It's not necessary that a mob's mesh should be a b3d (or indeed that its visual should be a mesh at all). You should be able simply to specify another visual type.
I've already told you what must be altered, but sure, I shall elaborate. The mob must cease to override "on_step," and the custom physics must be deleted, after which AI functions must be defined to perform the functions which these methods previously did.
I suggest referring to one of the existing mobs in mobs_mc, such as the Vex.
The code in this package was generated by an LLM, and exhibits unmistakable hallmarks of this in its exercise of the mob API.
Mobs should never overload on_step, for that circumvents the mob API entirely, and defeats the purpose of the mob API. The rest of the implementation comprises inferior substitutes for physics facilities which already exist in the mob API, but were disabled by this measure, and there are also numerous instances where fields defined by facilities in the mob API which are circumvented here are defined in the mob table, by a program which clearly does not understand why they exist. This practice is not supported by mcl_mobs; it is not guaranteed to continue functioning, and you would be far better served by either defining an ordinary entity with your code, or conforming your mob implementation to the AI and physics systems defined by mcl_mobs.
Then change description of your goddamn game to "just another Luanti game" instead of based on "Minecraft" instead of BS, I could completelly make a copy of mineclonia in less than 6 months
"Minecraft" encompasses much more beyond just the latest release of Microsoft's voxel game, you know.
It is rarelly updated, and the "makers" of this game are really lazy, saying that they will add stuff like the spear in the next update on a thread but just don't.
I think it scarcely does us justice to accuse us of laziness when we have (within the last 6 months) introduced a complete reimplementation of Minecraft 1.20.4's level generator and several new mobs. Some of the developers, such as I myself, are just not that interested in Mojang's newest embellishments. I certainly am not very attached to any features which did not exist in Minecraft Beta 1.7.3, which was the last release I played myself.
To test these changes, you must configure your map generator to "singlenode," or the old mapgen system will be enabled which retains compatibility with Luanti map generation APIs.
Your changes appear to have been generated by LLMs with little familiarity with the new level generator API, and consequently are simply minor variations on the built-in engine APIs, which are not supported by mcl_levelgen? If you are incapable of writing these changes yourself, I suggest providing API.txt (https://codeberg.org/mineclonia/mineclonia/src/branch/main/mods/MAPGEN/mcl_levelgen/API.txt) to the utility which you use to generate your mod.
It would be advisible for you to refrain from redundantly pasting mob definitions from mcl_mobs into your own code. bogged.lua, for instance, is downright a copy of skeleton.lua in mcl_mobs; it would be much more elegant to extend the existing skeleton table, as the Wither Skeleton implementation does.
breeze.lua displays evidence of being copied from blaze.lua with absolutely no attempt to understand the implications of the code which was copied. Are breezes really supposed to be fire-resistant, and accordingly fearless of fire?
This patch: https://paste.debian.net/hidden/4aac6cc1 is required to maintain compatibility with the structure generation system in recent versions of Mineclonia.
Waterlogging is not possible on account of engine limitations.
If spears are introduced, their mechanics will be reproduced faithfully to Minecraft rather than in the manner of VoxeLibre's spears, which are simply embellished tridents (which we already have, in a much more complete form).
What cora said. I need only add that POIs are nodes in the map marked as "points of interest," which currently only exist to record villager job sites.
If you type /locate structure/biome/poi, the game will print a list of available identifiers.
No, what I suspect the OP doesn't understand is that villagers are required to sleep and have a line of sight to each other to be eligible to spawn iron golems. This isn't a bug, just a mechanic in Minecraft 1.14+ that undermines iron farm tutorials made for earlier versions.
mcl_mobs should be considered undocumented for all intents and purposes, as its documentation predates the mob API rewrite and is of no value whatever.
As regards the consequences of altering movement_speed directly, they will begin to appear when status effects are applied, or when mods alter their movement speed with physics modifiers for other reasons. It may work now, but there is no guarantee that it will function in all circumstances or in the future.
