I'm helping someone add mobs to the BackRooms game. However, when I create make spawn calls into creatura mob API for particular nodes like I have done dozens of times before, the mobs just don't spawn. I'm wondering if its because BackRooms doesn't contain MinetestGame mods, and Creatura depends on those to work? Any idea on how to get Creatura or Mobs Redo API mobs to spawn in BackRooms Game? Also I noticed that when I hit f5 it doesn't tell me the name of the node I'm pointed at. That would help me set up spawning nodes, and debugging. What would it take to add being able to view the node I'm pointed at when hitting f5?
Creatura mobs should spawn without the default minetest mods, however mobs using Mobs Redo API might need to have default enabled. I recommend taking the default mod and putting it into the Backrooms game. One possiblility is that in the mobs spawn code, the nodes for the BackRooms game aren't registered in the mob's code. Creatura doesn't require any minetest mods, so it should work without them. You can try to download the mod unified inventory then find the different nodes technical names. that should help. I don't understand why f5 doesn't work, it should, at least usually. I'll do some testing and see if I can try to help furthur.
edit: Creatura doesn't require the default Minetest mods, but the individual mob mods do
Thanks for helping. I put the default mod into the Backrooms game, but I'm not sure which init.lua I should add it to to get it to run. I put a bunch of the nodes into "group:backroom" in the mob_biome_mapper mod, and added it to the spawn code for all mobs in the animalia mod (Creatura) and to the spawn code for a bunch of of the mobs in the Animal World mod (Mobs Redo API). It looks like most of the nodes are defined in this file: E:\games\minetest-5.7.0-win64\games\backroomtest\mods\packs\backrooms\nodes\main_nodes.lua so I used that as my source for the node names. I downloaded unifed inventory, but when I go into inventory it just shows me the notebook page with photographs of the levels.
I got it working sort of. If you fly, you can see that the game is divided into many layers. You start at the bottom layer. I was able to get animalia working, and saw bats spawning because I was deep "underground". To get animal world working I would have to get default and buckets mods added which could be a problem. I also did see rats and owls. So as long as the mob mod doesn't depend on other minetest game mods, I think it will work if I spawn the mods at heights that the game is played in. It still would be really helpful to see what node you are pointed at when you hit f5.
yes, so far the highest y level I've seen there is about y 6000. my f5 works fine. and unified inventory shows the nodes' technical names as well, so i'm not sure what is wrong.
I updated my version of backrooms and now f5 works. I have been able to use mobs_monster & animalia because they don't have dependencies on MTG mods like default. However the mobs can't kill you. It would be so much better if a health bar was added to this game so that running into a hostile mob is a bad thing.
I think there is a way to make a health bar in the code. the damage setting in the mob's code should kill a player, but then I haven't done lots of testing in the backrooms game so I'm not 100% sure. Maybe try adding a nametag in this part of the code.This is just an example
When I approach the mobs monster mobs (like oerkki or lava flan etc.) I can see their health/hitpoints. However they just ignore me unless I punch them. Then they attack me and follow me around but do no damage. They are almost friendly companions. I want them to attack me and be able to kill me to send me back to level 1 if I die. I thought it was the missing heart healthbar for my player that was causing the problem, but there might be multiple things that need to be fixed before they will chase me and actually do damage to me.
Edit: I enabled hudbars mod for the game, but still see no health meter for the player.
An Oerkki from mobs_monsters just attacked and killed me unprovoked in MTG. In Backrooms they ignore me unless I punch them first. Don't know if it's related to having no health bar or not.
Thank you! I can't believe it was that easy. I just went into E:\games\minetest-5.7.0-win64\games\backroomtest\game.conf and deleted the line disabled_settings = enable_damage, and then mobs attacked and killed me!
