[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?
18 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.
18 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.
18 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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↯Glory to Team Thunderstrike!↯
↯T.T.S.↯
↯T.T.S.↯
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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Josselin2
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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"})
endRe: [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.
Update:
- Fix map_load chance check.
- Nininik
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Re: [Mod] Mobs Redo [1.62] [mobs]
What do the hearing vines do?
↯Glory to Team Thunderstrike!↯
↯T.T.S.↯
↯T.T.S.↯
Re: [Mod] Mobs Redo [1.62] [mobs]
@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.
Update:
- Fix gravity and jumping when riding mob.
Update:
- Added new Lava Flan .b3d model (thanks AspireMint).
Re: [Mod] Mobs Redo [1.62] [mobs]
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!
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!
Re: [Mod] Mobs Redo [1.62] [mobs]
@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})
endNotice:
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.
Update:
- Default 'mob_height_fix' to False.
- Code tidy n tweak.
- Exploding mobs glow when about to explode.
- Code tidy n tweak.
- Exploding mobs glow when about to explode.
Update:
- Change armor level to 100 so animals dont die too easily.
- Change spider armor level to 100 for same reason.
- Change spider armor level to 100 for same reason.
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