[mod] MC Like Mobs [mobs_mc]

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Re: [mod] MC Like Mobs [mobs_mc]

by Andrey01 » Wed Jul 05, 2017 19:18

texmex wrote:
Andrey01 wrote:
texmex wrote:"don quijoting"


I don`t understand this word. What does it mean?

It means fighting against an imaginary enemy ;D

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]

by Wuzzy » Wed Jul 05, 2017 19:21

You have the incredible freedom to not use this mod. :-)
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Re: [mod] MC Like Mobs [mobs_mc]

by azekill_DIABLO » Thu Jul 06, 2017 09:34

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.

I understand that. I kinda agree with it.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by nvrsbr » Thu Oct 26, 2017 23:28

I had to remove the rabbits cause they were crashing my game :(
 

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Re: [mod] MC Like Mobs [mobs_mc]

by maikerumine » Fri Oct 27, 2017 03:11

nvrsbr wrote:I had to remove the rabbits cause they were crashing my game :(

I will look into this and update.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by GamingAssociation39 » Fri Oct 27, 2017 07:07

azekill_DIABLO wrote:
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.

I understand that. I kinda agree with it.


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 time
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Re: [mod] MC Like Mobs [mobs_mc]

by maikerumine » Fri Oct 27, 2017 14:03

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.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by Andrey01 » Sat Oct 28, 2017 07:18

GamingAssociation39 wrote:
azekill_DIABLO wrote:
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.

I understand that. I kinda agree with it.


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 time

How you think do Minetest and Minecraft differ between themselves, right? They are quite different games. It means the mods should be different, too.
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Re: [mod] MC Like Mobs [mobs_mc]

by GamingAssociation39 » Sun Oct 29, 2017 06:46

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

by Wuzzy » Fri Nov 03, 2017 18:43

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
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Re: [mod] MC Like Mobs [mobs_mc]

by GamingAssociation39 » Fri Nov 03, 2017 23:29

There's new mobs coming soon to Minecraft so...
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Re: [mod] MC Like Mobs [mobs_mc]

by azekill_DIABLO » Sun Nov 05, 2017 13:48

GamingAssociation39 wrote:There's new mobs coming soon to Minecraft so...

which one? (except parrots)
 

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Re: [mod] MC Like Mobs [mobs_mc]

by GamingAssociation39 » Sun Nov 05, 2017 18:07

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]

by azekill_DIABLO » Mon Nov 06, 2017 15:38

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

flying pigs.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by GamingAssociation39 » Sun Nov 19, 2017 01:34

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]

by kingoscargames » Mon Nov 20, 2017 09:53

GamingAssociation39 wrote:Dolphins and other mobs are being added in the next update

They are gonna be added in the update after the next update (or after that one).
 

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Re: [mod] MC Like Mobs [mobs_mc]

by Rochambeau » Wed Nov 22, 2017 18:29

The collisionboxes seem to be buggy. Zombies and spiders are able to get through holes that are just one block wide and high.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by mipper » Wed Dec 20, 2017 22:35

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
Code: Select all
--head_zombie = "mcl_heads:zombie"
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.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by GamingAssociation39 » Wed Dec 20, 2017 23:15

Creamy horse is missing!!!
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Re: [mod] MC Like Mobs [mobs_mc]

by maikerumine » Thu Dec 21, 2017 15:11

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 like
Code: Select all
--head_zombie = "mcl_heads:zombie"
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.


Hi!

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.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by mipper » Thu Dec 21, 2017 16:55

Thanks for the reply, maikerumine.

Hi!

In the init.lua, comment out the mobs you do not want.

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.

OR

In each mob lua, comment out the line where the spawn code is, this will be much better.

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?

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]

by Lone_Wolf » Thu Dec 21, 2017 18:01

mipper wrote:Thanks for the reply, maikerumine.

Hi!

In the init.lua, comment out the mobs you do not want.

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.

OR

In each mob lua, comment out the line where the spawn code is, this will be much better.

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?

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.

Try out this fork. They should be disabled in that one. If you want anything else removed just send me a Private Message
 

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Re: [mod] MC Like Mobs [mobs_mc]

by mipper » Sat Dec 23, 2017 12:10

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.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by mase » Thu Dec 28, 2017 13:48

I would find a simple override better to enable / disable specific mobs.

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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