[Mod] Mobs Redo [1.63] [mobs]
- Nininik
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Re: [Mod] Mobs Redo [1.62] [mobs]
I suggest making mobs that are protected with lvl 2 rune be immune to explosions if in a protected area. Because sometimes people could make tnt fall onto A base and kill the npcs which kinda sucks
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Update:
- Animals and NPC's that aren't tamed and non-passive are able to attack players unprovoked.
- Default walking mob's fear height to 2 and flying mobs to 0.
- Lava Flan now immune to Nether mod's lava.
- Remove attack_players check from do_punch (if player hits mob, it will fight back unless passive).
- Default walking mob's fear height to 2 and flying mobs to 0.
- Lava Flan now immune to Nether mod's lava.
- Remove attack_players check from do_punch (if player hits mob, it will fight back unless passive).
- Nininik
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Re: [Mod] Mobs Redo [1.62] [mobs]
Update: it makes a damage sound when it is fully healed and continues healing which is odd.
↯Glory to Team Thunderstrike!↯
↯T.T.S.↯
↯T.T.S.↯
- Nininik
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Re: [Mod] Mobs Redo [1.62] [mobs]
Another bug I saw is if I make mobs follow me with a right click stand or follow function and I went afk for 26 minutes and came back to see the soldier npc's not being owned by me anymore and attacking Me. However, the mob I ordered to stay didn't attack or loose owner.
↯Glory to Team Thunderstrike!↯
↯T.T.S.↯
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Re: [Mod] Mobs Redo [1.62] [mobs]
@Nininik - Which mob are you referring to when this happens ? Tamed npc's cannot become wild again and attack you, maybe it was killed by another mob and a different one spawned and attacked you.
- Nininik
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Re: [Mod] Mobs Redo [1.62] [mobs]
No it dosent spawn naturally nor does it attack when provoked, it could have also been that I made them follow me and left incorrectly (the device ran out of power) I joined back and they were fine and I went afk (or maybe they lost owner bc the improper shutdown corrupted smh?)
↯Glory to Team Thunderstrike!↯
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Re: [Mod] Mobs Redo [1.62] [mobs]
@Nininik - That sounds plausible being custom mobs as I cannot recreate that behaviour.
The latest updates have non-passive and non-tamed mobs able to attack players using the attack_chance value, unless you specifically set attack_players to false, then they will only attack if provoked.
The latest updates have non-passive and non-tamed mobs able to attack players using the attack_chance value, unless you specifically set attack_players to false, then they will only attack if provoked.
- Nininik
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Re: [Mod] Mobs Redo [1.62] [mobs]
I'll send the code for my custom mob when I have time, but it was probably the improper shutdownTenPlus1 wrote: ↑Wed May 21, 2025 04:23@Nininik - That sounds plausible being custom mobs as I cannot recreate that behaviour.
The latest updates have non-passive and non-tamed mobs able to attack players using the attack_chance value, unless you specifically set attack_players to false, then they will only attack if provoked.
↯Glory to Team Thunderstrike!↯
↯T.T.S.↯
↯T.T.S.↯
Update:
- Add recipe for mob repellent along with item information and lucky block.
- Nininik
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Re: [Mod] Mobs Redo [1.62] [mobs]
I have an issue. After migrating my server to a new host it crashes due to the mobs api where the active block range thing is on line 115 is somehow a nil value(this may be due to a different name for the conf file but the file itself functions normal)
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↯Glory to Team Thunderstrike!↯
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Update:
- "active_block_range" defaults to 4 if not set.
- Kittens can drink glasses of milk and return an empty glass.
- Add spawn log message type.
@Nininik - The active_block_range setting is the range that Abm's work around player in your game, if in your case it appears to be nil, I would double check my .conf file just incase of errors.
- Kittens can drink glasses of milk and return an empty glass.
- Add spawn log message type.
@Nininik - The active_block_range setting is the range that Abm's work around player in your game, if in your case it appears to be nil, I would double check my .conf file just incase of errors.
