MisterE

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Viewing 15 posts - 1 through 15 (of 23 total)
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  • #308
    MisterE
    Participant

    ok, if you are interested, let me know and I will make a small mod that makes the “biofuel” only craftable from oil buckets.

    #261
    MisterE
    Participant

    Abt the slow growth…   I would like to offer a little harsh criticism…  The game, as a survival game, has a beginning game, and a middle game, but no end game.

    Once you have become established, it can be quite boring. Once you have explored all the biomes, you don’t really feel like doing anything else. Now, that is the way I feel… noodles is a different type of player, he is content to slowly work away at a large project in-game… he uses mesecraft as a relaxation. However, for players that are there for interesting and stimulating experiences, you run out of things to do once you have played for a few months.

    As an extreme example, I told BannanaNutBread about sara’s. He joined, played, a few weeks later had completely explored the game… (reached the primordeal layer) built some things, and got bored, and left.

    To keep players, you will have to think about engaging players that are well established.

     

    #260
    MisterE
    Participant

    well… feel free to join and judge for yourself… but I would say that it runs ok. Noone has done any exploring into the high-lag mapgens much yet though

    #258
    MisterE
    Participant

    My server, as the name suggests, is a temporary server for testing new ideas with mesecraft. I started out trying to convert mobs to mobkit. As you can see from the posts above, I had some success.

    However, there does not seem to be much interest in actually implementing this into the game?

     

    So I have kind of set that aside. Also, I may want to use the server to host a community-college-club-made game

     

    I did not expect to get a (large or otherwise) playerbase. Noodles joined when I asked him to to test out certain features, as did Alex, but really its not meant to be a playing server.

     

    as it turns out, the only reason to use mobkit INSTEAD on mobs_redo, is for improved game mechanics… the mobs can have more advanced brains, which can react to different situations and have different attacks.

    As an example, the converted dirt and sand monsters can now be distracted from chasing you by throwing a dirt/sand item on the ground. This is a last-ditch hope tho, as it depends on how strongly the monster wants to eat you (a value 0-100). punching the monster increases this value. If the monster is not attacking, it will scan for dropped dirt on the ground and go collect it and store it (and it drops it on death)

    —-

     

    I say this because I have seen that mobkit flying mobs *can* cause significant lag, and especially, petz, (runz) causes enourmous lag. So the lag is determined by how each mob is programmed. That said,  My server runs with little lag, and has water_life, better_fauna, zombiestrd, and my mobkit conversions, and the lag is just fine.

     

    one way to reduce lag is to install mobkit and use mobkit’s spawning functions for redo animals. This is because mobkit does not use abms to spawn animals. I would suggest installing the apis of mobkit and of mob_core. These are apis only… mob_core has a really nice spawn function that allows animals to be spawned in groups/hordes.

    I would not say that there is any real need to convert all the animals to mobkit. Mobkit will not cause (much if any) extra lag if installed alongside mobs_redo. Then mobkit can be used as you like, for example to install water_life (think seagulls, pirranahs, crocodiles, little lizards… I would remove the mosquitos though :P)

     

    #254
    MisterE
    Participant

    yeah… that was from bad internet connection

     

    #217
    MisterE
    Participant

    Ok, so I have successfully ported the walrus over to mobkit. I also used other mobkit mods to replace pigs,sheep,wolves,deer,cows,chickens, zombies and alligators

     

    Other mobs are added, like snakes, whales, seaguls, and more, with water_life.

    Currently, zombies die just after spawning, have to look into that.

     

    Here is the current codebase:

    https://github.com/MisterE123/mesecraft-mobkit

     

    feel free to submit issues based on mobkit changes

     

    You can try out the new changes on my mesecraft test server:

    INTRODUCING… MESECRAFT TEST SERVER

     

     

    After testing the mobs today, here are some obvious (minor-ish) problems:

    mobs_wildlife (wolf and deer) don’t flash red on hit. This is because they don’t use the mobcore library.

    zombies die immediately

     

    #234
    MisterE
    Participant

    do you mean, you dont want to put in the effort to integrate it, or that you dont want it in the game gameplay-wise? If the former, I may get around to integrating it, if you wanted that.

