Oooh! Can you link me that mod? :o I'll see if I can fix it
It should still do its intended function as I have my mod check for it iirc, but maybe I messed something up there. I noticed I broke something with pointing at entities as well
Although my review isn't fully honest as I rather played with a modification for it in Centeria (that uses Mesecraft) - and randomly in creative (sometimes with damage enabled) - there are lots of issues that I'm surprised ElCeejo did not notice with this mod.
Admittedly, this mod is superior to most mob mods I've seen - using its own unique system to the more commonly used Mobs Redo - especially with its dynamicism and the most interesting aspect of it to me honestly - turning their heads to look at stuff. However for what cool features it has, it lacks some basics I'd expect such as not despawning tamed animals, full_punch_interval utilization, and lava/drowning harm. I would say sounds (for quite a few animals) but I know getting sounds is extremely difficult and it wouldn't be fair to judge that.
There are issues with taming as well - wolves will NOT defend you or your livestock as the description says. And when you successfully tame a fox - they just keep on running away from you lol
Flying animals will commonly get themselves stuck in water as well - the amount of times I've seen bats and owls in water is weirdly frequent.
Due to step height, fish will indeed get themselves stuck on land and just flop to death.
With the above missing basics and issues, and lacking mod compatibility, it feels more like the Minetest game of mob mods - bland mix that requires more modding (code and content) to make it feel more alive and interactable with the environment. Though I know modding mobs is quite difficult so you oughtta cut ElCeejo some slack for that whole range of difficulty! That's why I was very impressed with the head turning.
I'm also personally not a fan of the fox texture - it looks weird and creepy-ish to me. Though I imagine fitting pixels within the said resolution is difficult so fair enough in that regard - I would be down to try to see if I can make one.
I think 12480 or something near that is the maximum number. I heard of it from someone who had that mod that turns everything into stairs and slabs, cause it. It's something to do with how those 8bit integers or whatever works, y'know 32, 64, and so on, forgot the name ack.
Relicensed the code under a freer license and added translations inspired by your translation setup :D not sure of what you've translated but I offer some ;p
Think I'll try for every language provided in Minetest, idk how good I'll be at translating Asian languages tho
Although I haven't tested the mod fully and thus cannot make a true true review.
I've been seeing about how to implement compatibiltiy for this mod with my eating mod after seeing it be featured as an optional dependency for Annalysa's Sandwiches. There are no useful groups I can use to determine whether or not something is edible, and accidentally made it so you could drink the spatula while developing...
On the spatula, even without my mod's mingling, it crashes the game if you point at the air with it as it expects a vector for something... If you're a server owner, do not use this mod without heavy modifications - it hasn't been updated for over 5 years anyways lol
Funnily enough, there is no animation X3 it just connects to the player head. So if the animation has the player move their head, it moves with. Very lazy approach from me but it works out ;p
If a future modder were to add an option to - they could disable eating on a full stomach ;p
Ah, as long as you're not looking at anything you should be able to eat the mushrooms :3 :D
I think I'll just make an "all-compatible" code that automatically ensures that anything with a specified food group properly registers. This'll end the whole "unless I programmed it" and will hopefully decrease file size even more. Hopefully will decrease load time as well.
Only potential issue I see is if it accidentally registers something that isn't a food, as a food lol. Other than that, shouldn't be gamebreaking to do something like it. Idk if I'll provide support for Mineclone 2 (VoxeLibre) or Mineclonia though.
I think it'd be a good idea to do minetest.is_player(player) instead of obj:is_player() as well, in case obj is not a userdata or doesn't have the :is_player() function or is nil. I've learned not to trust functions like that X3
I did not anticipate all the custom and fluid animation and attacks that this mod provides for the entity :o
I too initially thought it was SCP-682 - they seem quite alike especially in power X3 but it seems it isn't - judging by name and the stuff the mob does.
Think I should mention more of what I like about it but I do note an issue:
Attacks can continue to multiply in severity (unless world is restarted) to the point that you may as well be a part of the Minetest space agency with how high and fast they can push you lol - not sure if this is an intended feature or if there is some form of maximum cap to power
(I also heard that there's a bug of where it simply never spawns - you can only have 1 existing per world and it'll prevent spawn until a timer finishes after it starts when it dies - but the timer supposedly never finishes?)
