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[Mod] Adv Lightsabers - Force Powers! [1.0][adv_lightsabers]

https://content.minetest.net/uploads/hNAU1IBsF0.png Adds Lightsabers with 3 hilt varieties and 3 colors: Single Bladed, Crossguarded, and Double Bladed. There is no difference in damage between them so mix and match colors however you like. Crafting: Lightsaber Internals: https://content.minetest.n...
by ElCeejo
Wed Apr 08, 2020 17:56
 
Forum: WIP Mods
Topic: [Mod] Adv Lightsabers - Force Powers! [1.0][adv_lightsabers]
Replies: 1
Views: 50

Re: [Game] Exile 0.1

Really Nice! It has it's flaws like all games do, this one is fairly buggy though. The concept is amazing and with some bug fixes this game would be amazing. I like the primitive theme and overall depth, it provides a nice challenge that most games don't offer, while not being challenging to the poi...
by ElCeejo
Sat Mar 28, 2020 08:38
 
Forum: WIP Games
Topic: [Game] Exile 0.1
Replies: 12
Views: 899

Re: [Mod] Minor Redefinitions [redef]

Cool Idea, I'll have to try this out.
by ElCeejo
Sun Mar 01, 2020 18:48
 
Forum: WIP Mods
Topic: [Mod] Minor Redefinitions [redef]
Replies: 12
Views: 594

Re: Mobkit - Entity API [mobkit][alpha]

Thanks, that first one was an especially dumb oversight on my part. Now I'm getting crash with lq_dumbwalk that only occurs when the mob walks into water. It tells that there was an attempt to index a nil value in line 1000 of mobkits init.lua so I assume it has to do with liquidflag.
by ElCeejo
Sun Feb 23, 2020 17:12
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: Mobkit - Entity API [mobkit][alpha]

local func = function(self) local pos = mobkit.get_stand_pos(self) local searchnodes = self.stay_near[1] if type(searchnodes) == "string" then searchnodes = {self.stay_near[1]} end local radius = self.view_range local nearby_nodes = minetest.find_nodes_in_area( {x = pos.x - radius, y = po...
by ElCeejo
Sun Feb 23, 2020 05:45
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: Mobkit - Entity API [mobkit][alpha]

"Mobkit differs significantly in this regard to typical MT mob mods where you have a ready to go code and toggle switches. This is an api that gives you infinitely more possibilities, but requires coding." - Termos This API is a lot more advanced than mobs_redo and so registering mobs, as ...
by ElCeejo
Wed Feb 19, 2020 20:11
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: Mobkit - Entity API [mobkit][alpha]

Walking underwater. Pretty much just ignoring the water entirely so it would walk along the bottom instead of floating and wouldn't avoid walking into water.
by ElCeejo
Wed Feb 19, 2020 07:51
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: Mobkit - Entity API [mobkit][alpha]

Is there a way of letting mobs freely roam through water as if they were on land aside from rewriting half of mobkit?
by ElCeejo
Wed Feb 19, 2020 05:07
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: Mobkit - Entity API [mobkit][alpha]

I've come across a problem, for some reason my mobs give me an error saying "lastvelocity" is nil at line 939 in mobkits init file. Any idea what would cause this?
by ElCeejo
Sun Feb 09, 2020 20:51
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: [Mod] aerotest ## Eagle - King of the sky ## [aerotest]

Looking very impressive so far. I have a few questions though that I thought of while thinking of how to use this for non-soaring birds. Most of the time Birds will just take off to fly directly to another point, will there be an option to just have a landed bird take off and fly to another point an...
by ElCeejo
Fri Feb 07, 2020 09:31
 
Forum: WIP Mods
Topic: [Mod] # Eagle - King of the sky # mob for mobkit [aerotest]
Replies: 37
Views: 1665

Re: [mod] water_life - mobs for mobkit[water_life]

Hi, thanks for this mod.... I inform you that when I use this mod with mobkit and aerotest, this is the error that appear: AsyncErr: environment_Step: Runtime error from mod 'water_life' in callback environment_Step(): /home/kernel/.minetest/mods/water_life/spawn.lua:30: attempt to call field 'pos_...
by ElCeejo
Sat Feb 01, 2020 11:29
 
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V040420[water_life]
Replies: 108
Views: 6241

Re: Mobkit - Entity API [mobkit][alpha]

I've noticed while working on large hitbox support that mobs seem to have issues with snow. Just thought I'd tell you in case you didn't notice.
by ElCeejo
Sat Feb 01, 2020 05:40
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]

