this mod used to be great, the standard for mob frameworks a while back, however it has come to a point where it provides unnesscary overhead and lag while heavily limiting mod creators control over the mobs that they create. frankly the minetest lua api makes it easy enough to create a mob on bare metal with no overhead, or you can use mobkit, which still lets you retain nearly completely and low overhead as well as provides you with some sample behavior functions you can use
mobs_redo is better than mobkit in my opinion..
it's easier to use, even non programmers like myself can use it, easily. also it contains a 'do_custom' function which lets you do whatever you like so no that's wrong it does not limit what mod creators can do :)
The problem with using a custom function (=do_custom) is that you might as well just use register_entity if you want a lot of custom behaviour. An extensible NPC/mob library should provide a good framework for extensible behaviour. Mobkit makes all behaviours first class - the built-in behaviours and mod-defined behaviours are defined in the same way. Disclaimer: it's been a while since I've read mobkits and mob redo's code
what I've mentioned was that it does NOT limit what the modder can do,
in addition, its API is very easy to use, im not a programmer, but i did make mobs with this while i understood nothing in mobkit.
every mod has good and bad sides.
" im not a programmer, " do i need to say more? mobs_redo provides unnecessary overhead and lag you dont need in most cases, also, another thing i forgot about in my review, is that mobs_redo depends on default (minetest game) and optionally on a few more minetest game mods. if it is to be a good framework/library it should be game agnostic, especially as minetest game has been demoted to bug fixes only.
"mobs redo api can be as simple or as custom as the user requires." i believe rubenwardy adressed this quite well
"Your comments would be better addressed in the forums" perhaps
"instead of a review page for a mod you clearly do not use." lol, i actually have used it with mobs that depend on it, made a mob with it, and currently still support servers that use it.
mobs redo was updated (in the same day you mentioned) and it no longer depends on anything, as i've mentioned before it is not limited for modders and i can not comment on the "unnecessay lag" part as i didn't notice lag from it, anyway if that's true i hope it will be fixed soon, good luck TenPlus1
this mod used to be great, the standard for mob frameworks a while back, however it has come to a point where it provides unnesscary overhead and lag while heavily limiting mod creators control over the mobs that they create. frankly the minetest lua api makes it easy enough to create a mob on bare metal with no overhead, or you can use mobkit, which still lets you retain nearly completely and low overhead as well as provides you with some sample behavior functions you can use
Thanks for the review, mobs redo api can be as simple or as custom as the user requires.
mobs_redo is better than mobkit in my opinion.. it's easier to use, even non programmers like myself can use it, easily. also it contains a 'do_custom' function which lets you do whatever you like so no that's wrong it does not limit what mod creators can do :)
The problem with using a custom function (=
do_custom
) is that you might as well just use register_entity if you want a lot of custom behaviour. An extensible NPC/mob library should provide a good framework for extensible behaviour. Mobkit makes all behaviours first class - the built-in behaviours and mod-defined behaviours are defined in the same way. Disclaimer: it's been a while since I've read mobkits and mob redo's codewhat I've mentioned was that it does NOT limit what the modder can do, in addition, its API is very easy to use, im not a programmer, but i did make mobs with this while i understood nothing in mobkit. every mod has good and bad sides.
" im not a programmer, " do i need to say more? mobs_redo provides unnecessary overhead and lag you dont need in most cases, also, another thing i forgot about in my review, is that mobs_redo depends on default (minetest game) and optionally on a few more minetest game mods. if it is to be a good framework/library it should be game agnostic, especially as minetest game has been demoted to bug fixes only.
"mobs redo api can be as simple or as custom as the user requires." i believe rubenwardy adressed this quite well
wsor4035 - Your comments would be better addressed in the forums instead of a review page for a mod you clearly do not like to use.
"Your comments would be better addressed in the forums" perhaps "instead of a review page for a mod you clearly do not use." lol, i actually have used it with mobs that depend on it, made a mob with it, and currently still support servers that use it.
mobs redo was updated (in the same day you mentioned) and it no longer depends on anything, as i've mentioned before it is not limited for modders and i can not comment on the "unnecessay lag" part as i didn't notice lag from it, anyway if that's true i hope it will be fixed soon, good luck TenPlus1