    • This reply was modified 3 months ago by MisterE.
    #230
    MisterE
    Participant

    I ported dirt_man and sand_man over to mobkit.

    While I was at it, I added a simple, but interesting behavior.

    Dirt men like dirt, sand men like desert sand.

    If they see what they like lying on the ground (as an item) they will go and get it (pick it up)

    Also, if they are chasing you (and you havnt made them angry yet by hitting them) there is a chance that they will be distracted by you throwing the item that they like on the ground. If you have it, you might as well try. Punching them makes them really angry, and they will then not be distracted by your little presents

     

    When killed, they will drop anything that they have picked up, plus the regular drop of a few dirt or sand.

    #228
    MisterE
    Participant

    I reverted wildlife to gundul’s fork, as my version was causing some issues. Wildlife only adds deer and wolves, and there is a wolf coming soon for better_fauna, so I will likely port the redo version of the deer over and use that wolf later on.

     

    I have finished mobs_walrus, and begun on mobs_creatures. The bat has been ported over. It comes out at night and early morning. Like its mobs_redo version it is a prodigious producer of guano

    #227
    MisterE
    Participant
    #226
    MisterE
    Participant

    How to kill zombies:

    Zombies cannot be killed except with a sound thwack to the lower head. You need skill and practice. Also, you cannot use a wood sword. Zombies can be outrun… you can also dig traps for them, which they will fall into when they lunge at you.

    Also, as with any mobkit mob, you can dodge any attack, but it gets harder the more enimies you have

    Zombies are attracted by movement and sounds of fighting. It is possible to attract a large horde by making too much ruckus.

     

     

    ——————

    Bug: Zombies and other mobs spawn on the moon

    ——————

    Aside from that, I would like to hear peoples thoughts on how and where zombies should spawn. I think, after playing on the server for just a little while, that they spawn waaaay too much. I think, perhaps, that they should spawn rarely, except in the ethereal dry dirt biome (burnt wood), the mushroom biome, and on cobblestone underground for the dungeons

     

    #225
    MisterE
    Participant

    There is a ready-to-go mod for ore carts: Minecart

    https://forum.minetest.net/viewtopic.php?t=22464

    but, as to players building better mines with rails, I dont think it will happen. This is because to mine well, one needs to travel vertically. Rails are not built for vertical movement. it requires building a 3×3 mineshaft, with a spiral, and 2 rails for every vertical node downwards. In a game where steel is expensive and might be the very thing you are mining for, this does not make economic sense to do.

     

     

     

    Now, it would be VERY different if ores spawned in large rare clusters, near the surface. Then, you would want to build a horizantal mine, and carts would make a lot of sense.

    Still, I think that adding minecarts would be a nice way to have automated transportation of people and goods

    #222
    MisterE
    Participant

    So, walrus bug was caused by mob_core errors… ElCeejo updated mob_core, and its fixed now

    also, the zombie bug was fixed… it was a compatability issue with magma_conduits. The setting remove_default_lava must be false to work with zombies. Thx, @Knot Abbot on Discord

     

    So, Now you can try to fight zombies! they are quite different from their counterparts from mobs_redo… it takes some skill to kill them, and

    more will be attracted by the sounds of fighting.

    #221
    MisterE
    Participant

    1/8/2021:

    ported mobs_walrus to mobkit

    added mobkit, mob_core, water_life, better_fauna, wildlife, zombiestdr

    in mobs_creatures, disabled zombies, farm animals, and a few others because added mods replaced them.

    better_fauna really is better in many respects

    noticed bugs:

    sheep only drop wool when sheared, not when killed

    zombies just die

    new walrus causes crash when hit and tries to run away

    ——————————–

    1/9/2021

    fixed walrus bug (hopefully), added tame and capture ability.

    #220
    MisterE
    Participant

    FYI, you can experience mobkit mobs on mesecraft here… I am slowly replacing/porting mobs from redo over to mobkit

Viewing 15 posts - 1 through 15 (of 23 total)