[Mod] Mobs Redo [1.62] [mobs]

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

by CrazyMinetestGuy » Post

Mobs aren't playing sounds for me. Why is that?
18 years old. He/him. Touhou fan for life. I love to procrastinate.

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

by TenPlus1 » Post

@CrazyMinetestGuy - Press mute key just incase you hit it by accident, sounds are definitely working ok here.

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Update:

by TenPlus1 » Post

- Disable follow_stop switch (caused breeding mobs to stand still too much).
- Added 'mobs_disable_damage_kb' setting to disable knockback from damage only.

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Updated:

by TenPlus1 » Post

- Added Brazilian Portuguese translation (thx Pixelzone)

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

by CrazyMinetestGuy » Post

TenPlus1 wrote:
Sat Oct 19, 2024 06:53
@CrazyMinetestGuy - Press mute key just incase you hit it by accident, sounds are definitely working ok here.
Mob sounds don't work on my end. I'm inclined to think something might be broken.
18 years old. He/him. Touhou fan for life. I love to procrastinate.

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

by CrazyMinetestGuy » Post

Never mind, I reinstalled the API and it seems mob sounds play now.
18 years old. He/him. Touhou fan for life. I love to procrastinate.

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Update:

by TenPlus1 » Post

- Add 'replace' sound option.
- Tweak spawn egg Y position.
- Add white rat to mobs_animal.

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Update:

by TenPlus1 » Post

- Add reach option to replace function.
- Tidy spawn egg code.

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Re: Update:

by Nininik » Post

TenPlus1 wrote:
Wed Nov 13, 2024 11:07
- Add reach option to replace function.
- Tidy spawn egg code.
Speaking of spawneggs, I have an issue. The masking is broken when a 32x32 texture is used. Before 5.10 it seemed fine. Updating to the new mobs API does not help.
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Update:

by TenPlus1 » Post

- Use Invisibility mods new API.
- add mobs:is_invisible(self, player_name) function.

@Nininik - I assumed that the smaller textures would automatically be upscaled to match the other, if that doesn't work then matching sizes or custom egg textures would be better.

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Update:

by TenPlus1 » Post

- Fixed setting typo in mobs:boom function (thx Bastrabun)

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

by Josselin2 » Post

Sorry, here's another possible typo in water.lua:

Code: Select all

		action = function(pos, node)

			local num = #minetest.find_nodes_in_area(
					{x = pos.x - 1, y = pos.y, z = pos.z},
					{x = pos.x + 1, y = pos.y, z = pos.z}, {"group:water"})

			if num == 0 then

				num = num + #minetest.find_nodes_in_area(
						{x = pos.x, y = pos.y, z = pos.z - 1},
						{x = pos.x, y = pos.y, z = pos.z + 1}, {"group:water"})
			end

			if num == 0 then

				num = num + #minetest.find_nodes_in_area(
						{x = pos.x, y = pos.y + 1, z = pos.z},
						{x = pos.x, y = pos.y + 1, z = pos.z}, {"group:water"})
			end
Should we have y = pos.y -1 and y = pos.y + 1, rather than two identical y = pos.y + 1? (If it's not a typo, why bother calling minetest.find_nodes_in_area() ?)

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

by TenPlus1 » Post

@Josselin2 - This is on purpose so it checks only the areas touching the water, like a +, and the last is the top position only. If possible keep questions to the appropriate forum thread.

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Update:

by TenPlus1 » Post

- Add nodes to immune_to ability.
- Add immune_to check to is_node_dangerous function.
- Update mobs_monster so crystal spider immune to crystal spike.

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Update:

by TenPlus1 » Post

- Check for env damage when riding mob.
- Tweak and tidy code.

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Update:

by TenPlus1 » Post

- Fix map_load chance check.

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

by Nininik » Post

What do the hearing vines do?
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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@Nininik - If mob hearing and mob node hearing are both active, special nodes like the hearing vine will activate near a sound and can do certain things, like in mc with skulk sensor.

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Update:

by TenPlus1 » Post

- Fix gravity and jumping when riding mob.

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Update:

by TenPlus1 » Post

- Added new Lava Flan .b3d model (thanks AspireMint).

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

by Comet712 » Post

Hi, thank you for the amazing mob mods, TenPlus1! They've been wonderful to play with.

I want to make the Dungeon Master enemy from Mobs Monster drop an item from a new mod I made.

I want to handle the code in the new mod's files, so editing dungeon_master.lua isn't an option. I saw you mention this is possible by overriding the mob's on_spawn and using table.insert to add the drop to the self.drops table.

However I don't know the Lua syntax to use for this. How do I override on_spawn, and how do I specify this is for the Dungeon Master's on_spawn and self.drops? I'm confused how to override this in Lua within a new script from a different mod folder. I don't know how to reference the registered Dungeon Master in my code.

It would be great to have a way to quickly set a custom drop for an enemy that was defined elsewhere, like Mod B adding a drop for an enemy added in Mod A. But for now I'm just trying to figure out how to add a drop to the enemy within my mod's code.

Thank you again for the fun enemies!

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

by TenPlus1 » Post

@Comet712 - It's actually a lot easier than that, so long as the mod.conf for your new mod has mobs_monster as a dependency you can do this to add new drops for any new dungeon master spawned:

Code: Select all

if minetest.get_modpath("mobs_monster") then

	-- get registered dungeon master entity.
	local ent = minetest.registered_entities["mobs_monster:dungeon_master"]

	-- insert a new drop (if min = 0 then drop only appears when killed by player)
	table.insert(ent.drops, {name = "default:diamondblock" chance = 1, min = 0, max = 2})
end

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Notice:

by TenPlus1 » Post

I'm going to change the 'mob_height_fix' setting so that it is False by default. Please let me know if anyone has issue with this.

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Update:

by TenPlus1 » Post

- Default 'mob_height_fix' to False.
- Code tidy n tweak.
- Exploding mobs glow when about to explode.

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Update:

by TenPlus1 » Post

- Change armor level to 100 so animals dont die too easily.
- Change spider armor level to 100 for same reason.

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