Wuzzy wrote:
So what? This does not explain why you have to modify MineClone 2 to make them work. Sounds to me like they work perfectly fine outside of that directly.
As long the modname does not collide with anything and the dependencies are correct and the mod is not broken, I don't see how the perfectly simple and standard solution of “put it into mods/ folder” is wrong.
If your mods require the player to modify the core game by hand, you're doing it wrong!
This is how it looks at my machine, they are pretty standalone from native MCL mods:
Well all entities in Mods folder are visible across every game (Minetest Game, Minimal Development Test, MCL) and as I said, they will not work outside MCL because these are ported mods with replaced deps. The mods neither modify core game, nor native MCL mods, so its purely about visibility on "Settings" (mod pickup) screen.
But mods like "Bewarethedarkness" who need no required MCL-specific deps can be put into "~.minetest/mods/$dir" for sure.
Wuzzy wrote:
Maybe this is already possible in some hidden setting...
I found that the
dice roll has the greatest impact in:
mobs:register_spawn ( x, x , x, x,
dice roll, x, x).
Rolls within 5000-10000 cause pretty frequent appearance, where 10000-30000 less and 30000+ rare (100k+ very rare).
Can I work on it and send you a merge offer? I will basically add two vars:
mcl_spawn_multiplier_monster and
mcl_spawn_multiplier_animal to every entity inside ENTITES/mobs_mc, depending upon the existing critter type.
Now, the problem is wither to expose these vars:
- Inside settingtypes.txt of MCL: will allow any internal MCL mod (mobs_mc, and any (future) mob-mod inside MCL/mods) to use this setting and the setting will appear only in one place in game screen. Downside - if the mob-mod is installed outside MCL/mods/ it can't use it though.
- Make equivalent of "settingtypes.txt" inside the mod dir (MCL/mods/mobs_mc/ for mcl version of mobs_mc). This will for one - make mobs_mc setting independent of MCL, which maybe good idea if you plan to provide it standalone, and will require any (future) ported MCL mob packs to add this option on individual basis.
- Third option,which I think is the best is a combination: mobs_mc exposes the vars inside settingtypes.txt of MCL. Other mods should expose their own. This will add individual multipliers per mob mod.