Request for new dinosaurs: Placoderms Thelodont Baryonyx Maisaura Megapiranha Guanlong Trilobite Belemite Osteoracii There's a lot of pictures of placoderms in Wikipedia with CC licenses. There's already a placoderm, unless you mean a smaller/earlier species. A few of those may not be added but the...
by ElCeejo
Tue Dec 17, 2019 04:03
 
Forum: WIP Mods
Topic: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]
Replies: 47
Views: 5206

Re: Mobkit - Entity API [mobkit][alpha]

You could do it via bone rotation, instead of using separate entities I don't know of a way of doing this without using separate entities, can you elaborate? Minetest allows you to rotate specific bones in a rigged model through code. For example, let's say you have a bone that controls the left le...
by ElCeejo
Wed Dec 04, 2019 09:21
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: [Mod] Fancy Cars [cars]

Very cool but needs refinement. I'm noticing that the player pov is rotating around the center of the cars collision box?
by ElCeejo
Wed Dec 04, 2019 04:36
 
Forum: Mod Releases
Topic: [Mod] Fancy Cars [cars]
Replies: 10
Views: 709

Re: Mobkit - Entity API [mobkit][alpha]

On the topic of collision boxes. How would I go about messing with terrain detection with larger collision boxes?
by ElCeejo
Mon Nov 18, 2019 01:10
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: Mobkit - Entity API [mobkit][alpha]

A fluidly flying mob? It's about time. Great work once again Termos! Even if it is in an early stage, it looks very impressive and I can't wait to use it in my own mods.
by ElCeejo
Sat Nov 16, 2019 07:08
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: Mobkit - Entity API [mobkit][alpha]

I've been working with making swimming mobs that can leave or enter water freely. The problem I've encountered is non aquatic mobs avoid water, and aquatic mobs avoid shallow areas/land. My suggestion is to maybe have a "toggle" (Like fears_land or fears_water) so that some mobs won't avoi...
by ElCeejo
Mon Nov 04, 2019 07:49
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.4)

I think it should behave like a shy wolf. IRL Foxes are very skittish and won't attack anything bigger than themselves. So maybe it would attack hens and ducks, maybe hamsters, and run away from everything else.
by ElCeejo
Sat Nov 02, 2019 07:50
 
Forum: Mod Releases
Topic: [Mod] Petz [v8.28] [petz]
Replies: 793
Views: 38145

Re: Mobkit - Entity API [mobkit][alpha]

Fairly certain it limits the velocity, so if you set the limit to 7, it won't go beyond a velocity of 7.
by ElCeejo
Tue Oct 29, 2019 07:36
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: [Mod] Dragons & Wyverns [0.11] [draconis]

Wyverns only drop meat for now. Dragons spawn between 80 and 200 blocks high near exposed stone in mountains.
by ElCeejo
Sun Oct 27, 2019 10:28
 
Forum: WIP Mods
Topic: [Mod] Dragons & Wyverns [0.11] [draconis]
Replies: 21
Views: 2898

Re: [mod] The Grave [0.1] [grave]

Multidimensions just doesn't work well on servers.
by ElCeejo
Fri Oct 25, 2019 17:49
 
Forum: WIP Mods
Topic: [mod] The Grave [0.1] [grave]
Replies: 8
Views: 813

[mod] The Grave [0.1] [grave]

https://content.minetest.net/uploads/PTY2ENSewh.png The Grave is a new dimension, taking inspiration from marshes and graveyards for a mysterious, eerie feeling environment. As for content, there are new terrain blocks, exclusive to this biome, along with a new tree, and three new mobs. Grave Oak T...
by ElCeejo
Fri Oct 25, 2019 08:23
 
Forum: WIP Mods
Topic: [mod] The Grave [0.1] [grave]
Replies: 8
Views: 813

Re: Mobkit - Entity API [mobkit][alpha]

So pretty much, mob sees the thing it wants to attack, it begins chasing the thing it wants to attack, in the process of chasing the thing it wants to attack it falls in water, and the game crashes, giving me this error. 2019-10-24 02:19:15: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua:...
by ElCeejo
Thu Oct 24, 2019 09:22
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457

Re: Mobkit - Entity API [mobkit][alpha]

I'm inclined to believe this has to do with the lack of support for large collision boxes, but I'm asking anyway. I'm working on some rather large mobs with boxes set to the max you recommended (-1, -1, -1, 1, 1, 1). The problem is; when said large mob attacks another large mob with the same size bo...
by ElCeejo
Wed Oct 16, 2019 08:23
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 455
Views: 27457
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