from the api.txt
'type' holds the type of mob that inhabits your world e.g.
"animal" usually docile and walking around.
"monster" attacks player or npc on sight.
"npc" walk around and will defend themselves if hit first, they
kill monsters.
'type' holds the type of mob that inhabits your world e.g.
"animal" usually docile and walking around.
"monster" attacks player or npc on sight.
"npc" walk around and will defend themselves if hit first, they
kill monsters.
'specific_attack' has a table of entity names that mob can also attack
e.g. {"player", "mobs_animal:chicken"}.
Code: Select all
mobs_monster:dirt_monster 5000,5 <-- spawn 5 dirt monsters per mapblock at 1/5000 chance
mobs_animal:cow ,10 <-- spawn 10 cows per mapblock but keep existing chance value
I want to suggest a different solution to mob spawning.
Low-frequent randomized spawning is cool to keep things interesting over a longer period of time, I guess.
But what’d be really interesting would be to spawn mobs into the world not by timers and chance but according to a noise pattern. This noise pattern can be based on the world seed so that it’s reproducable, just like the map itself. The mobs should never expire but death be permanent. The spawning process should use thematized by use of biome checking. This is cool for several reasons:
- Immersion will increase as players need to take care not to exterminate flocks of animals forever in a region, but instead hunt responsibly and perhaps nurture the population as well.
- Players will be able to refer to not only good map spots but good mob spots by position and seed only.
- Moar
Yes, those mods are self-contained and only depend on the mobs_redo API. Also, I don't think the items in mobs_redo have changed much. You should be able to update without any problems. I do that on my server and things work out.BuckarooBanzay wrote:Upgrade-related question:
I haven't updated the mobs (animal, monster, horse, npc) and the api for a few months.
If i pull the latest commits will this be compatible? (as in: no unknown nodes/entities)
Thank you! Perfection may not be possible, but I'm very glad that they may lie down now. No more starving cows :-) It looks a lot more realistic if they lie down sometimes instead of jumping so frequently.sirrobzeroone wrote: I think it's good enough, I managed the squash the odd water behavior so now the cow wont try and lay down while swimming. I couldn't find a hook for jumping so no luck there. Theres also a slight Graphic hitch if your holding hay and near a laying cow but not close enough so that the cow wont try and walk to you it will insta-stand and sit again (less than 1 sec), something to do with the follow sequence i'd guess. From what I can tell you can feed cows on the ground no worries and milk them....okay not the best on the milking :).
Most of the creeper mods seem to be out of date (the ones in this topic and the one in mobs_mc). With a newer version of MT, these older mobs tends to target the players feet, so it can never trigger its explode action and instead just hugs the player trying to reach their feet.TenPlus1 wrote:Point out any mods that no longer work and if it's a pack then I can amend and upload beside the other fixed mods on my git page :)
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