[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?
17 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.
17 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.
17 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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