linushsao wrote:
the mod looks great,but ...how do i install this new mobs? i had install PilzAdam's [Mod] Simple Mobs & sapier's [Mod] MOB Framework [2.3.6] .it seems can't just put this new mobs's folder into /MODS? i mean could this mod works with other two mod?
You can use mobf in combination with any of the mobs mods, but you currently cannot use mobs (by PilzAdam) and mobs (by krupnovpavels) simulatneously as they share the same namespace.
krupnovpavel wrote:
And against the monsters, I took them away from fashion, because I am a believer in God, man. This in my projects I have removed all evil. On account of wild animals I have no objections.
I feel similar to a degree. In my singleplayer worlds, I use mobf - and usually disable all the monsters and only keep the animals - including the wolf. The wolf also attacks players who come close, but at least he has a reason for it (hungry and/or defending territory).
The sandmobs from mobs sometimes fail to attack - and when they wander the streets of a server peacefully, they may almost pass as inhabitants of the desert. Aliens (the dungeon masters may be some) are ok as well. And even the flying mese creatures from zmobs work - they're more funny than anything else :-)
krupnovpavel wrote:
Meet new mob! I think he will delight you! All day it was done. The bee be kept as pets!
Excellent! I love the bee :-) Hope to see many of them on servers soon. The movement of the bees is convincing - real ones are usually flying around busily as well :-)
krupnovpavel wrote:
This mod can work collectively with other mods and separately. It does not depend on other mods. But you cannot rename folder. Should be /mobs/
Hm, yes. This is a more basic problem. It would have been easy to use both mobs mods simultaneously if you'd have given your mod a diffrent name (i.e. kmobs). See for example
zmobs. I'm not sure if minetest.register_alias may help here in order to keep backward compatibility.
Whenever someone writes a mod that also provides an api for other mods (or even mainly consists of said api), it's difficult to decide which path to take. There are several options, and none of them is optimal.
Simple mobs mixes api (mobs/api.lua) and usage of it (the creatures in init.lua plus models and textures) in one mod. The disadvantage here is that you can't get just the api without the creations - you either have to depend on mobs (and get the full package; zmobs does this) or copy the api to your own mod (which you did here). Using a dependency is the cleanest solution as it avoids copies of the same file which will over time divergate and lead to chaos. The problem is that it may confuse unexperienced players who may hesistate to install a mod which depends on others, or they not manage to install it at all.
Sapiers animals modpack mobf uses a cleaner solution here by beeing a modpack and offering its api as a mod (namely mobf). That makes it possible to use the api without the mobs that come with it. At least in theory. Downloading the full package and deleting all other folders exept mobf (plus animalmaterials..) may be far too difficult for clueless users.
There are some standalone libraries which barely get usesd due to modders fearing that their mods won't be used if it gets too complicated. Perhaps at least some of those libs ought to be included in minetest_game - at least the smaller ones.
I'm facing the same problem with my trader - most of the code could be used by other mob mods to a degree, and npcf provides features that'd be great for the traders as well.