I'm helping someone add mobs to the BackRooms game. However, when I create make spawn calls into creatura mob API for particular nodes like I have done dozens of times before, the mobs just don't spawn. I'm wondering if its because BackRooms doesn't contain MinetestGame mods, and Creatura depends on those to work? Any idea on how to get Creatura or Mobs Redo API mobs to spawn in BackRooms Game? Also I noticed that when I hit f5 it doesn't tell me the name of the node I'm pointed at. That would help me set up spawning nodes, and debugging. What would it take to add being able to view the node I'm pointed at when hitting f5?
Creatura mobs should spawn without the default minetest mods, however mobs using Mobs Redo API might need to have default enabled. I recommend taking the default mod and putting it into the Backrooms game. One possiblility is that in the mobs spawn code, the nodes for the BackRooms game aren't registered in the mob's code. Creatura doesn't require any minetest mods, so it should work without them. You can try to download the mod unified inventory then find the different nodes technical names. that should help. I don't understand why f5 doesn't work, it should, at least usually. I'll do some testing and see if I can try to help furthur.
edit: Creatura doesn't require the default Minetest mods, but the individual mob mods do
Thanks for helping. I put the default mod into the Backrooms game, but I'm not sure which init.lua I should add it to to get it to run. I put a bunch of the nodes into "group:backroom" in the mob_biome_mapper mod, and added it to the spawn code for all mobs in the animalia mod (Creatura) and to the spawn code for a bunch of of the mobs in the Animal World mod (Mobs Redo API). It looks like most of the nodes are defined in this file: E:\games\minetest-5.7.0-win64\games\backroomtest\mods\packs\backrooms\nodes\main_nodes.lua so I used that as my source for the node names. I downloaded unifed inventory, but when I go into inventory it just shows me the notebook page with photographs of the levels.
I got it working sort of. If you fly, you can see that the game is divided into many layers. You start at the bottom layer. I was able to get animalia working, and saw bats spawning because I was deep "underground". To get animal world working I would have to get default and buckets mods added which could be a problem. I also did see rats and owls. So as long as the mob mod doesn't depend on other minetest game mods, I think it will work if I spawn the mods at heights that the game is played in. It still would be really helpful to see what node you are pointed at when you hit f5.
yes, so far the highest y level I've seen there is about y 6000. my f5 works fine. and unified inventory shows the nodes' technical names as well, so i'm not sure what is wrong.
but good that you got it working.
I updated my version of backrooms and now f5 works. I have been able to use mobs_monster & animalia because they don't have dependencies on MTG mods like default. However the mobs can't kill you. It would be so much better if a health bar was added to this game so that running into a hostile mob is a bad thing.
I think there is a way to make a health bar in the code. the damage setting in the mob's code should kill a player, but then I haven't done lots of testing in the backrooms game so I'm not 100% sure. Maybe try adding a nametag in this part of the code.This is just an example
mobs:register_mob("mc_nether_mobs:evoker", {
nametag = "Evoker",
adding a nametag won't give you a health bar, but you see different colors based on the health of the mob.
that code is for mobs_redo API. and the code example is from my mod i'm working on
When I approach the mobs monster mobs (like oerkki or lava flan etc.) I can see their health/hitpoints. However they just ignore me unless I punch them. Then they attack me and follow me around but do no damage. They are almost friendly companions. I want them to attack me and be able to kill me to send me back to level 1 if I die. I thought it was the missing heart healthbar for my player that was causing the problem, but there might be multiple things that need to be fixed before they will chase me and actually do damage to me.
Edit: I enabled hudbars mod for the game, but still see no health meter for the player.
they usually don't attack unless attacked. However when they attack they should do damage.
An Oerkki from mobs_monsters just attacked and killed me unprovoked in MTG. In Backrooms they ignore me unless I punch them first. Don't know if it's related to having no health bar or not.
it probably is. Is damage enabled for the Backrooms game ?
Thank you! I can't believe it was that easy. I just went into E:\games\minetest-5.7.0-win64\games\backroomtest\game.conf and deleted the line disabled_settings = enable_damage, and then mobs attacked and killed me!
great job!! I was glad to help.