I don`t fight with someone. I just don`t like when someone steals ideas from Minecraft and then add it senseless in Minetest, although that has already existed in Minecraft.texmex wrote:It means fighting against an imaginary enemy ;DAndrey01 wrote:I don`t understand this word. What does it mean?texmex wrote:"don quijoting"
[mod] MC Like Mobs [mobs_mc]
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Re: [mod] MC Like Mobs [mobs_mc]
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Re: [mod] MC Like Mobs [mobs_mc]
You have the incredible freedom to not use this mod. :-)
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Re: [mod] MC Like Mobs [mobs_mc]
I understand that. I kinda agree with it.Andrey01 wrote: I don`t fight with someone. I just don`t like when someone steals ideas from Minecraft and then add it senseless in Minetest, although that has already existed in Minecraft.
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Re: [mod] MC Like Mobs [mobs_mc]
XDWuzzy wrote:You have the incredible freedom to not use this mod. :-)
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Re: [mod] MC Like Mobs [mobs_mc]
I had to remove the rabbits cause they were crashing my game :(
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Re: [mod] MC Like Mobs [mobs_mc]
I will look into this and update.nvrsbr wrote:I had to remove the rabbits cause they were crashing my game :(
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
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Re: [mod] MC Like Mobs [mobs_mc]
There's many things that they have and we don't. Why not make some mods that resemble what is in MineCraft? I'm looking for help creating a proper NEI mod for minetest. I don't think it's a bad idea to make mods that resemble MC mods but have our own twist to them at the same timeazekill_DIABLO wrote:I understand that. I kinda agree with it.Andrey01 wrote: I don`t fight with someone. I just don`t like when someone steals ideas from Minecraft and then add it senseless in Minetest, although that has already existed in Minecraft.
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Re: [mod] MC Like Mobs [mobs_mc]
The bunnies work with the mobs from mineclone2, I am currently looking into the differences and will see for a simple fix betwixt the two.
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
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Re: [mod] MC Like Mobs [mobs_mc]
How you think do Minetest and Minecraft differ between themselves, right? They are quite different games. It means the mods should be different, too.GamingAssociation39 wrote:There's many things that they have and we don't. Why not make some mods that resemble what is in MineCraft? I'm looking for help creating a proper NEI mod for minetest. I don't think it's a bad idea to make mods that resemble MC mods but have our own twist to them at the same timeazekill_DIABLO wrote:I understand that. I kinda agree with it.Andrey01 wrote: I don`t fight with someone. I just don`t like when someone steals ideas from Minecraft and then add it senseless in Minetest, although that has already existed in Minecraft.
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Re: [mod] MC Like Mobs [mobs_mc]
Not 100% no I don't agree I think as a community we need to make mods that we want to see in Minetest like maybe NEI
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Repaired
Turns out this mod has been broken for a couple of weeks if you updated to Mobs Redo 1.40!
The bug was, whenever a rabbit tried to spawn, mobs_mc crashed!
This should be fixed now, you just need to update. Sorry! :-(
@maikerumine: The link to the readme file in the 1st post is broken. It should be: https://github.com/maikerumine/mobs_mc/ ... /README.md
The bug was, whenever a rabbit tried to spawn, mobs_mc crashed!
This should be fixed now, you just need to update. Sorry! :-(
@maikerumine: The link to the readme file in the 1st post is broken. It should be: https://github.com/maikerumine/mobs_mc/ ... /README.md
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Re: [mod] MC Like Mobs [mobs_mc]
There's new mobs coming soon to Minecraft so...
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Re: [mod] MC Like Mobs [mobs_mc]
which one? (except parrots)GamingAssociation39 wrote:There's new mobs coming soon to Minecraft so...
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Re: [mod] MC Like Mobs [mobs_mc]
Parrots have been added. Horses are being redone and the Minecraft community is gonna be deciding on which new mob to add to Minecraft
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Re: [mod] MC Like Mobs [mobs_mc]
flying pigs.GamingAssociation39 wrote:Parrots have been added. Horses are being redone and the Minecraft community is gonna be deciding on which new mob to add to Minecraft
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Re: [mod] MC Like Mobs [mobs_mc]
Dolphins and other mobs are being added in the next update can we please get them in this mod???
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Re: [mod] MC Like Mobs [mobs_mc]
They are gonna be added in the update after the next update (or after that one).GamingAssociation39 wrote:Dolphins and other mobs are being added in the next update
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Re: [mod] MC Like Mobs [mobs_mc]
The collisionboxes seem to be buggy. Zombies and spiders are able to get through holes that are just one block wide and high.
Re: [mod] MC Like Mobs [mobs_mc]
Can someone tell me how to easily disable monsters from this plugin? I saw a post earlier that said you can remove them from init.lua but how? I've commented out lines like in mobs_mc_gameconfig/init.lua but I still have zombies et al wandering about.
