[Mod] Mobs Redo [1.62] [mobs]

Nordal
Member
Posts: 161
Joined: Mon Jul 30, 2018 15:46
GitHub: Nordall

Re: [Mod] Mobs Redo [1.60] [mobs]

by Nordal » Post

@TenPlus1, thank you for the hint. mobs_monster was not up to date. No error any more.

Only the horse while riding is still stopping in front of blocks and snow layers. I have to press jump key to get on. mob_horse is latest version.
CFS - still widely unknown

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Re: [Mod] Mobs Redo [1.60] [mobs]

by TenPlus1 » Post

@Nordal - That's normal behaviour when riding mobs, you can only step up as high as the stepheight value, but I have increased it a tiny bit to allow riders to step up onto snow (will only work for newly saddled horses).

Nordal
Member
Posts: 161
Joined: Mon Jul 30, 2018 15:46
GitHub: Nordall

Re: [Mod] Mobs Redo [1.60] [mobs]

by Nordal » Post

Thanks a lot! So far I didn't have to press jump riding with high speed (diamond horse shoes). :)
CFS - still widely unknown

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Update:

by TenPlus1 » Post

- Added mob_class:is_inside(itemtable) function.
- Fire/Lava damage happens if any part of mob collisionbox is touched.
- Fixed mob damage when riding mob and tidied mount code.

Yona
Member
Posts: 59
Joined: Sun Oct 01, 2023 21:37

Re: [Mod] Mobs Redo [1.60] [mobs]

by Yona » Post

Giants...

Used the people mob Warrior.b3d and scaled it to make a Giant_Warrior.b3d

The collisionbox is tricky had to spawn them underwater and float up so the collisionbox doesnt get stuck underground.

Screenshot from 2023-11-02 14-15-41.png
Screenshot from 2023-11-02 14-15-41.png (406.09 KiB) Viewed 7695 times

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Re: [Mod] Mobs Redo [1.60] [mobs]

by TenPlus1 » Post

@yona - How did you scale them up ? Try using visual_size to scale them and then collisionbox to properly surround the newly scaled model so that they spawn ok on land.

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Update:

by TenPlus1 » Post

- Add 'self.attack_patience' to mob definition so mobs can give up attack after a set time
- Mobs stop attacking when player isn't in view for above value (default is 11 seconds)
- Code tidy and tweak

Yona
Member
Posts: 59
Joined: Sun Oct 01, 2023 21:37

Re: [Mod] Mobs Redo [1.60] [mobs]

by Yona » Post

TenPlus1 wrote:
Fri Nov 03, 2023 05:52
@yona - How did you scale them up ? Try using visual_size to scale them and then collisionbox to properly surround the newly scaled model so that they spawn ok on land.
I scaled them in blender, ill try visual_size next time thank you.

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Update:

by TenPlus1 » Post

- Added error message for any broken mob definitions when trying to spawn.

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Update:

by TenPlus1 » Post

- Added 'homing' setting to mob definition so that arrows can follow players when seen.

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Updated to Version 1.61:

by TenPlus1 » Post

- Added support for visual_harm_1ndicators mob to show health bars.

User avatar
amelaye
Member
Posts: 33
Joined: Sun Jun 14, 2020 10:47
GitHub: amelaye
Contact:

Re: [Mod] Mobs Redo [1.61] [mobs]

by amelaye » Post

I have a little problem. When the mobs spawn, and I change of place, the untaimed mobs have disappeared :( !
My server : 188.165.239.63:30000 - My website : http://minetest.amelieonline.net

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Re: [Mod] Mobs Redo [1.61] [mobs]

by TenPlus1 » Post

@amelaye - That's normal behaviour, you can change the 'remove_far_mobs' setting to stop them despawning when you move out of an area, but mobs will still have a lifetimer and will eventually despawn unless tamed.

