mobkit probably suits your needs fairly well. It has a queue system that you could use for patrolling and it's also more modular than mobs_redo so you get full control about how the mob behaves.
You probably will have to code some custom behaviour functions though.
Search found 122 matches
- Thu Jun 18, 2020 09:38
- Forum: Modding Discussion
- Topic: Specific point A to point B pathing for mobs
- Replies: 5
- Views: 799
- Fri Jun 12, 2020 07:49
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11112
- Views: 2063695
Re: Post your screenshots!
Peekaboo!
- Thu Jun 11, 2020 10:25
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11112
- Views: 2063695
Re: Post your screenshots!
Flying bugs for a change
- Thu May 07, 2020 10:48
- Forum: WIP Games
- Topic: [ALPHA] Crafter
- Replies: 96
- Views: 20690
Re: [ALPHA] Crafter
I made an etho door with your redstone https://0x0.st/i_re.webm During that I found another bug. If two pressure plates are next to each other and connected with redstone, the redstone will stay on if you stand on both and get off both of them at the same time. https://forum.minetest.net/download/fi...
- Thu May 07, 2020 10:15
- Forum: Modding Discussion
- Topic: Mod Developing
- Replies: 5
- Views: 767
Re: Mod Developing
You are trying to register a 'vein' ore type. For this ore type to work you need to add noise_params and noise_threshold to the ore definition, see here.
However the vein ore type is fairly resource expensive and also hard to control with noise params. You might want to use another ore type instead.
However the vein ore type is fairly resource expensive and also hard to control with noise params. You might want to use another ore type instead.
- Tue May 05, 2020 14:37
- Forum: WIP Games
- Topic: [ALPHA] Crafter
- Replies: 96
- Views: 20690
Re: [ALPHA] Crafter
The game has a great ambience, great job! I spent a little time playing with redstone and I found a small problem while building a double piston extender. When a piston pushes a piece of redstone it duplicates it like this: https://forum.minetest.net/download/file.php?mode=view&id=21677&sid=...
- Fri May 01, 2020 20:26
- Forum: Problems
- Topic: greyed out mods ingame list ?locating crash reports?
- Replies: 1
- Views: 388
Re: greyed out mods ingame list ?locating crash reports?
The greyed out mods are modpack names. The mods under these are the mods in the modpack. The UI doesn't really do a good job at making this clear.
Crash reports are stored in debug.txt which should be in you minetest installation. Be sure to let mod authors know of crashes in their mods.
Crash reports are stored in debug.txt which should be in you minetest installation. Be sure to let mod authors know of crashes in their mods.
- Wed Apr 22, 2020 20:00
- Forum: Modding Discussion
- Topic: Problem with getting pointed_things from raycasts
- Replies: 0
- Views: 331
Problem with getting pointed_things from raycasts
Hi, I'm making a mod that places a temporary, invisible, non-walkable but pointable build helper node where the player is looking when pressing E, like this: https://forum.minetest.net/download/file.php?mode=view&id=21584&sid=2211333b49daafd16308b6ccac32162c Or like this: https://forum.minet...
- Mon Apr 20, 2020 18:00
- Forum: Game Discussion
- Topic: Questions on animated player model and animated entities
- Replies: 3
- Views: 1915
Re: Questions on animated player model and animated entities
Can you post your modified player_api mod's code? That would make it a lot easier to make sense of the error message.
- Sun Apr 19, 2020 18:29
- Forum: WIP Mods
- Topic: Mobkit - Entity API [mobkit][alpha]
- Replies: 570
- Views: 69779
Re: Mobkit - Entity API [mobkit][alpha]
I've got two:Wuzzy wrote:Is there a list of mods that depend on this mod, and why is it not in the first post? :P
One for talking parrots.
and a goat mod.
Noodlemire's Voxel Dungeon game also has mobs using mobkit.
- Sat Apr 18, 2020 17:07
- Forum: Modding Discussion
- Topic: Limit the abuse of lava
- Replies: 8
- Views: 972
Re: Limit the abuse of lava
Actually this got a bunch more complicated. Again, not tested. local rad=500 local rad2=-500 minetest.register_privilege("overridelavazone", { description = "Autorise le placement de lave", give_to_singleplayer = false, }) local old_on_place = minetest.registered_items["buck...
- Sat Apr 18, 2020 16:06
- Forum: Modding Discussion
- Topic: Limit the abuse of lava
- Replies: 8
- Views: 972
Re: Limit the abuse of lava
You need to put bucket as a dependency of your mod.
