[Mod] Mobs Redo [1.63] [mobs]

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TenPlus1
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Update:

by TenPlus1 » Post

- is_node_dangerous only if damage > 0
- add lava nodes to immune_to table for lava flan
- Change minetest. functions to core.
Last edited by TenPlus1 on Fri May 09, 2025 09:09, edited 1 time in total.

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Re: [Mod] Mobs Redo [1.62] [mobs]

by Nininik » Post

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:

by TenPlus1 » Post

- 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).

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Re: [Mod] Mobs Redo [1.62] [mobs]

by Nininik » Post

Update: it makes a damage sound when it is fully healed and continues healing which is odd.
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Re: [Mod] Mobs Redo [1.62] [mobs]

by Nininik » Post

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.
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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@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.

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Re: [Mod] Mobs Redo [1.62] [mobs]

by Nininik » Post

TenPlus1 wrote:
Tue May 20, 2025 16:06
@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.
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?)
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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@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.

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Re: [Mod] Mobs Redo [1.62] [mobs]

by Nininik » Post

TenPlus1 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.
I'll send the code for my custom mob when I have time, but it was probably the improper shutdown
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Update:

by TenPlus1 » Post

- Add recipe for mob repellent along with item information and lucky block.

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Re: [Mod] Mobs Redo [1.62] [mobs]

by Nininik » Post

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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Update:

by TenPlus1 » Post

- "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.

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Update:

by TenPlus1 » Post

- 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

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Re: [Mod] Mobs Redo [1.62] [mobs]

by natural » Post

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)

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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@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 :)

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Re: [Mod] Mobs Redo [1.62] [mobs]

by natural » Post

TenPlus1 wrote:
Fri Jul 11, 2025 06:28
@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 :)
Is that something that i can do as a player on the server?
Or only admin can?
It's a public server

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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@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

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Re: [Mod] Mobs Redo [1.62] [mobs]

by natural » Post

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
Ok thanks!

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Update:

by TenPlus1 » Post

- Check self.texture_mods is a string before applying to avoid crashing.
- Check for pos in mobs:boom

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Update:

by TenPlus1 » Post

- Add translations to mob infotext.
- Tweak mob_horse animations.

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Update:

by TenPlus1 » Post

- Use moveresult for arrows.
- Add drop_item setting for arrows.
- Add danish translation to api, animal and horse (thx jeppebundsgaard)

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Re: Update:

by adikalon » Post

TenPlus1 wrote:
Thu May 15, 2025 15:08
- Animals and NPC's that aren't tamed and non-passive are able to attack players unprovoked.
Is there a way to disable this? Or would it be better to add a setting to make this behavior more likely?

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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@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 ?

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Re: [Mod] Mobs Redo [1.62] [mobs]

by adikalon » Post

@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.

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Re: [Mod] Mobs Redo [1.62] [mobs]

by TenPlus1 » Post

@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

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