The next release of Mineclonia will feature a custom Lua map generator which, for diverse technical reasons, does not use the engine's biome system. In consequence, your biome abstraction layer must be adjusted to invoke the biome system abstraction layer that is provided by Mineclonia:
The next release of Mineclonia will feature a custom Lua map generator which, for diverse technical and non-technical reasons, does not support decorations or biomes registered through the engine. In consequence, to support the next major release of Mineclonia, your mod must be altered to register its ores in the appropriate new biomes as features with mcl_levelgen's feature placement facilities. See:
The next release of Mineclonia will feature a custom Lua map generator which, for diverse technical and non-technical reasons, does not support decorations or biomes registered through the engine. In consequence, to support the next major release of Mineclonia, your mod must be altered to register its stone blob definitions in the appropriate new biomes with mcl_levelgen's feature placement facilities. See:
The next release of Mineclonia will feature a custom Lua map generator which, for diverse technical and non-technical reasons, does not support decorations or biomes registered through the engine. In consequence, to support the next major release of Mineclonia, your mod must be altered to register its flower decorations in the appropriate new biomes with mcl_levelgen's feature placement facilities. See:
Our priority is to reproduce Minecraft. Backward compatibility is a nicety but if it gets in the way, you may expect it to be dispensed with. By contrast, playing VoxeLibre entails sacrificing this fidelity to Minecraft for their creative vision--the choice is yours.
It's not necessary that a mob's mesh should be a b3d (or indeed that its visual should be a mesh at all). You should be able simply to specify another visual type.
I've already told you what must be altered, but sure, I shall elaborate. The mob must cease to override "on_step," and the custom physics must be deleted, after which AI functions must be defined to perform the functions which these methods previously did.
I suggest referring to one of the existing mobs in mobs_mc, such as the Vex.
The code in this package was generated by an LLM, and exhibits unmistakable hallmarks of this in its exercise of the mob API.
Mobs should never overload on_step, for that circumvents the mob API entirely, and defeats the purpose of the mob API. The rest of the implementation comprises inferior substitutes for physics facilities which already exist in the mob API, but were disabled by this measure, and there are also numerous instances where fields defined by facilities in the mob API which are circumvented here are defined in the mob table, by a program which clearly does not understand why they exist. This practice is not supported by mcl_mobs; it is not guaranteed to continue functioning, and you would be far better served by either defining an ordinary entity with your code, or conforming your mob implementation to the AI and physics systems defined by mcl_mobs.
Yours, &c.
What tool are you utilizing to attack the dragon?
Please file an issue on the bug tracker.
Because the developer who implemented them was? We're not all of us one and the same person.
"Minecraft" encompasses much more beyond just the latest release of Microsoft's voxel game, you know.
I think it scarcely does us justice to accuse us of laziness when we have (within the last 6 months) introduced a complete reimplementation of Minecraft 1.20.4's level generator and several new mobs. Some of the developers, such as I myself, are just not that interested in Mojang's newest embellishments. I certainly am not very attached to any features which did not exist in Minecraft Beta 1.7.3, which was the last release I played myself.
They're Ice Towers, and you can locate them by executing "/locate structure mcl_extra_structures:ice_tower".
To test these changes, you must configure your map generator to "singlenode," or the old mapgen system will be enabled which retains compatibility with Luanti map generation APIs.
Thanks.
Your changes appear to have been generated by LLMs with little familiarity with the new level generator API, and consequently are simply minor variations on the built-in engine APIs, which are not supported by mcl_levelgen? If you are incapable of writing these changes yourself, I suggest providing API.txt (https://codeberg.org/mineclonia/mineclonia/src/branch/main/mods/MAPGEN/mcl_levelgen/API.txt) to the utility which you use to generate your mod.
It would be advisible for you to refrain from redundantly pasting mob definitions from mcl_mobs into your own code. bogged.lua, for instance, is downright a copy of skeleton.lua in mcl_mobs; it would be much more elegant to extend the existing skeleton table, as the Wither Skeleton implementation does.
breeze.lua displays evidence of being copied from blaze.lua with absolutely no attempt to understand the implications of the code which was copied. Are breezes really supposed to be fire-resistant, and accordingly fearless of fire?