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Update:

by TenPlus1 » Post

- Mob arrows now use raycasting to be more accurate.

wthree3s
New member
Posts: 1
Joined: Mon Dec 04, 2023 01:27
In-game: Unity

Re: [Mod] Mobs Redo [1.61] [mobs]

by wthree3s » Post

Can lava flans spawn on the surface during daytime?

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Update:

by TenPlus1 » Post

- Mobs Monsters updated to fix Obsidian Flan arrows.

@wthree3s - Lava Flan's can spawn on top of a lava node from y=0 and below.

Bastrabun
Member
Posts: 232
Joined: Mon Nov 04, 2019 19:48

Re: [Mod] Mobs Redo [1.61] [mobs]

by Bastrabun » Post

I can't have mobs with nametags anymore, most likely since

- Changed nametags from self.nametag to self._nametag with backwards compatibility check
or
- Moved nametag variable to self._nametag

How would I add nametags to monsters? Neither the old nametag = "Mobname" nor the new _nametag = "Mobname" works. That's what it looks like:

mobs:register_mob("mymod:mymob", {
_nametag = "Mobname",
type = "npc",
...
Whatever I say is CC0

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Re: [Mod] Mobs Redo [1.61] [mobs]

by TenPlus1 » Post

@Bastrabun - Tamed mobs can still be named using nametags, or any mob can be named by adding nametag = "mob name", in the mob definition, or you can name a new mob when using mobs:add_mob() by supplying nametag flag, or by affecting the entity itself using entity:update_tag("new name") or as a last call changing self.nametag or self._nametag directly.

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Question:

by TenPlus1 » Post

- Should I increase the spawn rate for Animals and Monsters by default ??
- If so, suggestions are welcome :)

DOOM_possum
Member
Posts: 174
Joined: Sat Mar 27, 2021 22:06
In-game: DOOM_possum

Re: [Mod] Mobs Redo [1.61] [mobs]

by DOOM_possum » Post

not if they are all over the MAP

That would only work well in VALLEY generation, otherwise there will be too many, so just very slightly

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Update:

by TenPlus1 » Post

- Added Pint Sized Rune so players can punch tamed animals and shrink them to baby sizes for good.
- Craft above using 1x Pint Sized Potion (lucky blocks mod) and 1x Protection Rune.

xifu
New member
Posts: 3
Joined: Tue Jan 16, 2024 19:30

Re: [Mod] Mobs Redo [1.61] [mobs] and glow in the dark

by xifu » Post

Thanks TenPlus1 on all the work you did/do on this mod and the many others!

Could you add a global setting in the Mobs Redo Settings menu that can turn off/override mobs glowing in the dark? I tried looking in the api.lua file for it and could not find it. Can you point me in the right direction on how to turn this setting off for all mobs?

Thanks in advance!

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Re: [Mod] Mobs Redo [1.61] [mobs]

by TenPlus1 » Post

Any mob definition that has a 'glow' setting will make it glow in the dark, like lava flan. Which mobs are you wanting to disable this effect for ?

xifu
New member
Posts: 3
Joined: Tue Jan 16, 2024 19:30

Re: [Mod] Mobs Redo [1.61] [mobs]

by xifu » Post

TenPlus1 wrote:
Wed Jan 17, 2024 06:54
Any mob definition that has a 'glow' setting will make it glow in the dark, like lava flan. Which mobs are you wanting to disable this effect for ?
All animals in LiiL's Wilhelminas Animal World mod glow in the dark. The only other mods I'm using are stu's 3D Armor and runs' Climaz. It's weird seeing all the animals glow in the dark like they're irradiated. :D

User avatar
TenPlus1
Member
Posts: 4021
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Re: [Mod] Mobs Redo [1.61] [mobs]

by TenPlus1 » Post

@xifu - Just finished testing Mobs Redo with Animals, Monsters and Wilhelms Animal World and none of the mobs glow in the dark apart from the Lava Flan which should.

Could you please tell me which Minetest client version you are using and on what system ?

Also are they full on glowing or slightly glowing on land under the moonlight ?

Post Reply