Also I wish this could interact with other mobs instead of just the player, but pretty happy with how well this is constructed and the work put into it :o
Hmm... the "Ring Around the Rosie" and also the sound that's produced when you punch them are still global - but you've fixed the particles which is a good plus :D
Checking it out, ABM seems to work fine, but I just had an idea... Why not make the cornstalks floodable? ;o this should fix that whole issue but might cause an ItemStack flood lol
Still have yet to come across a corngirl to test the sounds ;o
Ayyyyyy that's good :D I don't think the corn in the water is personally a big issue - I'm not sure how you'd even fix it in the first place X3 but if you can get that fixed then certainly :D
The stereo to mono is very easy if you've got Audacity. Just import the track and then there'll be a drop down menu next to the track's name, then it'll have a button called "Split Stereo to Mono" and then you just delete one of the tracks and export it back as .ogg . I'd do it myself if I could securely link files to here lol ;p
i think I meant repository instead of resporitory as I typed lul
anyways it's basically an online area where you can store and show your code - like Minetest does with GitHub
though a lot of modders including myself use Codeberg so I recommend that more
helps with adding code from others and saves your stuff to an online medium
you'll need to figure out how GIT works though... which GIT can be annoying af lul
idk how easy it would be to fix corn generating in the water - I don't personally consider it to be a big or gamebreaking issue and I'm not familiar with mapgen
the terror sounds should be the easiest to fix, I know I've had the same issue myself with my projects
it's as simple as splitting the track into mono (audacity will have an option, idk about other audio editors) and deleting one of the mono tracks (they should both sound the same ;p)
blood texture should be as easy as covering the depends or copy and pasting the texture into your mod's textures
you do have animations listed in the code, do you know why they don't work?
Initially I reviewed this as "Underwhelming and Deafening" and as negative, but I'm giving it a new re-review :3
I still personally believe that LissoBone's review is overrated but at the time of typing this, April 20th of 2024, it's definitely better than when I first reviewed the 4th.
I still personally think there could be more added - more monsters, more dynamicism to growing the corn (or rather a purpose to growing it as it appears in the files you can grow it), and perhaps some lore.
The sounds are nice 'n scary and you'll never exactly know when you'll bump into a corngirl ready to reap your soul X3
The models and corn are nice and unique in design as well.
Fixed it uwu
I see the issue, fixing ;p
I see, these? https://content.minetest.net/packages/mt-mods/wooden_bucket/ https://content.minetest.net/packages/Hume2/bucket_wooden/
Oooh! Can you link me that mod? :o I'll see if I can fix it
It should still do its intended function as I have my mod check for it iirc, but maybe I messed something up there. I noticed I broke something with pointing at entities as well
Although my review isn't fully honest as I rather played with a modification for it in Centeria (that uses Mesecraft) - and randomly in creative (sometimes with damage enabled) - there are lots of issues that I'm surprised ElCeejo did not notice with this mod.
Admittedly, this mod is superior to most mob mods I've seen - using its own unique system to the more commonly used Mobs Redo - especially with its dynamicism and the most interesting aspect of it to me honestly - turning their heads to look at stuff. However for what cool features it has, it lacks some basics I'd expect such as not despawning tamed animals, full_punch_interval utilization, and lava/drowning harm. I would say sounds (for quite a few animals) but I know getting sounds is extremely difficult and it wouldn't be fair to judge that. There are issues with taming as well - wolves will NOT defend you or your livestock as the description says. And when you successfully tame a fox - they just keep on running away from you lol Flying animals will commonly get themselves stuck in water as well - the amount of times I've seen bats and owls in water is weirdly frequent. Due to step height, fish will indeed get themselves stuck on land and just flop to death.
With the above missing basics and issues, and lacking mod compatibility, it feels more like the Minetest game of mob mods - bland mix that requires more modding (code and content) to make it feel more alive and interactable with the environment. Though I know modding mobs is quite difficult so you oughtta cut ElCeejo some slack for that whole range of difficulty! That's why I was very impressed with the head turning.
I'm also personally not a fan of the fox texture - it looks weird and creepy-ish to me. Though I imagine fitting pixels within the said resolution is difficult so fair enough in that regard - I would be down to try to see if I can make one.
Necro-bump for a partial answer (sorry)
I think 12480 or something near that is the maximum number. I heard of it from someone who had that mod that turns everything into stairs and slabs, cause it. It's something to do with how those 8bit integers or whatever works, y'know 32, 64, and so on, forgot the name ack.
It should support a lot more mods now ;3 made it automatically set up support if a certain mod has this or that :D
Relicensed the code under a freer license and added translations inspired by your translation setup :D not sure of what you've translated but I offer some ;p
Think I'll try for every language provided in Minetest, idk how good I'll be at translating Asian languages tho
To note, I did successfully get compatibility for v1.8 of my eating mod, but it was painful lmao
Although I haven't tested the mod fully and thus cannot make a true true review.
I've been seeing about how to implement compatibiltiy for this mod with my eating mod after seeing it be featured as an optional dependency for Annalysa's Sandwiches. There are no useful groups I can use to determine whether or not something is edible, and accidentally made it so you could drink the spatula while developing...
