Search found 13 matches
- Mon Oct 31, 2016 05:25
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635568
Re: [Mod] Mobs Redo [1.32] [mobs]
That works, too. Thank you for addressing my concerns, even if you disagree with my opinions. ;)
- Sat Oct 29, 2016 18:17
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635568
Re: [Mod] Mobs Redo [1.32] [mobs]
Okay, so I was wrong before when I said I was mistaken. I had been playing it on Creative mode, which lets you kill mobs in one or two hits. There is, in fact, still a problem. When I punch an enemy mob (spiders, zombies), it makes the punching noise and the red blood particles, even when I don't ac...
- Sat Oct 22, 2016 08:48
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635568
Re: [Mod] Mobs Redo [1.32] [mobs]
Never mind, I'm an idiot. I just went back to test this and I guess I was misremembering how the attacks worked. Everything's fine, please ignore.
- Sat Oct 22, 2016 08:42
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635568
Re: [Mod] Mobs Redo [1.32] [mobs]
Visual indicators are more difficult to do and would need HUD elements added which I'm not willing to add to a mobs mod. Explain what you mean by non-binary strength ? Currently it's set up so that the attack either works (100% damage) or it doesn't (0% damage), depending on if it's reached its coo...
- Sat Oct 22, 2016 08:03
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635568
Re: [Mod] Mobs Redo [1.32] [mobs]
What about the other two: attack strength visual indicators and non-binary strength regeneration?
- Fri Oct 21, 2016 20:57
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635568
Re: [Mod] Mobs Redo [1.32] [mobs]
The attack change is limiting and frustrating, and it's not obvious how long it will take for the next attack to be effective. Additionally, making an attack switch from "not-effective" to "effective" within the space of a split-second makes no logical sense from an in-game persp...
- Thu Oct 20, 2016 05:31
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635568
Re: [Mod] Mobs Redo [1.30] [mobs]
I *really* don't like this setting. Is there some way to disable it?TenPlus1 wrote:You cannot spam attack mobs anymore you have to wait for weapon punch intervals before next attack...
- Thu Oct 20, 2016 04:56
- Forum: General Discussion
- Topic: What is the best mob pack?
- Replies: 7
- Views: 1744
Re: What is the best mob pack?
OP's preferences are almost certainly different from mine, but here's what I'd consider "best": Monsters analogous to Minecraft's mobs (spider, skeleton, zombie, and creeper) that spawn only in darkness and burn in the sun (if possible), with spawn rates similar to MC. I hate fast-travelli...
- Tue Oct 11, 2016 06:38
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635568
Re: [Mod] Mobs Redo [1.31] [mobs]
So, do I have to go into my minetest.conf file and manually add the line, "mob_difficulty=2.0"?TenPlus1 wrote:Update:
- Added 'mob_difficulty' setting in minetest.conf (defaults to 1.0) which multiplies mob health and damage when hit.
- Mon Dec 01, 2014 23:40
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635568
Re: [Mod] Mobs Redo [0.5] [mobs]
I haven't seen any mobs on the overworld, day or night. I used the "/spawnentity mobs:sheep" command to spawn a sheep. It worked, but I also got the error "15:29:11: ERROR[ServerThread]: Assignment to undeclared global "yaw" inside a function at /home/brenco/.minetest/mods/m...
- Mon Sep 05, 2011 08:04
- Forum: Partly official engine development
- Topic: TUTORIAL: Using git to make changes to minetest
- Replies: 2
- Views: 1937
- Mon Sep 05, 2011 05:19
- Forum: Feature Discussion
- Topic: 3D meshes for players and creatures [Models are now upstream!]
- Replies: 215
- Views: 70574
- Mon Sep 05, 2011 05:16
- Forum: Partly official engine development
- Topic: TUTORIAL: Using git to make changes to minetest
- Replies: 2
- Views: 1937
TUTORIAL: Using git to make changes to minetest
This is how I did it. I run on a linux box, so your experience may be slightly different. 1) Fork the minetest master. That means logging in to github, going to https://github.com/celeron55/minetest and clicking the "fork" button in the upper-right. 2) From your root directory, clone your ...