Linuxdirk wrote:Maybe I’m doing something wrong but is it that I can kill the mobs with one hit with a Mese pickaxe? (And why aren’t they jumping to reach me?)
Link to the correct time position of one of my LP videos talking about that fact and demonstrating it in German
Linuxdirk wrote:I just started the game again and now it’s even possible to simply punch them once with bare hands to make them instantly disappear.
I think I’ll address that again in my next video (released today or tomorrow) :)
maikerumine wrote:By chance is creative mode checked as well?
qyron wrote:Is this mod still being supported?
I've tried to add it to my game and it won't work due to a mod error.
mahmutelmas06 wrote:mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height)
Look at values called chance and active_object_count wich are 9000 and 1 below.
mobs:register_spawn("mobs:sheep", {"default:dirt_with_grass"}, 20, 8, 9000, 1, 31000)
Soudon wrote:Ok so I changed the 9000 and 1 around to 150000 1, 1 and 1, 1 and 15000 etc... doesnt effect anything at all.
Soudon wrote:I hadnt but since I have
Soudon wrote:I'm just going to stop posting.
Soudon wrote:alright so my sand_monster is fine, now my dirt_monster I can see but once I get close it disappears any have any ideas?
Krock wrote:Soudon wrote:I'm just going to stop posting.Soudon wrote:alright so my sand_monster is fine, now my dirt_monster I can see but once I get close it disappears any have any ideas?
They die when it's too bright, read this wiki article.
MangleFox70 wrote:Is there a way to disable *only* the Dungeon Master (or any other destructive ones if there are any)? For now I'm using the config to allow only friendlies, but would rather allow all the others.
mobs:register_spawn("mobs:dungeon_master", {"default:stone"}, 2, -1, 7000, 1, -50)
mobs:register_mob("mobs:dungeon_master", {
type = "monster",
hp_max = 10,
collisionbox = {-0.7, -0.01, -0.7, 0.7, 2.6, 0.7},
visual = "mesh",
mesh = "mobs_dungeon_master.x",
textures = {"mobs_dungeon_master.png"},
visual_size = {x=8, y=8},
makes_footstep_sound = true,
view_range = 15,
walk_velocity = 1,
run_velocity = 3,
damage = 4,
drops = {
{name = "default:mese",
chance = 100,
min = 1,
max = 2,},
},
armor = 60,
drawtype = "front",
water_damage = 1,
lava_damage = 1,
light_damage = 0,
on_rightclick = nil,
attack_type = "shoot",
arrow = "mobs:fireball",
shoot_interval = 2.5,
sounds = {
attack = "mobs_fireball",
},
animation = {
stand_start = 0,
stand_end = 19,
walk_start = 20,
walk_end = 35,
punch_start = 36,
punch_end = 48,
speed_normal = 15,
speed_run = 15,
},
})
mobs:register_spawn("mobs:dungeon_master", {"default:stone"}, 2, -1, 7000, 1, -50)
dofile(path.."/dungeonmaster.lua")
mine_el wrote:I am experimenting with these mobs by editing init.lua. However, they appear so scarcely in the world that i have to search for a long time before i find one.
How can i affect their initial number (e.g. create 1000 dirt_monsters at world start)?
MangleFox70 wrote:Update: this worked wonderfully! While I was at it I also replaced the sheep sounds with a nicer "baby lamb" sound. Going to dig deeper now that I know I can edit the mod directly, and see what else we can come up with :) Our customized version has been included on both of our servers.
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