[Abandoned] [Mod] Mobs Banshee [0.3.4] [mobs_banshee]

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Hamlet
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[Abandoned] [Mod] Mobs Banshee [0.3.4] [mobs_banshee]

by Hamlet » Post

Image
Adds banshees.
https://en.wikipedia.org/wiki/Banshee

NOTES:
Banshees kill on sight (instakill).
Banshees can not be killed.
This is intentional.

Source code's license: EUPL v1.2 or later.
Textures' license: CC BY-SA v3.0
Sounds' license: CC BY v3.0

Dependencies: default, bones (found in Minetest Game), mobs (Mobs Redo)
Supports: mobs_humans

Advanced control: Settings -> All Settings -> Mods -> mobs_banshee


Downloads:
Archives: .zip .tar.gz
Source code: Codeberg


Installation
Unzip the archive, rename the folder to mobs_banshee and place it in
../minetest/mods/

GNU+Linux: If you use a system-wide installation place it in
~/.minetest/mods/

If you only want this to be used in a single world, place the folder in
../minetest/worlds/world_name/worldmods/

For further information or help see:
http://wiki.minetest.net/wiki/Installing_Mods
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Last edited by Hamlet on Fri Oct 02, 2020 17:33, edited 13 times in total.
My repositories: Codeberg.org | My ContentDB's page | I'm on PureOS with XFCE

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Re: [Mod] Mobs Banshee [0.2.0] [mobs_banshee]

by Hamlet » Post

Released v0.2.0
My repositories: Codeberg.org | My ContentDB's page | I'm on PureOS with XFCE

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Re: [Mod] Mobs Banshee [0.3.0] [mobs_banshee]

by Hamlet » Post

Released v0.3.0

- spawn on mobs_humans:human_bones
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Re: [Mod] Mobs Banshee [0.3.0] [mobs_banshee]

by Hamlet » Post

If you've downloaded v0.3.0 from this topic's links then you've actually downloaded v0.2; when I've updated the post I forgot to update the repository's links - formerly pointing at GitLab.

If you've downloaded it from Content DB you have the latest version.

Sorry, brain failures happen. :)
My repositories: Codeberg.org | My ContentDB's page | I'm on PureOS with XFCE

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Re: [Mod] Mobs Banshee [0.3.1] [mobs_banshee]

by Hamlet » Post

Released v0.3.1

- added spawner egg
- changed the source code license from GPL v3.0 to EUPL v1.2
- removed useless variable
- banshee's glowing node no longer appears in the creative inventory
My repositories: Codeberg.org | My ContentDB's page | I'm on PureOS with XFCE

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Re: [Abandoned Mod] Mobs Banshee [0.3.1] [mobs_banshee]

by runs » Post

You monsters mods are awesome.

I played with this one, and I frightened when banshee appeared :-D
Day 42 of the quarantine

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Re: [Abandoned Mod] Mobs Banshee [0.3.1] [mobs_banshee]

by Hamlet » Post

runs wrote:You monsters mods are awesome.

I played with this one, and I frightened when banshee appeared :-D
Thank you! I'm glad you like :)
My repositories: Codeberg.org | My ContentDB's page | I'm on PureOS with XFCE

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Re: [Mod] Mobs Banshee [0.3.2] [mobs_banshee]

by Hamlet » Post

Released v0.3.2

Changed:
- mod.conf now follows Minetest v5.x specifics.
- Fixed collisionbox.
- after_spawn function moved to after_activate.
- Textures have been optimized (with "optipng").
My repositories: Codeberg.org | My ContentDB's page | I'm on PureOS with XFCE

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Re: [Mod] Mobs Banshee [0.3.3] [mobs_banshee]

by Hamlet » Post

Released v0.3.3

Changed:
- Added the missing settingtypes.txt; i.e. mods' options.
- Banshees use dogshoot instead than dogfight.
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Re: [Mod] Mobs Banshee [0.3.4] [mobs_banshee]

by Saturn » Post

Released v0.3.4

Changed:
- Minor code improvements.
- Reverted to dogfight.
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