[Mod] Mobs Redo [1.61] [mobs]
Re: [Mod] Mobs Redo [1.42] [mobs]
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]
are you on a creative server?
Re: [Mod] Mobs Redo [1.42] [mobs]
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]
no idea just asking the most obvious question so tenplus or some other intelligent soul has all the knowledge to answer your question fully
Re: [Mod] Mobs Redo [1.42] [mobs]
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]
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.
Re: [Mod] Mobs Redo [1.42] [mobs]
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]
I have been looking at the api code and noticed a line at the top that says this:
What is the purpose of this?
Code: Select all
mobs.mod = "redo"
Re: [Mod] Mobs Redo [1.42] [mobs]
csirolli, for mods to know if its simple mobs or mobs redo.
Re: [Mod] Mobs Redo [1.42] [mobs]
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.
Re: [Mod] Mobs Redo [1.42] [mobs]
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!
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!
Re: [Mod] Mobs Redo [1.42] [mobs]
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.
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.
- Attachments
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- mob_redo_cows.gif (341.59 KiB) Viewed 832 times
Re: [Mod] Mobs Redo [1.43] [mobs]
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.
- 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.
Re: [Mod] Mobs Redo [1.43] [mobs]
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
- 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
- Attachments
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- spiders.jpg (72.35 KiB) Viewed 832 times
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]
oh wow, niceeeeTenPlus1 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
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Re: [Mod] Mobs Redo [1.43] [mobs]
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 :-)
A list of my mods can be found here.
Re: [Mod] Mobs Redo [1.43] [mobs]
Cave and Mese spiders will attack on sight, Snow and Tarantula's are now docile during the day.
Re: [Mod] Mobs Redo [1.43] [mobs]
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 :-).TenPlus1 wrote:Cave and Mese spiders will attack on sight, Snow and Tarantula's are now docile during the day.
Hey, what can i say? I'm the bad guy.
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Re: [Mod] Mobs Redo [1.43] [mobs]
And I'd love it even more, if they'd take more knockback while performing that attack...Stix wrote: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 :-).TenPlus1 wrote:Cave and Mese spiders will attack on sight, Snow and Tarantula's are now docile during the day.
Just think of all the fun possibilities ...
Re: [Mod] Mobs Redo [1.43] [mobs]
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).davidthecreator wrote:And I'd love it even more, if they'd take more knockback while performing that attack...Stix wrote: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 :-).TenPlus1 wrote:Cave and Mese spiders will attack on sight, Snow and Tarantula's are now docile during the day.
Just think of all the fun possibilities ...
Hey, what can i say? I'm the bad guy.
Re: [Mod] Mobs Redo [1.43] [mobs]
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.
Re: [Mod] Mobs Redo [1.43] [mobs]
What does mobs_monster NEED to run on minetest? 0.4.16 functions, more read this thread.Lone_Wolf wrote:oh wow, niceeeeTenPlus1 wrote:Mobs Monster Updated:
https://notabug.org/TenPlus1/mobs_monster
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/lucky_block
- intllib?
- toolranks?
Last edited by u34 on Wed Jul 04, 2018 15:37, edited 1 time in total.
Re: [Mod] Mobs Redo [1.43] [mobs]
It needs the "mobs_redo" api.cHyper wrote:What does mobs_monster NEED to run on minetest?Lone_Wolf wrote:oh wow, niceeeeTenPlus1 wrote:Mobs Monster Updated:
https://notabug.org/TenPlus1/mobs_monster
Which version of minetest do I need for it?
Code: Select all
default mobs intllib? lucky_block? toolranks?
Thanx.
Hey, what can i say? I'm the bad guy.
Re: [Mod] Mobs Redo [1.43] [mobs]
It needs the "mobs_redo" api.[/quote]Stix wrote:What does mobs_monster NEED to run on minetest?Lone_Wolf wrote:oh wow, niceeeeTenPlus1 wrote: https://notabug.org/TenPlus1/mobs_monster
Which version of minetest do I need for it?
Code: Select all
default mobs intllib? lucky_block? toolranks?
Thanx.
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]
@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.
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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