- Sat Apr 18, 2020 15:13
- Forum: Modding Discussion
- Topic: Limit the abuse of lava
- Replies: 8
- Views: 972
Re: Limit the abuse of lava
Not tested but try this local pos={x=0,y=0,z=0} local rad=500 local rad2=-500 minetest.register_privilege("overridelavazone", { description = "Autorise le placement de lave", give_to_singleplayer = false, }) local old_on_place = minetest.registered_items["bucket:bucket_lava&...
- Sat Apr 18, 2020 15:01
- Forum: Modding Discussion
- Topic: Limit the abuse of lava
- Replies: 8
- Views: 972
Re: Limit the abuse of lava
Accidental post, please ignore
- Thu Apr 16, 2020 16:40
- Forum: WIP Games
- Topic: [Game] Juanchi Game (v4.10) [NOW OpenSource]
- Replies: 183
- Views: 50679
Re: [Game] Juanchi Game (v1.3)
I know that 5.2 introduced bugs (really not bugs) to mobs_redo cos SAO new behaviour. So crashes. So how can I solve this? Now my mod is in ContentDB, and people do not like crashes. It is the worst scenary for a game. 5.2 makes it so object functions return nil when the object is removed. So the p...
- Thu Apr 02, 2020 19:07
- Forum: General Discussion
- Topic: What makes a mob good?
- Replies: 34
- Views: 4218
Re: What makes a mob good?
Mostly the way it's integrated in the game. There needs to be a reason to interact with the mob. For example the loot can be required for certain crafting recipes, the mob could guard something or it could actively hunt the player. Then the interaction has to be fun somehow. Attack patterns or in ge...
- Tue Mar 31, 2020 07:47
- Forum: General Discussion
- Topic: How to store and get data
- Replies: 4
- Views: 890
Re: How to store and get data
Mod storage can NOT only be accessed during load time. You can only call minetest.get_mod_storage() during load time but the storage object it returns can be used whenever. So do something like this:
Code: Select all
local storage = minetest.get_mod_storage()
[rest of the program]
- Mon Mar 30, 2020 15:19
- Forum: Modding Discussion
- Topic: Question about adding biomes in v6 gen without hard coding
- Replies: 5
- Views: 860
Re: Question about adding biomes in v6 gen without hard codi
You can't add biomes to v6 but you might be able to achieve what you want using ores and the right noise params.
- Mon Mar 30, 2020 07:24
- Forum: Modding Discussion
- Topic: [fixed] please delete
- Replies: 1
- Views: 502
Re: [help] Getting the "roll" from pitch and yaw
x is pitch, y is yaw, z is roll. Youre'e setting the roll to 180 + pitch, try swapping it with pitch.self.child:set_attach(self.object, "", vector.new(2.4,1.2,0), vector.new(180, new_yaw, 180+pitch))
- Thu Mar 26, 2020 12:25
- Forum: General Discussion
- Topic: When is 5.2.0 going to drop?
- Replies: 14
- Views: 1827
Re: When is 5.2.0 going to drop?
So you say you don’t want to actually care about your code and just want to do it once and then never care about it until the next release in a couple of months? That's Obviously not what they're doing if you look at their post history. Pretty rude of you to say. You basically called Wuzzy, who put...
- Wed Mar 25, 2020 20:11
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11112
- Views: 2063695
- Wed Mar 18, 2020 07:40
- Forum: WIP Mods
- Topic: [Mod] Viron [1.0] [viron]
- Replies: 7
- Views: 1316
Re: [Mod] Viron [0.1] [viron]
Try removing the .ogg endings of the sound strings.MisterE wrote:I can't get the ogg sounds to play. PLEASE HELP.
- Wed Mar 18, 2020 07:33
- Forum: General Discussion
- Topic: Help with creating another inventory (modding)
- Replies: 4
- Views: 1164
Re: Help with creating another inventory (modding)
This might be the completely wrong way of doing it but I have been able to create a custom inventory bound to the player simply by setting the size of a new list in the player inventory on join e.g. minetest.register_on_joinplayer(player) local inv = player:get_player_inventory() inv:set_size("...
- Tue Mar 17, 2020 08:01
- Forum: General Discussion
- Topic: Help with creating another inventory (modding)
- Replies: 4
- Views: 1164
Re: Help with creating another inventory (modding)
You'll want to use detached inventories. You can use their callbacks to make it so a player can only put in a single item. Keep in mind you'll have to save these manually in player meta, mod storage or a file. You can save using detached inventory callbacks aswell. To get a detached inventory to sho...
- Mon Mar 16, 2020 08:12
- Forum: General Discussion
- Topic: Help with licensing stuff
- Replies: 22
- Views: 2078
Re: Help with licensing stuff
1. Only non-derivative licenses are banned from here. I think exschem for example is under a non-commercial license. However many people here don't like commercial licenses because they make it so teachers and stuff can't use the thing. 2. Depends on the license. Many licenses don't allow taking awa...