On the spatula, even without my mod's mingling, it crashes the game if you point at the air with it as it expects a vector for something... If you're a server owner, do not use this mod without heavy modifications - it hasn't been updated for over 5 years anyways lol
Funnily enough, there is no animation X3 it just connects to the player head. So if the animation has the player move their head, it moves with. Very lazy approach from me but it works out ;p
If a future modder were to add an option to - they could disable eating on a full stomach ;p
Ah, as long as you're not looking at anything you should be able to eat the mushrooms :3 :D
I think I'll just make an "all-compatible" code that automatically ensures that anything with a specified food group properly registers. This'll end the whole "unless I programmed it" and will hopefully decrease file size even more. Hopefully will decrease load time as well.
Only potential issue I see is if it accidentally registers something that isn't a food, as a food lol. Other than that, shouldn't be gamebreaking to do something like it. Idk if I'll provide support for Mineclone 2 (VoxeLibre) or Mineclonia though.
Thanks for your review :D
Ayy :D I'm surprised folk don't use it more - maybe it's laggier to? idk
oooo aight :oooo sounds really exciting
Oooo bet :ooo
I'll be sure to rewrite my review then too X3
I think it'd be a good idea to do minetest.is_player(player) instead of obj:is_player() as well, in case obj is not a userdata or doesn't have the :is_player() function or is nil. I've learned not to trust functions like that X3
Sorry for taking so long to check and reply, but, you did it :D you fixed it all :DDD
I just wasn't sure if my coding was out of whack or something X3
I imagine ;p
Ayyyy :D great to hear
I think I might do a variation of this with binoculars loool
is the code easy enough to understand? I didn't bother putting as much notes or making documentation
LissoBone lmfaooooo
I did not anticipate all the custom and fluid animation and attacks that this mod provides for the entity :o I too initially thought it was SCP-682 - they seem quite alike especially in power X3 but it seems it isn't - judging by name and the stuff the mob does.
Think I should mention more of what I like about it but I do note an issue: Attacks can continue to multiply in severity (unless world is restarted) to the point that you may as well be a part of the Minetest space agency with how high and fast they can push you lol - not sure if this is an intended feature or if there is some form of maximum cap to power (I also heard that there's a bug of where it simply never spawns - you can only have 1 existing per world and it'll prevent spawn until a timer finishes after it starts when it dies - but the timer supposedly never finishes?)
Also I wish this could interact with other mobs instead of just the player, but pretty happy with how well this is constructed and the work put into it :o
Ahahaha I had went to bed myself X3 it wad 4 AM
Hmm... the "Ring Around the Rosie" and also the sound that's produced when you punch them are still global - but you've fixed the particles which is a good plus :D
Alright, you've fixed the music box walk sound :D but there's still an issue with the "Ring Around the Rosie" unless that's intentional? ;o
Checking it out, ABM seems to work fine, but I just had an idea... Why not make the cornstalks floodable? ;o this should fix that whole issue but might cause an ItemStack flood lol Still have yet to come across a corngirl to test the sounds ;o
Ooooh ok :o
Ayyyyyy that's good :D I don't think the corn in the water is personally a big issue - I'm not sure how you'd even fix it in the first place X3 but if you can get that fixed then certainly :D
The stereo to mono is very easy if you've got Audacity. Just import the track and then there'll be a drop down menu next to the track's name, then it'll have a button called "Split Stereo to Mono" and then you just delete one of the tracks and export it back as .ogg . I'd do it myself if I could securely link files to here lol ;p
Ooooh ok :o and ayyyy
Any luck so far @Soundwavez ? :D
i think I meant repository instead of resporitory as I typed lul
anyways it's basically an online area where you can store and show your code - like Minetest does with GitHub though a lot of modders including myself use Codeberg so I recommend that more
helps with adding code from others and saves your stuff to an online medium you'll need to figure out how GIT works though... which GIT can be annoying af lul
aight :D how come you don't have your respository linked tho? ;o
Ooooh :o
And no idea, you'd know more than me in that regard, I haven't checked how mapgen works ;p
idk how easy it would be to fix corn generating in the water - I don't personally consider it to be a big or gamebreaking issue and I'm not familiar with mapgen
the terror sounds should be the easiest to fix, I know I've had the same issue myself with my projects
it's as simple as splitting the track into mono (audacity will have an option, idk about other audio editors) and deleting one of the mono tracks (they should both sound the same ;p)
blood texture should be as easy as covering the depends or copy and pasting the texture into your mod's textures
you do have animations listed in the code, do you know why they don't work?
best review ever lol
Initially I reviewed this as "Underwhelming and Deafening" and as negative, but I'm giving it a new re-review :3
I still personally believe that LissoBone's review is overrated but at the time of typing this, April 20th of 2024, it's definitely better than when I first reviewed the 4th. I still personally think there could be more added - more monsters, more dynamicism to growing the corn (or rather a purpose to growing it as it appears in the files you can grow it), and perhaps some lore.
The sounds are nice 'n scary and you'll never exactly know when you'll bump into a corngirl ready to reap your soul X3 The models and corn are nice and unique in design as well.