[Mod] Mobs Redo [1.61] [mobs]
- jwmhjwmh
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Re: [Mod] Mobs Redo [1.56] [mobs]
I like the new design, but perhaps you could add some setting to let people use the old model.
- j0j0n4th4n
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Re: [Mod] Mobs Redo [1.56] [mobs]
I like the newer design, it ties better with the Mese Dragon from NSSM
cdb_894a100ddd76
- CrazyMinetestGuy
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Re: [Mod] Mobs Redo [1.56] [mobs]
Now imagine this: a mob in Mobs Monster that's similar to this:
The warden. (sorry for the huge image)
The warden. (sorry for the huge image)
16 years old. He/him in real life, any pronouns online. Touhou fan for life. I love to procrastinate.
- sirrobzeroone
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Re: [Mod] Mobs Redo [1.56] [mobs]
I had to go find him, but the Dungeon master is about the same concept and been around in one form or another for years - although I'd actually place him as worse than the warden - fireballs hitting you in the back out of the dark unexpectedly certainly makes you jump/or die...link to mod:CrazyMinetestGuy wrote: ↑Sun Jul 24, 2022 18:54Now imagine this: a mob in Mobs Monster that's similar to this:
The warden. (sorry for the huge image)
https://github.com/AntumMT/mod-mob_dungeon_master
Re: [Mod] Mobs Redo [1.56] [mobs]
The Dungeon Master in mobs_mobster does look similar and could easily be tweaked to be more dangerous the lower you dig to be on-par with the warden :)
Update to Mobs_NPC:
- simplified mob definitions by adding functions.lua for additional code
- npc and igor can be right-clicked with a stick to open control gui (wander, stay, follow)
- right-clicking both with gold uses mobs_npc.drop_trade() function and drops random item
- right-clicking trader uses mobs_npc.shop_trade() function and opens store
- right-clicking with anything else has npc/igor show idle chatter or open simple_dialog gui if available
- added trader block (8x stone with 1x diamond centre and 1x tin block bottom middle)
- added mobs_npc.add_trader_list() so 3rd party mods can add their own trader with custom items, textures and name
Note: Punch trader block to spawn trader in front of logo, special blocks can be placed below where trader appears for custom shops (try putting a tin block for test trader).
- npc and igor can be right-clicked with a stick to open control gui (wander, stay, follow)
- right-clicking both with gold uses mobs_npc.drop_trade() function and drops random item
- right-clicking trader uses mobs_npc.shop_trade() function and opens store
- right-clicking with anything else has npc/igor show idle chatter or open simple_dialog gui if available
- added trader block (8x stone with 1x diamond centre and 1x tin block bottom middle)
- added mobs_npc.add_trader_list() so 3rd party mods can add their own trader with custom items, textures and name
Note: Punch trader block to spawn trader in front of logo, special blocks can be placed below where trader appears for custom shops (try putting a tin block for test trader).
- FreeLikeGNU
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Re: [Mod] Mobs Redo [1.56] [mobs]
Nice update! I'm trying to have a witch spawn in each cottage that is generated. Thing is, the cottages are generated along with dungeons and are not close to the player. The mobs fail to spawn with mobs:add_mob but there is no reason given (it would be nice if the function could return the reason for fail condition :). Should I use some kind of self-destructing spawner node to spawn a single witch instead? Thanks for everything!
Re: [Mod] Mobs Redo [1.56] [mobs]
@FreeLikeGNU - How are you currently trying to spawn a witch, and with what settings ?
- FreeLikeGNU
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Re: [Mod] Mobs Redo [1.56] [mobs]
@TenPlus1 from line 1253 of cottages.lua in witches mod.
The cottages have a chance of generating on minetest.set_gen_notify("dungeon") and when they are built an attempt is made to spawn witches in the cottage where the witches chest is (if there is one in the cottage). Mobs settings are default.
There is a debug option for witches that will allow you to see the failed spawn messages. Thanks!
The cottages have a chance of generating on minetest.set_gen_notify("dungeon") and when they are built an attempt is made to spawn witches in the cottage where the witches chest is (if there is one in the cottage). Mobs settings are default.
There is a debug option for witches that will allow you to see the failed spawn messages. Thanks!
