The Leads mod allows players to create interesting rope structures: Using the lead on two different fence nodes creates a rope connection between them. To use the Leads mod with mobs you need a mod that adds mobs, like Animalia. Right click a mob with the lead to tether it to yourself and then right click a fence node to tether the mob to a fence. In both cases, you can click an existing lead to destroy it.
A mob tethered using a lead is slowly drawn towards the object it is tethered to, if it does not move against that direction fast enough. Additionally, leads seem to have a maximum length and can break if overextended. In gameplay terms this means that players can only tether slow animals permanently: While Animalia cows and sheep and even frogs are easy to tether permanently, owls eventually break free (e.g. when hunting) and foxes run away fast enough to break the lead almost immediately. Gameplay and lore match here in my opinion; obviously it is easier to tether slow-moving (domesticated) than fast-moving (predatory) animals.
Criticism:
The lead looks bad when connecting to rail-type fences. This seems like the only major flaw.
It does not work to click the fence first and then click the mob, only the other way around.
As long as a player is holding a lead, they can not destroy an existing tethered connection.
You can not tether mobs to other mobs. Then again, would that really be a useful feature?
This mod was developed primarily with Mobs Redo in mind, and is less reliable with Animalia due to differences in the physics system. I've known about this issue for a while, but I haven't been able to work on it due to Animalia crashing.
The lead looks bad when connecting to rail-type fences. This seems like the only major flaw.
This is a bug; fence rails aren't meant to be knottable. I've fixed it in the next update.
It does not work to click the fence first and then click the mob, only the other way around.
This was intended behaviour, but I've changed it in the next update.
As long as a player is holding a lead, they can not destroy an existing tethered connection.
Thanks for reporting this bug. I've fixed it in the next update.
You can not tether mobs to other mobs. Then again, would that really be a useful feature?
You can do this by holding Aux1 and right-clicking the second entity. This is an undocumented feature.
The
Leads
mod allows players to create interesting rope structures: Using the lead on two different fence nodes creates a rope connection between them. To use theLeads
mod with mobs you need a mod that adds mobs, likeAnimalia
. Right click a mob with the lead to tether it to yourself and then right click a fence node to tether the mob to a fence. In both cases, you can click an existing lead to destroy it.A mob tethered using a lead is slowly drawn towards the object it is tethered to, if it does not move against that direction fast enough. Additionally, leads seem to have a maximum length and can break if overextended. In gameplay terms this means that players can only tether slow animals permanently: While
Animalia
cows and sheep and even frogs are easy to tether permanently, owls eventually break free (e.g. when hunting) and foxes run away fast enough to break the lead almost immediately. Gameplay and lore match here in my opinion; obviously it is easier to tether slow-moving (domesticated) than fast-moving (predatory) animals.Criticism:
Thanks for the review.
This mod was developed primarily with Mobs Redo in mind, and is less reliable with Animalia due to differences in the physics system. I've known about this issue for a while, but I haven't been able to work on it due to Animalia crashing.
This is a bug; fence rails aren't meant to be knottable. I've fixed it in the next update.
This was intended behaviour, but I've changed it in the next update.
Thanks for reporting this bug. I've fixed it in the next update.
You can do this by holding Aux1 and right-clicking the second entity. This is an undocumented feature.
Thank you. I shall retry the mod and update my review accordingly!