[Mod] Mobs Redo [1.61] [mobs]

kurktu
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Re: [Mod] Mobs Redo [1.42] [mobs]

by kurktu » Post

Some animals/eggs don't disappear from the inventory when used, for example I gave a player a kitten or a horse and they would spawn infinite kitten and horses..

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Re: [Mod] Mobs Redo [1.42] [mobs]

by Chibi ghost » Post

are you on a creative server?

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Re: [Mod] Mobs Redo [1.42] [mobs]

by kurktu » Post

No, some players have creative but the server itself is set to non-creative. But seems you are right this only happens when the player has creative, so it's a feature rather than a bug? Quite confused me, can I disable it?

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Re: [Mod] Mobs Redo [1.42] [mobs]

by Chibi ghost » Post

no idea just asking the most obvious question so tenplus or some other intelligent soul has all the knowledge to answer your question fully

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Re: [Mod] Mobs Redo [1.42] [mobs]

by TenPlus1 » Post

When playing in creative mode or a player has the 'creative' privelage then spawn eggs straight from the creative inventory will keep spawning, but... if you pick up a mob using a lasso and place them in the world again the egg disappears since each mob's settings are saved inside the egg (name, health, texture, protection etc).

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Re: [Mod] Mobs Redo [1.42] [mobs]

by csirolli » Post

Could you make kittens attack rats? We need some good micers in our worlds. Maybe make them also attack chickens but flee when chicken fights back? But make chicken only defend itself, and not go after the cat. Although random personalities for chickens would be interesting.

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Re: [Mod] Mobs Redo [1.42] [mobs]

by TenPlus1 » Post

Lol, that would be funny, will look into changing kittens to go for rats :P

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Re: [Mod] Mobs Redo [1.42] [mobs]

by csirolli » Post

I have been looking at the api code and noticed a line at the top that says this:

Code: Select all

mobs.mod = "redo"
What is the purpose of this?

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Re: [Mod] Mobs Redo [1.42] [mobs]

by TenPlus1 » Post

csirolli, for mods to know if its simple mobs or mobs redo.

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Re: [Mod] Mobs Redo [1.42] [mobs]

by Astrobe » Post

I was wondering why the ogres from dmobs didn't jump. It's not because they are too fat but because one forgot to add self.rotate to the mob's yaw.

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Re: [Mod] Mobs Redo [1.42] [mobs]

by Punk » Post

Is not there an anti-mob fence gate?
Why can not I find mobs fence in mobs folders?

Why can I get milk from "wild" cows but can't shear the wild sheep?

Thank you!

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Re: [Mod] Mobs Redo [1.42] [mobs]

by R-One » Post

Cows at a heavy metal concert?

no more seriously, it would be possible to see to do something for the mobs that remain stuck against the walls or enclosures? ... I have the impression that runs in a loop on the same animation without testing once in a while to make a rotation on themselves.

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Re: [Mod] Mobs Redo [1.43] [mobs]

by TenPlus1 » Post

Updated to version 1.43:

- Code tidy and better 0.4.16 compatibility
- Added new general attack function
- Mob definition settings added for above (attack_players, attack_npcs, attack_monsters, attack_animals)
- Kitten now chases and attacks rat in mobs_animals mod
- Toolranks mod support when attacking mobs with supported tool/weapon.
Last edited by TenPlus1 on Sun Jul 01, 2018 15:04, edited 1 time in total.

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Re: [Mod] Mobs Redo [1.43] [mobs]

by TenPlus1 » Post

Mobs Monster Updated:

- Added new spider model and textures by ApireMint
- Cave and Mese spiders below ground
- Snowy spider and Tarantulas above ground

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https://notabug.org/TenPlus1/mobs_monster
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Last edited by TenPlus1 on Mon Jul 02, 2018 07:40, edited 2 times in total.