Code: Select all
if witch_spawn_pos and mobs:add_mob(witch_spawn_pos,{
name = "witches:witch_cottage",
ignore_count = true
})
then
witches.debug("SUCCESS: spawning cottage witch")
else
witches.debug("FAILED: spawning cottage witch"..minetest.pos_to_string(witch_spawn_pos))
end
Re: [Mod] Mobs Redo [1.56] [mobs]
@FeelLikeGNU - mobs:spawn() has an on_map_load feature to handle spawning once only on generation:
Code: Select all
mobs:spawn({
name = "witches:witch",
node = {"default:wood"}, -- spawn on wooden floor of hut
neighbors = {"witches:witch_chest"}, -- near witch chest
chance = 1, -- 1:1 chance
on_map_load = true, -- on map generation
on_spawn = function(self, pos)
print("-- witch spawned at " .. minetest.pos_to_string(pos))
end
})
- FreeLikeGNU
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Re: [Mod] Mobs Redo [1.56] [mobs]
@TenPlus1 well this looked liked the solution, but still no spawning. I put a in your map_load condition and I never saw output from it after registering the mob or when the cottage and its chest were placed.
here are the arguments I'm spawning with:
Thank you for the help, it's been a while since I was actively modding and the gears are a bit rusty
Code: Select all
print("mobs LBM:"..dump(name,pos,nodes,node))
here are the arguments I'm spawning with:
Code: Select all
nodes = {"group:wood","group:choppy","default:cobble"},
neighbors = {"witches:chest_locked", "doors:wood_witch_a"},
--min_light = 5,
--max_light = 15,
--interval = 30,
chance = 1, -- 1:1 chance
on_map_load = true, -- on map generation
active_object_count = 5,
min_height = -10,
max_height = 200,
day_toggle = nil,
on_spawn = function(self)
local pos = self.object:get_pos()
witches.debug(self.secret_name .. " spawned at " ..
minetest.pos_to_string(vector.round(pos)))
end
Re: [Mod] Mobs Redo [1.56] [mobs]
Can you show me the witch hut schematic you want the witch to spawn inside.
- FreeLikeGNU
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Re: [Mod] Mobs Redo [1.56] [mobs]
@TenPlus1, the witches cottages are not a schematic but procedurally generated...
Re: [Mod] Mobs Redo [1.56] [mobs]
@FreeLineGNU - Ah, in that case could you upload your mod code to a git page and link me in a private message, we can sort it out there :)
- FreeLikeGNU
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Re: [Mod] Mobs Redo [1.56] [mobs]
I think I got it now. One thing I did wrong was try to have the witch spawn before the nodes had actually been placed. Now I have a method that works well enough:
- aliased a new node to air
- placed that node in the cottage
- set the witch to spawn from that node with a chance of 1:1
- have the witch remove the node on spawn
Last edited by FreeLikeGNU on Mon Sep 05, 2022 23:37, edited 1 time in total.
Re: [Mod] Mobs Redo [1.56] [mobs]
@FeelLikeGNU - Was thinking about that too, glad you found a method that works well :)
Update:
- Mobs NPC updated with new skins for NPC and Trader (thanks Astrobe)
Re: [Mod] Mobs Redo [1.56] [mobs]
Hello,
I was wondering why my little cute lambs were dying when growing ? I've observed that when the sheep grows, it spawns in the node underneath and then it gets damages and die. I've tried with dirt/dirt_with_grass, bricks, glass, ...
This behavior happens only with sheeps, i don't have so many losses with cows, cats, etc.
I was wondering why my little cute lambs were dying when growing ? I've observed that when the sheep grows, it spawns in the node underneath and then it gets damages and die. I've tried with dirt/dirt_with_grass, bricks, glass, ...
This behavior happens only with sheeps, i don't have so many losses with cows, cats, etc.
Re: [Mod] Mobs Redo [1.56] [mobs]
@Papang - I've updated the API so have mobs jump slightly when they grow up, to avoid becoming stuck in floor.
Update:
- mobs:boom function now has damage_radius and texture added for custom explosions, even when tnt mod not active.
Re: [Mod] Mobs Redo [1.56] [mobs]
Is there an example on how to use mobs:spawn_abm_check?
couldnt find any mod using it and as a Lua noob also can´t figure it out myself.
I want to restrict spawn to an area and not "just" by height.
couldnt find any mod using it and as a Lua noob also can´t figure it out myself.
I want to restrict spawn to an area and not "just" by height.
Re: [Mod] Mobs Redo [1.56] [mobs]
The mobs:spawn_abm_check(pos, node, name) is a global function that is called before a mob is spawned, so any mod can customize it to add additional checks for any mob that spawns and by returning true (dont spawn) or false/nil (spawn).
Update:
- Mobs_Animal mod has custom function added to spawn sheep in herds.
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Re: Update:
Is this function able to be applied for the spawning of other animals?
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
Re: [Mod] Mobs Redo [1.56] [mobs]
@BlueTangs Rock - Nope, it's just a test function I put in there for sheep to show modders how to do herds using the on_spawn() feature inside mobs:spawn()
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