I'm trying to configure a minecraft like game but without monsters for my 5 y.o. so any guidance would be welcome. I'd be happy to write up anything I learn for the readme if I manage to figure out how to do it.
Code: Select all
--head_zombie = "mcl_heads:zombie"
I'm trying to configure a minecraft like game but without monsters for my 5 y.o. so any guidance would be welcome. I'd be happy to write up anything I learn for the readme if I manage to figure out how to do it.
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Re: [mod] MC Like Mobs [mobs_mc]
Hi!mipper wrote:Can someone tell me how to easily disable monsters from this plugin? I saw a post earlier that said you can remove them from init.lua but how? I've commented out lines likein mobs_mc_gameconfig/init.lua but I still have zombies et al wandering about.Code: Select all
--head_zombie = "mcl_heads:zombie"
I'm trying to configure a minecraft like game but without monsters for my 5 y.o. so any guidance would be welcome. I'd be happy to write up anything I learn for the readme if I manage to figure out how to do it.
In the init.lua, comment out the mobs you do not want.
OR
In each mob lua, comment out the line where the spawn code is, this will be much better.
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
Re: [mod] MC Like Mobs [mobs_mc]
Thanks for the reply, maikerumine.
Is there any way of overriding the config on a world by world basis? It feels wrong to be changing 'global' settings in order to affect the behaviour in one world? It would be nice to be able to have other worlds which do have the nasties in it too.
The problem is, I don't appear to have any 'mobs' in my init.lua! I've got Mine Clone 2 and in ENTITIES/mobs_mc_gameconfig/init.lua the mobs_mc and mobs_ms.override tables are empty while the mobs_mc.override.items has the type of thing I mentioned in my earlier post which I've since come to the conclusion are completely not what I'm after. (Unless there's some sort of dependency between a head_XXX and and XXX, e.g. zombie, skeleton etc.) The same empty tables to exist in the .../mobs_mc/init.lua file too.Hi!
In the init.lua, comment out the mobs you do not want.
So to do this it would appear that I need to go into .../mobs_mc/init.lua and change the underlying game? What's the bast thing to do; it looks like I can comment out the mobs:register_mob() call for each type I want to remove, comment out the mobs:spawn_specific() calls, or comment out the dofile() call in the init.lua directory. Is there a right/preferred way?OR
In each mob lua, comment out the line where the spawn code is, this will be much better.
Is there any way of overriding the config on a world by world basis? It feels wrong to be changing 'global' settings in order to affect the behaviour in one world? It would be nice to be able to have other worlds which do have the nasties in it too.
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Re: [mod] MC Like Mobs [mobs_mc]
Try out this fork. They should be disabled in that one. If you want anything else removed just send me a Private Messagemipper wrote:Thanks for the reply, maikerumine.
The problem is, I don't appear to have any 'mobs' in my init.lua! I've got Mine Clone 2 and in ENTITIES/mobs_mc_gameconfig/init.lua the mobs_mc and mobs_ms.override tables are empty while the mobs_mc.override.items has the type of thing I mentioned in my earlier post which I've since come to the conclusion are completely not what I'm after. (Unless there's some sort of dependency between a head_XXX and and XXX, e.g. zombie, skeleton etc.) The same empty tables to exist in the .../mobs_mc/init.lua file too.Hi!
In the init.lua, comment out the mobs you do not want.
So to do this it would appear that I need to go into .../mobs_mc/init.lua and change the underlying game? What's the bast thing to do; it looks like I can comment out the mobs:register_mob() call for each type I want to remove, comment out the mobs:spawn_specific() calls, or comment out the dofile() call in the init.lua directory. Is there a right/preferred way?OR
In each mob lua, comment out the line where the spawn code is, this will be much better.
Is there any way of overriding the config on a world by world basis? It feels wrong to be changing 'global' settings in order to affect the behaviour in one world? It would be nice to be able to have other worlds which do have the nasties in it too.
Re: [mod] MC Like Mobs [mobs_mc]
Thanks for that Lone_Wolf. Taking a look at your fork and you've done exactly the same as I did which is reassuring. Commenting out the dofile() call for the monster types looks like the way to go. I haven't had any issues since doing this so I think we're nearly ready to let the boy-wonder loose on it.
When I get two minutes I'll add some detail to the readme.
Cheers.
When I get two minutes I'll add some detail to the readme.
Cheers.
Re: [mod] MC Like Mobs [mobs_mc]
I would find a simple override better to enable / disable specific mobs.
Can I override the spawn chance?
Can I override the spawn chance?
Last edited by mase on Fri Dec 29, 2017 14:21, edited 1 time in total.
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