Each mob api works differently so being able to detect a specific one for each mob would come in handy when using it's functions, e.g. mobs redo uses self.cmi_is_mob = true, where like you say voxelLibre uses self.is_mob ... and it's a shame no-one else uses the cmi interface.
Textures can be replaced via texture packs, foods act as basic ingredients for what food items are included in the mod or what is added by other mods like Ethereal etc. Hoes and the mithril scythe act that way on purpose :) I do however need to sort documentation someday :P
Textures may not be to everyone's tastes but it's easy to replace them with your own texture pack rather than changing what has already been in use for many years now (check the alt folder in textures for the wood replacement textures you prefer :)
Wood rotates when placed depending on the direction the player is looking, so if you look the same direction when placing all your wooden nodes the patterns line up fine.
Pine nuts are a food item when in snowy areas, it gives you health/hunger or can be used in recipes where needed.
Saplings were made to grow on the dirt that came from their biome so players could use the crystal shovel to pick up coloured dirt and place it where needed, and it also spreads into bare dirt areas which brings new mechanics into play.
@quatro - I double checked and Dmobs do spawn, the intervals and chance may be set high but spawn rates tend to be random depending on the area your player is in. You can also change the 'mobs_chance_multiplier' setting in Mobs Redo itself so that mobs spawn more frequently (change to 0.25 for 4x as much.
Ethereal mod does not make torches harm the player, that falls to 3d_armor mod which has a specific 'fire_protect_torch' setting you can set to false that disables torch damage.
Ethereal adds Crystal Armor which gives the player different levels of fire protection, and wearing a single piece stops torches from harming the player, 3 pieces for actual fire protection and 5 for lava.
If using 3d_armor mod it has a setting called 'enable_fire_protect_torch' you can change to disable torch damage though :)
Please understand that each tool was made to work a certain way, Hoe's dig the soil and removing the higher tier was to stay in-line with minetest_game changes, but I have re-added the Bronze Hoe recipe once more.
The Scythe only harvests crops and is created in such a way that by giving the player an extra seed during replanting, it drops the items on the ground, so quantity over speed.
Most crops however use the {snappy} group which means that any sword used to dig them will work a lot quicker than using your hands.
That's the trade-off, you harvest a crop and it replants without a seed and drops it on the ground for you to pick-up, so extra-seed for some extra-time :)
Bronze, Mese and Diamond hoe's are still in the mod but can only be dropped by lucky blocks of given by admin, also the Mithril Scythe is used to fast harvest crops and replant :)
Hemp can be found on grassland and jungles next to trees, but if it's dfficult to find you could rename the farming.conf_example to farming.conf and tweak hemp spawning from a rare 0.003 to 0.01 instead.
Also Lucky Block mod has a chance of dropping hemp, seeds and blocks :)
Fork this version of nssm onto your own git page then add changes and update, post me link and I can review all the changes you made and hopefully apply them to this release :)
@Neuromancer - All the local function does is add a group to each node {falling_node_damage=2} for damage levels, this can be added directly to the node itself without using the function.
Here's some info that may help, use the dirt_monster.lua mob registration as a base for your own mob and increase view_range to 28, add attack_patience = 200, then add a custom on_spawn(pos) function to the mob definition that does the following:
Gets all objects within a 28 block radius.
Loops through those objects to check if any obj:is_player()
Uses mob_entity:do_attack(player) to hunt down that player.
Place a mob:spawner within a simple maze to see if it all works :)
You could also run a timer inside a do_custom function that checks every 30 seconds incase it didn't find a player the first time. Good Luck!
If the player is close enough that all chunks are loaded and fnaf monster can be placed via spawner, you can use the mob pathfinding to locate the player and plot a course, using on_spawn special function for the mob it can automatically locate the nearest player and use mob_entity:do_attack(player) to make it hunt and attack them.
The Mobs API has line of sight that tends to stop when hitting solid walls, but you can always tinker with the do_custom and custom_attack special functions in the mob definition to override that.
@CalebJ - Thank you for your comments :) I am aware that not all foods have a use and was leaving this for other mods to fill the void, although I am always open to suggestions and the odd pull request containing new food items :P
I've changed it so that when 'nssm.spiders_litter_web' is False, spiders wont place webs while walking around, and when attacking players they still shoot webs at you, but they dissolve after 15 seconds to keep the map clean :)
@quenenni - I've added a timer for spiders placing webs so they wont appear everywhere, setting the 'nssm.spiders_litter_web' setting to false disables web placement altogether, and using a sword allows you to dig any web and return cotton.
@zielony12 - If you pop into Minetest settings and look for 'mob_chance_multiplier' you can set it to 0.5 to double all spawn rates, 0.25 to quadruple etc.
I've added the 'ethereal.abundant_onions' setting that you can disable so they don't appear as often in the world. Originally ChinChow wanted onions to be all around so players could survive better.
Each mob api works differently so being able to detect a specific one for each mob would come in handy when using it's functions, e.g. mobs redo uses self.cmi_is_mob = true, where like you say voxelLibre uses self.is_mob ... and it's a shame no-one else uses the cmi interface.
Textures can be replaced via texture packs, foods act as basic ingredients for what food items are included in the mod or what is added by other mods like Ethereal etc. Hoes and the mithril scythe act that way on purpose :) I do however need to sort documentation someday :P
Textures may not be to everyone's tastes but it's easy to replace them with your own texture pack rather than changing what has already been in use for many years now (check the alt folder in textures for the wood replacement textures you prefer :)
Wood rotates when placed depending on the direction the player is looking, so if you look the same direction when placing all your wooden nodes the patterns line up fine.