Much obliged!
This patch: https://paste.debian.net/hidden/4aac6cc1 is required to maintain compatibility with the structure generation system in recent versions of Mineclonia.
Waterlogging is not possible on account of engine limitations.
If spears are introduced, their mechanics will be reproduced faithfully to Minecraft rather than in the manner of VoxeLibre's spears, which are simply embellished tridents (which we already have, in a much more complete form).
What cora said. I need only add that POIs are nodes in the map marked as "points of interest," which currently only exist to record villager job sites.
If you type /locate structure/biome/poi, the game will print a list of available identifiers.
As I posted in the issue tracker:
mcl_mobs should be considered undocumented for all intents and purposes, as its documentation predates the mob API rewrite and is of no value whatever.
As regards the consequences of altering movement_speed directly, they will begin to appear when status effects are applied, or when mods alter their movement speed with physics modifiers for other reasons. It may work now, but there is no guarantee that it will function in all circumstances or in the future.
Mods mustn't modify a mob's movement_speed field directly in Mineclonia, but install physics modifiers with "add_physics_factor", e.g.:
see https://minecraft.wiki/w/Attribute#Modifiers for further details.
The next release of Mineclonia will feature a custom Lua map generator which, for diverse technical reasons, does not use the engine's biome system. In consequence, your biome abstraction layer must be adjusted to invoke the biome system abstraction layer that is provided by Mineclonia:
https://codeberg.org/mineclonia/mineclonia/src/branch/mineclonia_mapgen/mods/MAPGEN/mcl_biome_dispatch/API.txt
For a list of biomes that are currently defined and the criteria for their generation, refer to:
https://codeberg.org/mineclonia/mineclonia/src/branch/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/biomes.lua
The next release of Mineclonia will feature a custom Lua map generator which, for diverse technical and non-technical reasons, does not support decorations or biomes registered through the engine. In consequence, to support the next major release of Mineclonia, your mod must be altered to register its ores in the appropriate new biomes as features with mcl_levelgen's feature placement facilities. See:
https://codeberg.org/mineclonia/mineclonia/src/branch/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/API.txt
and for examples how this may be accomplished,
https://codeberg.org/mineclonia/mineclonia/src/commit/main/mods/ITEMS/mcl_flowers/lg_register.lua (search for "mcl_levelgen:ore_lapis_*" or the like).
The next release of Mineclonia will feature a custom Lua map generator which, for diverse technical and non-technical reasons, does not support decorations or biomes registered through the engine. In consequence, to support the next major release of Mineclonia, your mod must be altered to register its stone blob definitions in the appropriate new biomes with mcl_levelgen's feature placement facilities. See:
https://codeberg.org/mineclonia/mineclonia/src/branch/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/API.txt
and for examples how this may be accomplished,
https://codeberg.org/mineclonia/mineclonia/src/commit/main/mods/ITEMS/mcl_flowers/lg_register.lua (search for "mcl_levelgen:ore_diorite" or the like).
The next release of Mineclonia will feature a custom Lua map generator which, for diverse technical and non-technical reasons, does not support decorations or biomes registered through the engine. In consequence, to support the next major release of Mineclonia, your mod must be altered to register its flower decorations in the appropriate new biomes with mcl_levelgen's feature placement facilities. See:
https://codeberg.org/mineclonia/mineclonia/src/branch/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/API.txt
and for examples how this may be accomplished,
https://codeberg.org/mineclonia/mineclonia/src/commit/main/mods/ITEMS/mcl_flowers/lg_register.lua
Our priority is to reproduce Minecraft. Backward compatibility is a nicety but if it gets in the way, you may expect it to be dispensed with. By contrast, playing VoxeLibre entails sacrificing this fidelity to Minecraft for their creative vision--the choice is yours.