[Mod] Mobs Redo [1.61] [mobs]
Re: [Mod] Mobs Redo [1.55] [mobs]
@marcocassisa - yeah once a bug has been fixed you should download the latest Mobs Redo API and install/update for it to take effect :)
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Re: [Mod] Mobs Redo [1.55] [mobs]
I wonder, does lighting prevent monsters from spawning?
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Re: [Mod] Mobs Redo [1.55] [mobs]
Yes, most monsters spawn in dark areas of caves and dirt with the exception of sand monsters who can spawn in daylight.
Update:
- Added collisionbox check to hopefully stop mobs glitching through nodes
- Mob Horse updated, can apply horseshoes and saddle with textures and ride whenever
- Mob Horse updated, can apply horseshoes and saddle with textures and ride whenever
Update:
- Tweaked jump routine, mobs should respect fences and not jump over
- Health and Ownership infotext when you hover over a mob
- Removed health showing above mobs when punched
- Lava Flan heals while in lava
- Health and Ownership infotext when you hover over a mob
- Removed health showing above mobs when punched
- Lava Flan heals while in lava
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Re: [Mod] Mobs Redo [1.55] [mobs]
hmm mobs that actively go and search for something to heal themselves if hurt ... sounds interesting but I guess mobs aren't really that smart yet.
not yet
not yet
Re: [Mod] Mobs Redo [1.55] [mobs]
@twoelk - could possibly change so that if a mobs health is critically low it stops attacking and uses stay_near to head towards a healing node :)
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Re: [Mod] Mobs Redo [1.55] [mobs]
Is it alright to play with both Mobs Redo and Mobkit (specifically with water_life and wildlife enabled) on the same world?
In the past I heard that they aren't compatible with each other, but I'm not sure how true it was or how the situation is like now.
In the past I heard that they aren't compatible with each other, but I'm not sure how true it was or how the situation is like now.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
Re: [Mod] Mobs Redo [1.55] [mobs]
So long as none of the mobkit mods use the 'mobs' namespace then they should work together no problem :)
Re: [Mod] Mobs Redo [1.55] [mobs]
I'm trying to make a mob that a player can spawn via an item and have it follow them around. However, I'm running into an issue where I'm not sure if or how I can save a reference to the mob to be able to remove it later. I wanted to remove an existing mob before a player can spawn another in order to limit the amount a player can have following them at a time. Is there an easy solution to this that I'm not thinking of?
Update:
- Added 'mobs_spawn_monster_protected' flag to stop monsters spawning in protected areas.
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Re: [Mod] Mobs Redo [1.55] [mobs]
@Amy - Settings tab, All Settings button, search for "mobs_spawn" and it will appear for you to enable/disable :)
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Re: [Mod] Mobs Redo [1.55] [mobs]
close server, run minetest gui, edit settings, close gui, restart server.
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Re: [Mod] Mobs Redo [1.55] [mobs]
In that case you need to edit the minetest.conf file while the server isn't running and edit the settings manually, here is the api.txt file to show what's what:
https://notabug.org/TenPlus1/mobs_redo/ ... i.txt#L695
https://notabug.org/TenPlus1/mobs_redo/ ... i.txt#L695
Re: [Mod] Mobs Redo [1.55] [mobs]
My horses are flying Ten lol
The bug seem to be triggering when jumping over water or a bush for some reason, after it triggers you just have to use the space bar to gain or loose altitude.
Interesting bug though, got a nice areal view of my base with it. :)
The bug seem to be triggering when jumping over water or a bush for some reason, after it triggers you just have to use the space bar to gain or loose altitude.
Interesting bug though, got a nice areal view of my base with it. :)
Re: [Mod] Mobs Redo [1.55] [mobs]
Update the mob api, this was an issue with mobs ordered to "stand" and shoudl be fixed in latest :)
BTW, love the name of the horse :P
BTW, love the name of the horse :P
Re: [Mod] Mobs Redo [1.55] [mobs]
Thank you for you're swift response Ten ! i reached out to the admin, this should be taken care of on the next server update.
Glad you liked the name of my horse, i've named a few to my liking lol
Keep up the great work man, such amazing improvements on the mobs mod ! ;-)
Glad you liked the name of my horse, i've named a few to my liking lol
Keep up the great work man, such amazing improvements on the mobs mod ! ;-)
Re: [Mod] Mobs Redo [1.55] [mobs]
@TenPlus1 I want to use the model called "mobs_character.b3d" from mobs_npc in my own mod. Was this a model you made and if so, what license is it under? The mod says MIT, but I want to make sure.
Re: [Mod] Mobs Redo [1.55] [mobs]
the character.b3d model is the default player model in minetest :) all credits go to the minetest team.
Update:
- Added hover information on mob breeding/growing (thanks nixnoxus)
- Holding sneak and right clicking mob shows player what items mob eats/follows
- Holding sneak and right clicking mob shows player what items mob eats/follows
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Re: Update:
That's nice! I recently was starting to get into the livestock breeding mechanics of the mod, and often got confused or forgot which items or how many of those items that I fed an animal, so this change is greatly appreciated
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
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Re: [Mod] Mobs Redo [1.56] [mobs]
Question; I noticed that in the creative mode inventory there's a penguin and panda spawn item, though I hadn't seen any natural spawns of these animals.
I'm curious about what the spawning conditions are for penguins and pandas.
I'm curious about what the spawning conditions are for penguins and pandas.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
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