Pine nuts are a food item when in snowy areas, it gives you health/hunger or can be used in recipes where needed.
Saplings were made to grow on the dirt that came from their biome so players could use the crystal shovel to pick up coloured dirt and place it where needed, and it also spreads into bare dirt areas which brings new mechanics into play.
@quatro - I double checked and Dmobs do spawn, the intervals and chance may be set high but spawn rates tend to be random depending on the area your player is in. You can also change the 'mobs_chance_multiplier' setting in Mobs Redo itself so that mobs spawn more frequently (change to 0.25 for 4x as much.
Ethereal mod does not make torches harm the player, that falls to 3d_armor mod which has a specific 'fire_protect_torch' setting you can set to false that disables torch damage.
Ethereal adds Crystal Armor which gives the player different levels of fire protection, and wearing a single piece stops torches from harming the player, 3 pieces for actual fire protection and 5 for lava.
If using 3d_armor mod it has a setting called 'enable_fire_protect_torch' you can change to disable torch damage though :)
Please understand that each tool was made to work a certain way, Hoe's dig the soil and removing the higher tier was to stay in-line with minetest_game changes, but I have re-added the Bronze Hoe recipe once more.
The Scythe only harvests crops and is created in such a way that by giving the player an extra seed during replanting, it drops the items on the ground, so quantity over speed.
Most crops however use the {snappy} group which means that any sword used to dig them will work a lot quicker than using your hands.
That's the trade-off, you harvest a crop and it replants without a seed and drops it on the ground for you to pick-up, so extra-seed for some extra-time :)
Bronze, Mese and Diamond hoe's are still in the mod but can only be dropped by lucky blocks of given by admin, also the Mithril Scythe is used to fast harvest crops and replant :)
To throw spears aim and press Q to drop, it'll toss it towards an enemy at speed.
It only comes with the readme.md file within the mod folder and what information is contained in the forum thread.
Hemp can be found on grassland and jungles next to trees, but if it's dfficult to find you could rename the farming.conf_example to farming.conf and tweak hemp spawning from a rare 0.003 to 0.01 instead.
Also Lucky Block mod has a chance of dropping hemp, seeds and blocks :)
@Alatarius - That was an oops! on my part, I fixed the typo in the recipe and now it's working in the new update :P
@Alatarius - Gelatin powder is used to craft Turkish Delight in Farming Redo :P
This is going to make for some real interesting mining :)
Updated.
If I can find a nicely animated lizard model that's small enough then why not :P
Fork this version of nssm onto your own git page then add changes and update, post me link and I can review all the changes you made and hopefully apply them to this release :)
License file has been updated.
If I remember correctly if pipeworks mod isn't installed then a well placed river_water_source nearby can also refill the barrel all on it's own :p
@Neuromancer - All the local function does is add a group to each node {falling_node_damage=2} for damage levels, this can be added directly to the node itself without using the function.
I dont use blender myself, it may be worth finding someone more knowledgable in the minetest forums at https://forum.minetest.net/index.php
Here's some info that may help, use the dirt_monster.lua mob registration as a base for your own mob and increase view_range to 28, add attack_patience = 200, then add a custom on_spawn(pos) function to the mob definition that does the following:
You could also run a timer inside a do_custom function that checks every 30 seconds incase it didn't find a player the first time. Good Luck!
If the player is close enough that all chunks are loaded and fnaf monster can be placed via spawner, you can use the mob pathfinding to locate the player and plot a course, using on_spawn special function for the mob it can automatically locate the nearest player and use mob_entity:do_attack(player) to make it hunt and attack them.
The Mobs API has line of sight that tends to stop when hitting solid walls, but you can always tinker with the do_custom and custom_attack special functions in the mob definition to override that.
@Kazoo - Dmobs has the hedgehog.
Try drinking 4x alvoholic beverages from Wine mod and they will be even more so :P
@ThePeasantJoe - The Simple Dialog and NPC Talk mods fill that gap nicely allowing full conversations and adventure game dialog to be added to NPC's.
@CalebJ - Thank you for your comments :) I am aware that not all foods have a use and was leaving this for other mods to fill the void, although I am always open to suggestions and the odd pull request containing new food items :P
I knew it would escape the mod one day and wreak havoc on the minetest world :)
@tehanu1138 - I've added 'ethereal.logs' setting in the latest release that adds back fallen logs for most biomes.
This mod adds a lot of character to the player model which I like a lot :)
I've changed it so that when 'nssm.spiders_litter_web' is False, spiders wont place webs while walking around, and when attacking players they still shoot webs at you, but they dissolve after 15 seconds to keep the map clean :)
@quenenni - I've added a timer for spiders placing webs so they wont appear everywhere, setting the 'nssm.spiders_litter_web' setting to false disables web placement altogether, and using a sword allows you to dig any web and return cotton.
Of course, then all mobs will spawn across your world more frequently.
@zielony12 - If you pop into Minetest settings and look for 'mob_chance_multiplier' you can set it to 0.5 to double all spawn rates, 0.25 to quadruple etc.
@zielony12 - Most monsters spawn when it's dark or underground, the sand monster can spawn at anytime along with some spiders.
@CocoMarck - I'm glad you like my mods :) as for a visual health bar, we've got you covered with this mod:
https://content.minetest.net/packages/Mantar/visual_harm_1ndicators/
I've added the 'ethereal.abundant_onions' setting that you can disable so they don't appear as often in the world. Originally ChinChow wanted onions to be all around so players could survive better.
Check the nssm mod settings and you can turn off web littering by changing 'nssm.spiders_litter_web' to false.