[Mod] Mobs Redo [1.61] [mobs]
Re: [Mod] Mobs Redo [1.30] [mobs]
Here's one: viewtopic.php?f=11&t=13659&hilit=fishing
here's another one: viewtopic.php?f=11&t=6480&hilit=fishing
here's a third: viewtopic.php?f=11&t=4375&hilit=fishing
any fish caught will work.....
here's another one: viewtopic.php?f=11&t=6480&hilit=fishing
here's a third: viewtopic.php?f=11&t=4375&hilit=fishing
any fish caught will work.....
- TheReaperKing
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Re: [Mod] Mobs Redo [1.30] [mobs]
So I wanted to make custom mob waves and I ended up writing my own spawner based heavily on your spawner. I called mine a "Timed Spawner" since you set the mob type, the amount, and what time in seconds they spawn and they only spawn once. If you'd like to add it to Mobs Redo I'd be happy to send you the code. Take care and thanks for all of your great and hard work!
-Mike
-Mike
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Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
Re: [Mod] Mobs Redo [1.30] [mobs]
A bit of help please
How then can i obtain wool from that animal ?
edit : so i guess while it's not mentionned there's still need of a tool before the right click.
So with crafted shears (2 steel ingots and 1 stick) i could get indeed 1 wool , tested that on 3 sheeps that each gave me 1.
But the 1st post mention that
I can't make this work, i managed to feed the animal 8 wheat items (and the game tells me the sheep is tamed) by right click on the sheep with them selected (so they are given one by one), but no right click on the sheep (even from before taming it) will give me any kind of wool, and left click just punch the poor sheep.TenPlus1 wrote: [*]Sheep (right-click for wool, feed 8 wheat to replenish wool)[/*]
How then can i obtain wool from that animal ?
edit : so i guess while it's not mentionned there's still need of a tool before the right click.
So with crafted shears (2 steel ingots and 1 stick) i could get indeed 1 wool , tested that on 3 sheeps that each gave me 1.
But the 1st post mention that
Hmm, is that based on luck or is it really supposed to give more wools after shearing with tools ?Sheep give more wool when Shears used,
Re: [Mod] Mobs Redo [1.30] [mobs]
Hello. Just want to ask a quick question: Why can't I pick up chickens? xD I haven't found kittens yet so I haven't tried if I can't pick up those as well. I'm playing Minetest 0.4.14. It may have something to do with my inventory as I'm still using Inventory Plus which I believe has become obsolete. Worked before though on 0.4.13. *shrug*
Thanks!
Thanks!
- TailsTheFoxDoes MT
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Re: [Mod] Mobs Redo [1.30] [mobs]
Awsome mod! :D I might use this for Jack-O-TFox from the mob_pack modpack but it will have a name for the attack: Jack-o-bombs!
I'm the TailsTMM of minetest, in other words, i rock.
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
My mods:
My first mod:tails_boss
Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
My mods:
My first mod:tails_boss
Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!
Re: [Mod] Mobs Redo [1.30] [mobs]
8 wheat seeds will tame the chicken so you can pick it upCaerulean wrote:Hello. Just want to ask a quick question: Why can't I pick up chickens? xD I haven't found kittens yet so I haven't tried if I can't pick up those as well. I'm playing Minetest 0.4.14. It may have something to do with my inventory as I'm still using Inventory Plus which I believe has become obsolete. Worked before though on 0.4.13. *shrug*
Thanks!
Re: [Mod] Mobs Redo [1.30] [mobs]
Thanks! (That's probably an update I missed since I stopped playing for months. :3)KCoombes wrote: 8 wheat seeds will tame the chicken so you can pick it up
Re: [Mod] Mobs Redo [1.30] [mobs]
Hi all, i just updated this from the git, and it appears the cheese block is missing... I'm getting unknown nodes all over.
Also if I use 9 cheese wedges in the craft grid I get nothing.
Is this a feature or a bug?
Any help appreciated ;-)
Edit:
Hmmm, it appears mobs:cobweb has gone missing too, but i'm not sure when this occurred as I don't use them, one of my users alerted me...
Edit2:
Never Mind, on closer inspection of TenPlus1's repo's I see he has split all the mobs out of the api mod.
And done a very good job of it too ;-)
Also if I use 9 cheese wedges in the craft grid I get nothing.
Is this a feature or a bug?
Any help appreciated ;-)
Edit:
Hmmm, it appears mobs:cobweb has gone missing too, but i'm not sure when this occurred as I don't use them, one of my users alerted me...
Edit2:
Never Mind, on closer inspection of TenPlus1's repo's I see he has split all the mobs out of the api mod.
And done a very good job of it too ;-)
Re: [Mod] Mobs Redo [1.30] [mobs]
Cobwebs are within mobs_monster mod and cheese/cheeseblock within mobs_animal and both work fine on latest builds in git...
Re: [Mod] Mobs Redo [1.30] [mobs]
Yeah, got it all figured out in the end.