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Re: [Mod] Mobs Redo [1.43] [mobs]

by Lone_Wolf » Post

TenPlus1 wrote:Mobs Monster Updated:

- Added new spider model and textures by ApireMint
- Cave and Mese spiders below ground
- Snowy spider and Tarantulas above ground

https://notabug.org/TenPlus1/mobs_monster
oh wow, niceeee
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Re: [Mod] Mobs Redo [1.43] [mobs]

by Sokomine » Post

The new spiders look very good. Maybe a bit too aggressive though...there ought to be peaceful ones now and then. Some minutes ago a (for this area pretty big) spider just crawled by in front of my monitor. It didn't show any aggression at all. We need more peaceful mobs :-)
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Re: [Mod] Mobs Redo [1.43] [mobs]

by TenPlus1 » Post

Cave and Mese spiders will attack on sight, Snow and Tarantula's are now docile during the day.

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Re: [Mod] Mobs Redo [1.43] [mobs]

by Stix » Post

TenPlus1 wrote:Cave and Mese spiders will attack on sight, Snow and Tarantula's are now docile during the day.
Id love to see a new attack type added called "lunge" that spiders would use if they were to far away to use "dogfight", as irl spiders can jump very far :-).
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Re: [Mod] Mobs Redo [1.43] [mobs]

by davidthecreator » Post

Stix wrote:
TenPlus1 wrote:Cave and Mese spiders will attack on sight, Snow and Tarantula's are now docile during the day.
Id love to see a new attack type added called "lunge" that spiders would use if they were to far away to use "dogfight", as irl spiders can jump very far :-).
And I'd love it even more, if they'd take more knockback while performing that attack...

Just think of all the fun possibilities ...

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Re: [Mod] Mobs Redo [1.43] [mobs]

by Stix » Post

davidthecreator wrote:
Stix wrote:
TenPlus1 wrote:Cave and Mese spiders will attack on sight, Snow and Tarantula's are now docile during the day.
Id love to see a new attack type added called "lunge" that spiders would use if they were to far away to use "dogfight", as irl spiders can jump very far :-).
And I'd love it even more, if they'd take more knockback while performing that attack...

Just think of all the fun possibilities ...
On that topic knockback needs a total overhaul anyway, as its janky as hell. The only good knockback ive seen so-far is from CME (creatures-mob-engine).
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Re: [Mod] Mobs Redo [1.43] [mobs]

by TenPlus1 » Post

Stix: knockback depends on the damage of the weapon used, but if you specifically add a 'knockback' setting to the weapon itself you can make mobs fly around more.

u34

Re: [Mod] Mobs Redo [1.43] [mobs]

by u34 » Post

Lone_Wolf wrote:
TenPlus1 wrote:Mobs Monster Updated:
https://notabug.org/TenPlus1/mobs_monster
oh wow, niceeee
What does mobs_monster NEED to run on minetest? 0.4.16 functions, more read this thread.
Which version of minetest do I need for it? 0.4.16

Code: Select all

default
mobs
intllib?
lucky_block?
toolranks?
https://notabug.org/TenPlus1/mobs_redo

https://notabug.org/TenPlus1/lucky_block

  • intllib?
  • toolranks?
Thanx.
Last edited by u34 on Wed Jul 04, 2018 15:37, edited 1 time in total.

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Re: [Mod] Mobs Redo [1.43] [mobs]

by Stix » Post

cHyper wrote:
Lone_Wolf wrote:
TenPlus1 wrote:Mobs Monster Updated:
https://notabug.org/TenPlus1/mobs_monster
oh wow, niceeee
What does mobs_monster NEED to run on minetest?
Which version of minetest do I need for it?

Code: Select all

default
mobs
intllib?
lucky_block?
toolranks?

Thanx.
It needs the "mobs_redo" api.
Hey, what can i say? I'm the bad guy.

u34

Re: [Mod] Mobs Redo [1.43] [mobs]

by u34 » Post

Stix wrote:
Lone_Wolf wrote:
oh wow, niceeee
What does mobs_monster NEED to run on minetest?
Which version of minetest do I need for it?

Code: Select all

default
mobs
intllib?
lucky_block?
toolranks?

Thanx.
It needs the "mobs_redo" api.[/quote]

https://notabug.org/TenPlus1/mobs_redo

https://notabug.org/TenPlus1/lucky_block


intllib?
toolranks?


Thanx.

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Re: [Mod] Mobs Redo [1.43] [mobs]

by Lone_Wolf » Post

@cHyper
You only need https://notabug.org/TenPlus1/mobs_redo to run it. Any dependency with a question mark at the end means it has features that are added by those mods.
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