[Mod] Mobs Redo [1.62] [mobs]
- CrazyMinetestGuy
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Re: [Mod] Mobs Redo [1.62] [mobs]
Mobs aren't playing sounds for me. Why is that?
17 years old. He/him. Touhou fan for life. I love to procrastinate.
Re: [Mod] Mobs Redo [1.62] [mobs]
@CrazyMinetestGuy - Press mute key just incase you hit it by accident, sounds are definitely working ok here.
Update:
- Disable follow_stop switch (caused breeding mobs to stand still too much).
- Added 'mobs_disable_damage_kb' setting to disable knockback from damage only.
- Added 'mobs_disable_damage_kb' setting to disable knockback from damage only.
Updated:
- Added Brazilian Portuguese translation (thx Pixelzone)
- CrazyMinetestGuy
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Re: [Mod] Mobs Redo [1.62] [mobs]
Mob sounds don't work on my end. I'm inclined to think something might be broken.
17 years old. He/him. Touhou fan for life. I love to procrastinate.
- CrazyMinetestGuy
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Re: [Mod] Mobs Redo [1.62] [mobs]
Never mind, I reinstalled the API and it seems mob sounds play now.
17 years old. He/him. Touhou fan for life. I love to procrastinate.
Update:
- Add 'replace' sound option.
- Tweak spawn egg Y position.
- Add white rat to mobs_animal.
- Tweak spawn egg Y position.
- Add white rat to mobs_animal.
Update:
- Add reach option to replace function.
- Tidy spawn egg code.
- Tidy spawn egg code.
- Nininik
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Re: Update:
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:
- 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.
- 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.
Update:
- Fixed setting typo in mobs:boom function (thx Bastrabun)
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Re: [Mod] Mobs Redo [1.62] [mobs]
Sorry, here's another possible typo in water.lua:
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() ?)
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
Re: [Mod] Mobs Redo [1.62] [mobs]
@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.
Update:
- 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.
- Add immune_to check to is_node_dangerous function.
- Update mobs_monster so crystal spider immune to crystal spike.
Update:
- Check for env damage when riding mob.
- Tweak and tidy code.
- Tweak and tidy code.
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