[Mod] Mobs Redo [1.61] [mobs]

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TenPlus1
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Re: [Mod] Mobs Redo [1.55] [mobs]

by TenPlus1 » Post

@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]

by Chrysolite Azalea » Post

I wonder, does lighting prevent monsters from spawning?
cdb_JQUaRqvA1Vho

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Re: [Mod] Mobs Redo [1.55] [mobs]

by TenPlus1 » Post

Yes, most monsters spawn in dark areas of caves and dirt with the exception of sand monsters who can spawn in daylight.

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Update:

by TenPlus1 » Post

- Added collisionbox check to hopefully stop mobs glitching through nodes
- Mob Horse updated, can apply horseshoes and saddle with textures and ride whenever

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Update:

by TenPlus1 » Post

- 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

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Re: [Mod] Mobs Redo [1.55] [mobs]

by twoelk » Post

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

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Re: [Mod] Mobs Redo [1.55] [mobs]

by TenPlus1 » Post

@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]

by BlueTangs Rock » Post

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.
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Re: [Mod] Mobs Redo [1.55] [mobs]

by TenPlus1 » Post

So long as none of the mobkit mods use the 'mobs' namespace then they should work together no problem :)

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Re: [Mod] Mobs Redo [1.55] [mobs]

by isaiah658 » Post

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?

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Update:

by TenPlus1 » Post

- Added 'mobs_spawn_monster_protected' flag to stop monsters spawning in protected areas.

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Re: Update:

by AmyMoriyama » Post

TenPlus1 wrote:
Wed Jul 14, 2021 15:38
- Added 'mobs_spawn_monster_protected' flag to stop monsters spawning in protected areas.
It might be a dumb question, but, how do you use that flag? Is it in a config file? Is there some command needed to run in game? Or what?

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Re: [Mod] Mobs Redo [1.55] [mobs]

by TenPlus1 » Post

@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]

by AmyMoriyama » Post

TenPlus1 wrote:
Wed Jul 14, 2021 20:03
@Amy - Settings tab, All Settings button, search for "mobs_spawn" and it will appear for you to enable/disable :)
How would I do that on a server?

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Re: [Mod] Mobs Redo [1.55] [mobs]

by TenPlus1 » Post

close server, run minetest gui, edit settings, close gui, restart server.

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Re: [Mod] Mobs Redo [1.55] [mobs]

by AmyMoriyama » Post

TenPlus1 wrote:
Thu Jul 15, 2021 10:38
close server, run minetest gui, edit settings, close gui, restart server.
The server doesn't have a GUI and is hosted on a remote headless server.

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Re: [Mod] Mobs Redo [1.55] [mobs]

by TenPlus1 » Post

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

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Re: [Mod] Mobs Redo [1.55] [mobs]

by Getsuga » Post

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. :)

Image

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Re: [Mod] Mobs Redo [1.55] [mobs]

by TenPlus1 » Post

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

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Re: [Mod] Mobs Redo [1.55] [mobs]

by Getsuga » Post

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 ! ;-)

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Re: [Mod] Mobs Redo [1.55] [mobs]

by isaiah658 » Post

@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.

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Re: [Mod] Mobs Redo [1.55] [mobs]

by TenPlus1 » Post

the character.b3d model is the default player model in minetest :) all credits go to the minetest team.

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Update:

by TenPlus1 » Post

- Added hover information on mob breeding/growing (thanks nixnoxus)
- Holding sneak and right clicking mob shows player what items mob eats/follows

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Re: Update:

by BlueTangs Rock » Post

TenPlus1 wrote:
Mon Aug 16, 2021 09:52
- Added hover information on mob breeding/growing (thanks nixnoxus)
- Holding sneak and right clicking mob shows player what items mob eats/follows
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
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Re: [Mod] Mobs Redo [1.56] [mobs]

by BlueTangs Rock » Post

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.
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