Search found 246 matches

by duckgo
Mon Mar 30, 2026 01:24
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.63] [mobs]
Replies: 2741
Views: 885177

Re: Update:

- Added self:death_anim() function for use with on_die and on_death functions. - If on_die returns True then the mob will not be removed. Thank you so much for adding this feature, it will add many cool possibilities used within on_die, such as the use of achievements, particles, messages and many ...
by duckgo
Tue Feb 24, 2026 16:07
Forum: WIP Mods
Topic: waystone [mod]
Replies: 3
Views: 2307

Re: waystone [mod]

Hey everyone, it's been a while since I posted anything here. Today I'm giving some "attention" to waystones. Some players were disappointed that they weren't exactly the same as the famous "waystone" mods from Minecraft. After a long time, I finally think I managed to add the po...
by duckgo
Thu Mar 20, 2025 12:01
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.63] [mobs]
Replies: 2741
Views: 885177

Re: Update:

TenPlus1 wrote:
Thu Mar 20, 2025 08:08
- Added 'mob_infotext' setting, True by default can be used to disable mob infotext on hover.
wow, thank you, this will be very useful for untamable monsters, I'm very grateful, thank you :)
by duckgo
Wed Mar 19, 2025 23:33
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.63] [mobs]
Replies: 2741
Views: 885177

Re: [Mod] Mobs Redo [1.62] [mobs]

TenPlus1 wrote:
Wed Mar 19, 2025 17:48
@duckgo - If mobs have a nametag set then it will be shown.
I'm actually talking about that HUD that when pointing to the mob, shows some information, for example, the owner's name :)
by duckgo
Wed Mar 19, 2025 15:10
Forum: Mod Releases
Topic: [Mod] Awards / Achievements [3.2.0] [awards]
Replies: 228
Views: 124579

Re: [Mod] Awards / Achievements [3.2.0] [awards]

Hello, I have a question, is it possible to get a certain achievement to be completed? I looked for some function, maybe I didn't see :/
by duckgo
Wed Mar 19, 2025 14:58
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.63] [mobs]
Replies: 2741
Views: 885177

Re: [Mod] Mobs Redo [1.62] [mobs]

Hello, I have a question, maybe I didn't see it, but is it possible to hide that hud that shows the mob's name on specific mobs and not on all of them?
by duckgo
Tue Oct 22, 2024 15:08
Forum: WIP Mods
Topic: waystone [mod]
Replies: 3
Views: 2307

Re: waystone [mod]

The game keeps crashing. Error: ModError: Failed to load and run script from /home/user/.minetest/mods/waystone/init.lua: /home/user/.minetest/mods/waystone/waystrone_ore.lua:12: attempt to index global 'mcl_core' (a nil value) stack traceback: /home/user/.minetest/mods/waystone/waystrone_ore.lua:1...
by duckgo
Thu Oct 10, 2024 12:28
Forum: WIP Mods
Topic: Ethereal Bosses [Reworked]
Replies: 25
Views: 6885

Re: Ethereal Bosses [Reworked]

TenPlus1 wrote:
Thu Oct 10, 2024 10:26
@duckgo - Glad to see your mobs back in action and on ContentDB :) quick heads up, you dont need visual_harm_1ndicators in mod.conf optional dependencies as it's already supported in mobs redo :p
This is very good, next time I update I will remove it, thanks for letting me know 😁
by duckgo
Thu Oct 10, 2024 07:44
Forum: WIP Mods
Topic: Ethereal Bosses [Reworked]
Replies: 25
Views: 6885

Re: Ethereal Bosses [Reworked]

Mobs Ethereal Bosses, will be back in the contentdb, along with our other mods, with some minor changes, and can now be added to Mineclonia. In mineclonia, "Crazy Mushroom" should appear in the mushroom biome, "Heated" in the nether and "Frosty Queen" in cold biomes. Do...
by duckgo
Thu Oct 10, 2024 07:37
Forum: WIP Mods
Topic: [Mod] Forgotten Monsters [Reworked]
Replies: 36
Views: 11542

Re: [Mod] Forgotten Monsters [Reworked]

Forgotten Monsters is back in the contentdb, it's no longer a modpack, some minor changes have been made, and it can be added to almost all subgames..

