster altitude < dog/spider altitude, dog/spider won't attack. So they won't fall in the dubgeons and try to kill monster which is underground.
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Wed Oct 15, 2014 22:26

napodan wrote:
CProgrammerRU wrote:New version 0.3


You may modify the file api.lua, line 361 :
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
                  if self.monsterdetect == false then
                     self.following = player
                  else
                     self.following = nil
                  end


by
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
                  if self.monsterdetect == true then
                     self.following = nil
                  else
                     self.following = player
                  end


If monsterdetect is not defined you must keep the old framework. With the actual code, sheeps don't follow player carrying wheat.


Fixed =)
 

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Re: [Mod] SimpleMobs++

by 4aiman » Thu Oct 16, 2014 13:18

Thanks for clarification, CProgrammerRU!

CProgrammerRU wrote:If the monster altitude < dog/spider altitude, dog/spider won't attack. So they won't fall in the dungeons and try to kill monster which is underground.


So, am I right, supposing that if there's no dungeon, but a monster.pos.y< dog.pos.y it'll ignore the monster even if it's shooting fireballs at the master?
 

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Re: [Mod] SimpleMobs++

by Sol » Thu Oct 16, 2014 13:53

CProgrammerRU wrote:I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?

Please, cats. A lot of people on our server asked for them.
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Re: [Mod] SimpleMobs++

by CProgrammerRU » Tue Oct 21, 2014 12:05

Sol wrote:
CProgrammerRU wrote:I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?

Please, cats. A lot of people on our server asked for them.

i am working on that. The mod is not completed yet. I have not much time. Sorry.
 

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Re: [Mod] SimpleMobs++

by Sol » Tue Oct 21, 2014 12:07

Nice to know that it's in dev. No hurry at all. (:
Btw, logic is not necessary, I'd appreciate a model with textures.
There is no such thing as duty. If you know that a thing is right, you want to do it. If you don't want to do it—it isn't right. If it's right and you don't want to do it—you don't know what right is and you're not a man. -- Ayn Rand
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Tue Oct 21, 2014 13:09

4aiman wrote:Thanks for clarification, CProgrammerRU!

CProgrammerRU wrote:If the monster altitude < dog/spider altitude, dog/spider won't attack. So they won't fall in the dungeons and try to kill monster which is underground.


So, am I right, supposing that if there's no dungeon, but a monster.pos.y< dog.pos.y it'll ignore the monster even if it's shooting fireballs at the master?


Fixed and new version 0.4
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Tue Oct 21, 2014 17:12

I have an idea to make a programmable robot. But first i will make a cat =)
 

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Re: [Mod] SimpleMobs++

by Krock » Tue Oct 21, 2014 17:18

Good work!

One thing:
CProgrammerRU wrote:depends: default, paragenv7(for yeti)

There's also a snow mod and some other Lua mapgens who create snowy biomes. Could you make it compatible with those?
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Re: [Mod] SimpleMobs++

by AMMOnym » Tue Oct 21, 2014 17:45

Hello,
I would like a little spider. Can you make a magic book, where you will have a full list of aviable pets and if you hit your pet with this book, it will become a pet, which you choose ? More pets = more fun :D
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Tue Oct 21, 2014 18:03

AMMOnym wrote:Hello,
I would like a little spider. Can you make a magic book, where you will have a full list of aviable pets and if you hit your pet with this book, it will become a pet, which you choose ? More pets = more fun :D

Good idea. But it's some difficult to make models of mobs. I will try. The first thing to make is a cat. Then i will probably make this "book".
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Tue Oct 21, 2014 19:26

AMMOnym wrote:Hello,
I would like a little spider. Can you make a magic book, where you will have a full list of aviable pets and if you hit your pet with this book, it will become a pet, which you choose ? More pets = more fun :D

I added littlespider. How to get a littlepider read the description =)
 

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