11/13/2023 0 Comments Minetest mobs redo![]() How can I create a mod that only needs Mobs Redo? I don't want my mod to be dependent on running with mobs_animal. Shared folders for sounds, textures and models, containing stuff for all animals.Īnd a, for what is that for? Is that needed? I've installed a batch of mods and get into the game very quickly. it's easier to use, even non programmers like myself can use it, easily. My structure is now: Every animal has its own lua in the main folder of the mod. jadedphantom no mobs I'm struggling to get visibility so here comes a reddit post First off, I'm aware this has been discussed repeatedly, but the details aren't as clear as I'd like and most threads are locked. mobsredo is better than mobkit in my opinion. This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc. Script is 'attack mobsDirtmonsterfire' and sound file in ogg format. mobs redo for minetest Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint. Mob dissapear when animation of death is end, and crush stops appears after I update mobsredo, now dungeon master works fine and all mobs attack me when damage is enabled. What folder structure and a should I use, when I am creating a mod with many animals? All problems is sloved really easy after this. if minetest.getmodpath('mobs') then if mobs.mod and mobs.mod 'redo' then overwrite('mobs:cheese', 4) overwrite('mobs:meat', 8) overwrite('mobs:meatraw', 4) overwrite('mobs:ratcooked', 4) overwrite('mobs:honey', 2) overwrite('mobs:porkraw', 3, '', 3) overwrite('mobs:porkcooked', 8) overwrite('mobs:chickencooked', 6) overwrite('mobs. What irritates me too is that different mob mods have different a and different folder structure. ![]() It seems just copying the code of other mobs and replacing textures and models only works in the original mod folder itself, if I move the scripts to my folder it will always need dependencies of the original mod, for example animals created from the warthog will always need mobs_animals and I don't understand why. and the api.txt file gives every feature you can add to a mob for specific control or functions. ![]() I tried to create a mob from existing ones (mobs_animal, guinea_pig, farm:mobs) but it didn't worked really. The best way is to figure which mob yours will be like and check the. I found no real satisfying tutorial about that, only the dog tutorial on YouTube, but that dog is buggy (wont attack). 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and ondie function added 1.07- Npc's can now be set to follow player or stand by using. ![]()
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