Download: https://content.minetest.net/packages/p ... _monsters/
by duckgo
Thu Oct 10, 2024 07:32
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

Hello everyone, as promised, Zombies4test will be back on the contentdb, there are still things I have in mind for them in the future, but right now I'm going to focus on some other things, but until then, I hope you have a lot of fun.. Download : https://content.minetest.net/packages/pixelzone/zomb...
by duckgo
Sun Oct 06, 2024 02:45
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

The final blockers before sending for review are currently: 1. spawning ztrader and the hospital's doctor zombie, for mobs redo you specified a node the trader's house has and a hospital node but voxelibre doesn't seem to support doing this with mcl_mobs.spawn_specific() mcl_structures.register_str...
by duckgo
Thu Oct 03, 2024 02:04
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

I tested it here, added the spawns and no zombies appeared. oh, for spawns themselves this is controlled with mcl_mobs:spawn_specific() , in which you supply details like biomes(biomes are all listed in mcl_mobs spawning.lua) and such. The above "can_despawn" code was fixing some crashes ...
by duckgo
Thu Oct 03, 2024 01:29
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

perhaps looking at the Mineclonia API which is also mcl_mobs and doesn't break. You'd probably have to look into their use of metatables, since that relates to some values that caused me crashes like can_despawn per mcl_mobs init.lua, voxelibre doesn't have these: local final_def = setmetatable(tab...
by duckgo
Wed Oct 02, 2024 17:41
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

I'd like to hear your opinion guys. I intend to start a modern decorative mod with various items and blocks, it would work with Z4T or not, it would be useful for building cities and maps for those who are interested. If you agree, I'll put the roads and signage in this decoration mod, keeping only ...
by duckgo
Wed Oct 02, 2024 16:56
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

I tested it here, added the spawns and no zombies appeared. I'll wait to see how the Voxlibre API will work in the future. This is a specific problem that only occurs in Voxlibre and should be analyzed by the team to find out what change was made to the API that causes this conflict related to mob s...
by duckgo
Wed Oct 02, 2024 15:05
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

I made enough progress in voxelibre mob spawning to get the crawler to attack and kill me. Seems voxelibre mcl_mobs is still mostly mobs redo but it needs a few tweaks: can_despawn is a value that can be true or false but one of these must be set to avoid nil value crash spawnclass also needs to be...
by duckgo
Mon Sep 30, 2024 16:28
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

I have a list of things I intend to put in Z4T, but I'll save it for future updates.. and I'll start making this week or next week, a modern decoration mod, which I can work in conjunction with z4t, and works in all subgames too, for those who want to build their city and expand their world.. :)
by duckgo
Mon Sep 30, 2024 16:02
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

Ok here's all the features I've been testing & behaviors I've noticed. Is there anything I'm missing here? 1. Hostile Zombies spawned & deafeatable(spawning crashes voxelibre, functional in repixture/mineclonia/Hades/minetest game) 2. 7th day zombie invasion 3. Zombies attack human NPCs fro...
by duckgo
Sun Sep 29, 2024 19:15
Forum: WIP Mods
Topic: waystone [mod]
Replies: 3
Views: 2307

waystone [mod]

..
by duckgo
Sun Sep 29, 2024 18:04
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

Updated! - Added Repixture recipes ,"Darth_Tiktaalik " thanks for the help :) .. - Also added two more decorative items, one for the hospital and one for the Trader's house. - And I added a sound to the vending machine, I wish I had added it earlier.. There are still things I want to add, ...
by duckgo
Sun Sep 29, 2024 13:06
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

Darth_Tiktaalik wrote:
Sun Sep 29, 2024 11:10
All right, got a pull request on codeberg ready for you to review with the Repixture recipes I tested on my system. Everything should be craftable in RP with this fix.
I'll test it, last time I had a crash with something, but I'll take a look again, I'm super grateful for your help ☺️
by duckgo
Sun Sep 22, 2024 13:42
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

Looks like _rp_hunger_sat should probably be higher than _rp_hunger_food to keep the depletion of the hunger bar at a reasonable pace, for example in mods/rp_default/nodes_trees.lua apples have sat at 10 but food is 2: minetest.register_node( "rp_default:apple", { description = S("Ap...
by duckgo
Sat Sep 21, 2024 21:27
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

Looks like _rp_hunger_sat should probably be higher than _rp_hunger_food to keep the depletion of the hunger bar at a reasonable pace, for example in mods/rp_default/nodes_trees.lua apples have sat at 10 but food is 2: minetest.register_node( "rp_default:apple", { description = S("Ap...
by duckgo
Sat Sep 21, 2024 13:40
Forum: WIP Mods
Topic: Zombies4Test Reload ( WIP)
Replies: 63
Views: 13968

Re: Zombies4Test Reload ( WIP)

z4t food items give an error message in repixture. Also tested them in hades revisted and they function as expected there, it's actually a quality of life improvement for HR since now I can search for canned goods when water is hard to come by in a particular seed and I can't grow food. Thanks for ...