Update:
- When only_peaceful_mobs is True, monster spawning is disabled, but spawn eggs and spawner block still works.
- Reverted NPC and Trader back to being passive to players, unless provoked.
- Added mobs_npc_peaceful_igor for players to decide if they are passive towards them or not :)
- Fixed on_pick_up example in api.txt
- Reverted NPC and Trader back to being passive to players, unless provoked.
- Added mobs_npc_peaceful_igor for players to decide if they are passive towards them or not :)
- Fixed on_pick_up example in api.txt
Re: [Mod] Mobs Redo [1.62] [mobs]
I am playing on a server that has guinea pig mod:
https://content.luanti.org/packages/DrP ... uinea_pig/
And apparently the guinea pigs are supposed to produce some sort of pellets, that can be used for further crafting. According to what i saw in the mod code, this only happens when the guinea pig is eather on dirt or on dirt with grass. Yet i placed a few guinea pigs on dirt and dirt with grass, and no pellets have been produced!
Can anyone help me?
Thanks!
(The code: https://github.com/DrPlamsa/guinea_pig/ ... ea_pig.lua)
https://content.luanti.org/packages/DrP ... uinea_pig/
And apparently the guinea pigs are supposed to produce some sort of pellets, that can be used for further crafting. According to what i saw in the mod code, this only happens when the guinea pig is eather on dirt or on dirt with grass. Yet i placed a few guinea pigs on dirt and dirt with grass, and no pellets have been produced!
Can anyone help me?
Thanks!
(The code: https://github.com/DrPlamsa/guinea_pig/ ... ea_pig.lua)
Re: [Mod] Mobs Redo [1.62] [mobs]
@natural - It works fine here, the replace_rate is rather high at 80 so it takes a while to happen, but maybe setting it to a lower value of 10 will help :)
Re: [Mod] Mobs Redo [1.62] [mobs]
@natural - Unfortunately only the server admin can change it, but as a player you can go to the mod git page and create an Issue stating the problem and asking the author if they can lower the replace_rate value.
https://github.com/DrPlamsa/guinea_pig
https://github.com/DrPlamsa/guinea_pig
Re: [Mod] Mobs Redo [1.62] [mobs]
Ok thanks!TenPlus1 wrote: ↑Sun Jul 13, 2025 11:17@natural - Unfortunately only the server admin can change it, but as a player you can go to the mod git page and create an Issue stating the problem and asking the author if they can lower the replace_rate value.
https://github.com/DrPlamsa/guinea_pig
Update:
- Check self.texture_mods is a string before applying to avoid crashing.
- Check for pos in mobs:boom
- Check for pos in mobs:boom
Update:
- Add translations to mob infotext.
- Tweak mob_horse animations.
- Tweak mob_horse animations.
Update:
- Use moveresult for arrows.
- Add drop_item setting for arrows.
- Add danish translation to api, animal and horse (thx jeppebundsgaard)
- Add drop_item setting for arrows.
- Add danish translation to api, animal and horse (thx jeppebundsgaard)
Re: [Mod] Mobs Redo [1.62] [mobs]
@adikalon - Yes in the mob definition you can add "attack_players = false," so they dont attack players unless hit first. Not all animals and npc's will attack a player first, only those specified to do so.
Which animals are giving you trouble ?
Which animals are giving you trouble ?
Re: [Mod] Mobs Redo [1.62] [mobs]
@TenPlus1 - I think there was a misunderstanding. I'm talking about the core Mobs Redo API itself. Could a setting for mob attack probability be added to it? Regarding the buggy mobs, this happens in mods like "animalworld" and "goblins", and possibly in others.
Re: [Mod] Mobs Redo [1.62] [mobs]
@adikalon - so you want animals and npc's to be passive by default and not attack player unless provoked ?
Have you tried: /grant <player> peaceful_player
Have you tried: /grant <player> peaceful_player
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