Thanks again for a great mod, the kids love taming & naming their own animals ;-)
Thanks again for a great mod, the kids love taming & naming their own animals ;-)
Re: [Mod] Mobs Redo [1.30] [mobs]
Coding question: in your npc.lua, line 35, you have:
drops = {
{name = "default:wood", chance = 1, min = 1, max = 3},
{name = "default:apple", chance = 2, min = 1, max = 2},
{name = "default:axe_stone", chance = 5, min = 1, max = 1},
},
does this bit of code mean the npc will 1) always drop 1-3 wood, 2)50% drop 1-2 apple AND 3) 10% drop one stone axe? OR does the bit of code mean 1 of these 3 drops will occur?
on a sidenote, the dev wiki shows 'drop', not 'drops' - as your mod works, I'm assuming the wiki is out of date?
drops = {
{name = "default:wood", chance = 1, min = 1, max = 3},
{name = "default:apple", chance = 2, min = 1, max = 2},
{name = "default:axe_stone", chance = 5, min = 1, max = 1},
},
does this bit of code mean the npc will 1) always drop 1-3 wood, 2)50% drop 1-2 apple AND 3) 10% drop one stone axe? OR does the bit of code mean 1 of these 3 drops will occur?
on a sidenote, the dev wiki shows 'drop', not 'drops' - as your mod works, I'm assuming the wiki is out of date?
Re: [Mod] Mobs Redo [1.30] [mobs]
On death the mobs api will loop through each of the items inside a mob definition, so all 3 have a chance of dropping at different chance and number between min and max.
Re: [Mod] Mobs Redo [1.30] [mobs]
so every mob in the mobs_monster pack does not work I keep getting mobs:name here not defined for all of them.
Solved that problem by creating a new world now I have a new issue only non hostile mobs are spawning I have both animals and monsters but only animals spawn. Changed light levels and alot of other settings also moved to new area of map so it would generate and still no hostiles whether it is day or night.
Solved that problem by creating a new world now I have a new issue only non hostile mobs are spawning I have both animals and monsters but only animals spawn. Changed light levels and alot of other settings also moved to new area of map so it would generate and still no hostiles whether it is day or night.
Re: [Mod] Mobs Redo [1.30] [mobs]
Hostile mobs are rare with the default settings. And do you play with a mod like ethereal or valleys_c?
Re: [Mod] Mobs Redo [1.30] [mobs]
I do not play with anything but the mobs mods at this point I'm slowly adding in mods. I tried spawnentity mobs_monster:dirt_monster and it spawns one but I get the unknown object not an actual mob.burli wrote:Hostile mobs are rare with the default settings. And do you play with a mod like ethereal or valleys_c?
I also set the chance and objects number to ridiculous numbers and still no hostile mobs. By ridiculous I mean chance I tried 1 and also tried 100000, for objects I did 2500, and 1 still nothing. min light was -1 max 20 or vice versa.
Re: [Mod] Mobs Redo [1.30] [mobs]
does it require the api to run I couldnt find a clear answer on that it technically works without it right now just won't spawn any mobs. But I only mobs_monster and mobs_animals, I didn't download the mobs redo I'll try with it quick but idk how that would change much.burli wrote:That is strange
Re: [Mod] Mobs Redo [1.30] [mobs]
yea it still wasnt working however changing one thing caused the dirt monster to atleast spawn.burli wrote:Of course. That is the basic mod you need.
Code: Select all
mobs:register_spawn("mobs_monster:dirt_monster",
{"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000 false)
Code: Select all
mobs:register_spawn("mobs_monster:dirt_monster",
{"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000)
- duane
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Re: [Mod] Mobs Redo [1.30] [mobs]
Dirt monsters traditionally only spawn at night. That's what the false is for.Soudon wrote:yea it still wasnt working however changing one thing caused the dirt monster to atleast spawn.burli wrote:Of course. That is the basic mod you need.
deleted the word false to make it look likeCode: Select all
mobs:register_spawn("mobs_monster:dirt_monster", {"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000 false)
now they spawn.Code: Select all
mobs:register_spawn("mobs_monster:dirt_monster", {"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000)
Believe in people and you don't need to believe anything else.
Re: [Mod] Mobs Redo [1.30] [mobs]
Oh ok that explains that then.duane wrote:Soudon wrote:yea it still wasnt working however changing one thing caused the dirt monster to atleast spawn.burli wrote:Of course. That is the basic mod you need.
deleted the word false to make it look likeCode: Select all
mobs:register_spawn("mobs_monster:dirt_monster", {"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000 false)
now they spawn.Code: Select all
mobs:register_spawn("mobs_monster:dirt_monster", {"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000)
Dirt monsters traditionally only spawn at night. That's what the false is for.
Re: [Mod] Mobs Redo [1.30] [mobs]
All hostile mobs spawn at night, at least the mobs in mobs_monsters
Re: [Mod] Mobs Redo [1.30] [mobs]
by far one of the cutest mods :3
baby bunnies :D
baby bunnies :D
Re: [Mod] Mobs Redo [1.30] [mobs]
I keep getting an error every time I try to feed/tame animals. I've reinstalled the latest version twice now and it still doesn't seem to be working properly. Can you offer some guidance?
Code: Select all
Runtime error from mod 'mobs_animal' in callback luaentity_Rightclick(): ...4\minetest-0.4.14\bin\..\mods\mobs\mobs_animal/sheep.lua:74: attempt to call method 'feed_tame' (a nil value)
2016-07-08 22:37:14: ERROR[Main]: stack traceback:
2016-07-08 22:37:14: ERROR[Main]: ...4\minetest-0.4.14\bin\..\mods\mobs\mobs_animal/sheep.lua:74: in function <...4\minetest-0.4.14\bin\..\mods\mobs\mobs_animal/sheep.lua:71>
- duane
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Re: [Mod] Mobs Redo [1.30] [mobs]
feed_tame can only be nil if you haven't got the mobs redo api installed and enabled in your world (see first post). Do you see the "[MOD] Mobs Redo loaded" line in your text output when you start minetest?AceWill wrote:I keep getting an error every time I try to feed/tame animals. I've reinstalled the latest version twice now and it still doesn't seem to be working properly. Can you offer some guidance?
Believe in people and you don't need to believe anything else.
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