[Mod] Mobs Redo [1.61] [mobs]

Rochambeau
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Re: [Mod] Mobs Redo [1.41] [mobs]

by Rochambeau » Post

As far as I know, mobs redo has a global option to prevent mobs from spawning in protected areas ("mobs_spawn_protected"). If i had a wish, I would like to set this option per mob in the definition table. Or maybe per type (animal, monster or npc).

The plan is to protect my farm from spawning monsters, but keep breeding my animals.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by TenPlus1 » Post

Rochambeau: If this option is enabled it only stops spawning mobs from appearing inside protected areas, it will not affect tamed mobs from mating and producing offspring.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by scottwolff » Post

Odd thing with the npcs add on. They tend to all float, but the pmobs addon doesn't.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by ANAND » Post

Does this depend on PilzAdam's mobs? None of the mobs are 'defined' when I disable it...
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Re: [Mod] Mobs Redo [1.41] [mobs]

by TenPlus1 » Post

Mobs Redo has full simple mobs support from pilzadam's old mod and a host of new features, just remember you need the Mobs Redo API installed first to run all mobs added afterwards like animals and monsters.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by ANAND » Post

I've got the Mobs Redo API, Mobs Animals and Mobs Monsters in my mods folder, but when I disable PilzAdam's mod none of the 'simple' mobs are defined, and when both are enabled, there's obviously a name conflict.
Last edited by ANAND on Wed Mar 14, 2018 01:13, edited 1 time in total.
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Re: [Mod] Mobs Redo [1.41] [mobs]

by bell07 » Post

ANAND wrote:I've got the Mobs Redo API, Mobs Animals and Mobs Monsters in my mods folder, but when I disable PilzAdam's mod none of the 'simple' mobs are defined, and when both are enabled, there's obviously a name conflict.
Please delete the PilzAdam's mobs folder. The name conflict still persists even the mod is disabled

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Re: [Mod] Mobs Redo [1.41] [mobs]

by TenPlus1 » Post

Updated Mobs Animal:

- Animals spawn below 200 blocks in height
- Animals mostly spawn on grassy blocks near grassy plantlife
- Tweaked code slightly

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Re: [Mod] Mobs Redo [1.41] [mobs]

by BronzDragonClara » Post

Might I ask a question? I don't think I understand what the horseshoes do or how they work.
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Re: [Mod] Mobs Redo [1.41] [mobs]

by TenPlus1 » Post

By using (punching) a horse with a set of horse shoes you allow horses to run faster and jump higher depending on the shoes when riding them.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by BronzDragonClara » Post

Ah thanks. I was kinda confused.
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Re: [Mod] Mobs Redo [1.41] [mobs]

by THEROOSTER » Post

How do animals with genders? I'm making a mod and I want to add chickens as tameable roosters and non-tameable hens.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by TenPlus1 » Post

TheRooster, you would have to disable the existing chicken mob and add one for hens and roosters seperately, with different settings for taming and textures.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by THEROOSTER » Post

TenPlus1, give me an example code, i have no idea of how to do it.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by TenPlus1 » Post

TheRooster, the chicken.lua file is already included with mobs_animals, remove the on_rightclick function to stop it being tamed, also the lua.txt file included with mobs_redo tells you every feature you can play with.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by TenPlus1 » Post

Update:

- Food items now use the food_ groups for easier crafting of recipes.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by TenPlus1 » Post

Update:

- Added mobs:spawn_abm_check(pos, node, name) function that can be changed to add additional checks before a mob is spawned. Return true to stop mobs spawning.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by hajo » Post

twoelk wrote:you can't shear wild sheep anymore?
Taming + keeping sheep is quite some work (also needs nametags so they don't die),
so I wouild like to keep wild sheep shearable.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by Lone_Wolf » Post

hajo wrote:
twoelk wrote:you can't shear wild sheep anymore?
Taming + keeping sheep is quite some work (also needs nametags so they don't die),
so I wouild like to keep wild sheep shearable.
I like having to work to get wool. Maybe a setting?
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Re: [Mod] Mobs Redo [1.41] [mobs]

by hajo » Post

hajo wrote:I wouild like to keep wild sheep shearable.
Lone_Wolf wrote:I like having to work to get wool. Maybe a setting?
It would be strange if wild sheep could be killed, but not sheared.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by Grizzly Adam » Post

The wild ones should attack if you try to sheer them. Rodeo sheering!
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Re: [Mod] Mobs Redo [1.41] [mobs]

by Chibi ghost » Post

Grizzly Adam wrote:The wild ones should attack if you try to sheer them. Rodeo sheering!
or better still when the sheep die to have them drop a cube of wool as well as mutton
after all rabbits and cows drop hide as well as their meat

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Re: [Mod] Mobs Redo [1.41] [mobs]

by TenPlus1 » Post

Update:

- Sheep drop 1x wool (depending on colour) when killed, to get more it has to be owned and sheared.

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Re: [Mod] Mobs Redo [1.41] [mobs]

by Chibi ghost » Post

tank you

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Re: [Mod] Mobs Redo [1.41] [mobs]

by G4m3rG1rl365 » Post

Does anyone know what version of minetest this will work with?

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