@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 :)
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] ?
Tamed mobs will not despawn and if it was enclosed they shouldn't escape, the only other thing I can think of is that a monster spawned nearby and attacked the animals but that seems unlikely to get them all. Make sure there's enough room and none of them push each other into a solid block causing them to suffocate.
It all depends what the pen was made from, using fences/ walls or gates should stop the majority of them from escaping, there are special double high mob walls to stop the most pesky of escape artists also :)
If you build a 3x3 block of obsidian with special blocks in the corners (lava, obsidian, cactus, ice, diamond) and the dragon gem in the centre, it will eventually birth a new dragon.
I've disabled runaway and pathfinding for the Fox mob so it acts better, Boss Water Dragon needs a decent weapon in-hand to deal damage, I've fixed the damage when standing still, knockback turning is an api feature (not dmobs), mobs killed drop random items, many items are special drops and shouldnt have a craft recipe. Foxes attacking mobs is the mob behaviour, Stone Golem's take light damage when out in the open.
Thanks for the kind words :) I'm glad to say though that the error you experienced isn't due to the builtin_item mod itself but rather another function located within the builtin folder for minetest (it handles a few tasks in there), and by the looks of it a minetest.after command gone rogue.
@TestificateMods - Thanks for the review, Farming Redo only really removes the sand soil and the API works the same as default farming, but the growing crops uses a more realistic poisson method of growing which works even when the player isn't around.
NPCs are set to spawn on brick blocks next to a grass_3 node, which is quite specific but done on purpose. Igors will spawn on a meat block next to a brick, and Traders have their own spawn shop blocks.
@FavoritoHJS - Will check quicksand issue and fix, as for the 32x textures - I liked the detail it gave and some of them took ages to make so I'm quite proud of them, but easily replaced by texture packs if needed.
@VerdiShubert - Thanks for getting back to me, I checked both basic_houses and smaller_steps with minetest 5.6 and above and both worked ok, will keep testing just incase.
@VerdiShubert - May I ask what troubles you are getting ? Stairs Redo is a fully compatible drop-in replacement for the default stairs mod with new features.
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.
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 :)
Careful of the kittens, they chase the rats :)
Tamed mobs will not despawn and if it was enclosed they shouldn't escape, the only other thing I can think of is that a monster spawned nearby and attacked the animals but that seems unlikely to get them all. Make sure there's enough room and none of them push each other into a solid block causing them to suffocate.
It all depends what the pen was made from, using fences/ walls or gates should stop the majority of them from escaping, there are special double high mob walls to stop the most pesky of escape artists also :)
When they hatch they will be friendly.
If you build a 3x3 block of obsidian with special blocks in the corners (lava, obsidian, cactus, ice, diamond) and the dragon gem in the centre, it will eventually birth a new dragon.
I've disabled runaway and pathfinding for the Fox mob so it acts better, Boss Water Dragon needs a decent weapon in-hand to deal damage, I've fixed the damage when standing still, knockback turning is an api feature (not dmobs), mobs killed drop random items, many items are special drops and shouldnt have a craft recipe. Foxes attacking mobs is the mob behaviour, Stone Golem's take light damage when out in the open.
@Ruberwardy - Exactly :) and until Minetest adopts one and places it inside the default game for global use it will sadly remain that way.
Pova was released beforehand and was adopted by many mods including 3d_armor, Other Worlds and Climate API, as well as my own.
These issues have been fixed in my fork of this mod: https://notabug.org/TenPlus1/mobs_skeletons
@Xerith IV - I've ran tests and cannot duplicate the error, everything works fine.
@The omega crazytails - It shouldnt, I update every version of Ethereal mod on Xanadu the same way and it's working a-ok :P
Thanks for the kind words :) I'm glad to say though that the error you experienced isn't due to the builtin_item mod itself but rather another function located within the builtin folder for minetest (it handles a few tasks in there), and by the looks of it a minetest.after command gone rogue.
A great game with some catchy music, nice concept overall :) Controls a little fiddly at times but hey, can't have it all :P
NPCs should float on water which does seem a little high, so I'll look into fixing this in an update :)
@TestificateMods - Thanks for the review, Farming Redo only really removes the sand soil and the API works the same as default farming, but the growing crops uses a more realistic poisson method of growing which works even when the player isn't around.
We have 3x ways to accomplish what you are asking, 1 is the 'mob_chance_multiplier' in the mob api:
https://notabug.org/TenPlus1/mobs_redo/src/master/api.txt#L742
The second is the mob chance override feature setting:
https://notabug.org/TenPlus1/mobs_redo/src/master/api.txt#L768
and third is renaming 'spawn_example.lua' within the mobs_monster folder to spawn.lua and editing the settings directly:
https://notabug.org/TenPlus1/mobs_monster/src/master/spawn_example.lua
NPCs are set to spawn on brick blocks next to a grass_3 node, which is quite specific but done on purpose. Igors will spawn on a meat block next to a brick, and Traders have their own spawn shop blocks.
Holding down sneak and right-clicking any mob will list the items it will follow and eat in your chat window :)
Hedgehogs follow and eat bread for healing :)
Awesome models and informative Sirrobzeroone :)
@FavoritoHJS - Will check quicksand issue and fix, as for the 32x textures - I liked the detail it gave and some of them took ages to make so I'm quite proud of them, but easily replaced by texture packs if needed.
@VerdiShubert - Thanks for getting back to me, I checked both basic_houses and smaller_steps with minetest 5.6 and above and both worked ok, will keep testing just incase.
@VerdiShubert - May I ask what troubles you are getting ? Stairs Redo is a fully compatible drop-in replacement for the default stairs mod with new features.