@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.
@shaft - If you pop into settings and change the 'mob_chance_multiplier' to 0.5 it will half the spawn chance of every mob and double it's spawn rate. e.g. 1 in 8000 becomes 1 in 4000 chance of spawning.
I've added a new setting 'otherworlds.ore_chance' so you can change the chance of ore appearing in asteroids (default is 33 [0 to 100]). I will look into XtraOres at some point.
Mod has been updated to use group:leather so the mobs mods listed all work with the same recipe, also Vegan Leather has been added which can be crafted from mushrooms :)
Would it be possible to put your mods on github.com or notabug.org so we can see the source and post any issues or updates ? There's a few tweaks the mobs one's need.
I have tested each recipe and all seem to work fine, either by fermenting items or crafting. I will however update the main page for ContentDB to show how to make each drink.
On a side note, what version of Minetest are you using ? and are you running Minetest_Game or another [game] ?
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.
Saves a little panic when you're pet dungeon master attacks you and you can see it's health bar after a good slap :)
You could always create a spawn.lua file (example file comes with mobs_animal) and tweak the spawn settings to your liking.
@shaft - If you pop into settings and change the 'mob_chance_multiplier' to 0.5 it will half the spawn chance of every mob and double it's spawn rate. e.g. 1 in 8000 becomes 1 in 4000 chance of spawning.
This is my favourite game, it's a blank slate waiting for your own mods to be added.
I did prefer it this way when it used a bonemeal item every sapling chance, growing or not :)
I've added a new setting 'otherworlds.ore_chance' so you can change the chance of ore appearing in asteroids (default is 33 [0 to 100]). I will look into XtraOres at some point.
Mod has been updated to use group:leather so the mobs mods listed all work with the same recipe, also Vegan Leather has been added which can be crafted from mushrooms :)
Each of the asteroids has a chance of containing ores inside them, you can find iron, copper, gold, diamond and mese.
Would it be possible to put your mods on github.com or notabug.org so we can see the source and post any issues or updates ? There's a few tweaks the mobs one's need.
I dont know what to say Alatarius, it's working fine here for all three recipes:
https://notabug.org/TenPlus1/bows/src/master/items.lua#L5
https://github.com/ElCeejo/animalia/blob/main/craftitems.lua#L165
What version of Minetest are you using ?
Recipe item detection has been fixed and now works with default, mobs_animal and animalia mobs.
A handy mod if you want sugar in your world, but to make it work with recipes you need to add 'groups = {food_sugar=1}' to the sugar item.
I have tested each recipe and all seem to work fine, either by fermenting items or crafting. I will however update the main page for ContentDB to show how to make each drink.
On a side note, what version of Minetest are you using ? and are you running Minetest_Game or another [game] ?
@Alatarius - Which version of Minetest are you using ? Recipes with missing items should never appear if a certain mod isn't active.
I've never tested it with ruben's quick craft mod, I would hope so.
You just need to click the "Settings" tab and look for regrow in the list, it's harmless :)
You can easily change the time it takes to regrow fruits via settings :)
You also have commands for players like /protector_hide and /protector_show so you can hide them properly :)