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Re: [Mod] Mobs Redo [1.34] [mobs]

zorman: the snippet of code I posted only handles a path length of 16 nodes, try increasing it to 50.
by TenPlus1
Sat Apr 01, 2017 16:50
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: Removal of Nyan Cats: how to preserve them in worlds

Aliases change the node so long as the alias is active and removing it returns the node to an unknown... To keep nyan's and pb&j pups try using this replacement mod: github.com/tenplus1/pbj_pup
by TenPlus1
Sat Apr 01, 2017 08:39
 
Forum: Minetest News
Topic: Removal of Nyan Cats: how to preserve them in worlds
Replies: 30
Views: 24118

Re: [Mod] Mobs Redo [1.34] [mobs]

I think the hops are the pathfinders way of making the mob unstuck if it gets stuck at some point.
by TenPlus1
Fri Mar 31, 2017 07:14
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [Mod] Mobs Redo [1.34] [mobs]

They do ? which mod, what's it standing on at the time ?
by TenPlus1
Thu Mar 30, 2017 18:36
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [Mod] Mobs Redo [1.34] [mobs]

D00Med, maybe this will help, it's a small routine that sends the mob to a specific position at night time: do_custom = function(self, dtime) self.home_timer = (self.home_timer or 0) + dtime if self.home_timer < 1 then return end -- every 1 second self.home_timer = 0 if self.time_of_day > 0.2 and se...
by TenPlus1
Thu Mar 30, 2017 16:02
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: RIP Nyan Cats.

For anyone interested here is PB&J Pup (redo) which contains the original Nyan Cat alongside the PB&J Pup and has both spawning in world by default... It uses the new 'pbj_pup_generate' setting to turn spawning on/off, has sounds removed (never liked those), candies removed so that rainbows ...
by TenPlus1
Thu Mar 30, 2017 07:07
 
Forum: Minetest General
Topic: RIP Nyan Cats.
Replies: 24
Views: 12545

Re: [Mod] Mobs Redo [1.34] [mobs]

Update:

Mob pathfinding level 2 has been tweaked so that they can break through walls and build up to get to player (not through hard nodes like obsidian etc)
by TenPlus1
Wed Mar 29, 2017 10:52
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [Mod] Mobs Redo [1.34] [mobs]

self.path.way holds the pathfinder table which is a result of the minetest.find_path() function that provides the mob with a list of positions to follow until it reaches the player it wishes to attack... I am looking into a way of overriding this feature so that a home position can be given and it w...
by TenPlus1
Wed Mar 29, 2017 07:20
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [MOD] Ethereal NG [1.22] [ethereal]

Ideas are more than welcome:)
by TenPlus1
Tue Mar 28, 2017 07:28
 
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.22] [ethereal]
Replies: 64
Views: 33746

Re: Xanadu Server

Most of the food items are custom to Xanadu and permissions granted to use the textures :)
by TenPlus1
Tue Mar 28, 2017 07:27
 
Forum: Minetest Servers
Topic: Xanadu Server
Replies: 2713
Views: 513729

Re: [Mod] Mobs Redo [1.34] [mobs]

Sadly mobs aren't that smart but in the api we have a mob variable called self.path.way which contains the pathfinding data for a mob to find and get to the player when attacking, and this could possibly be modified to a HOME position instead if mob has pathfinding enabled :)
by TenPlus1
Sat Mar 25, 2017 20:25
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [Mod] Mobs Redo [1.34] [mobs]

Mobs themselves only save variables beginning with self. and that's it, anything else you add has to be saved either in a file or setting.
by TenPlus1
Fri Mar 24, 2017 08:16
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [mod] Hopper with hopper sorter [wip][hopper]

My own hopper mod and Facedeer's uses a common api if you wanna somehow use that for compatibility :) also remember technic has an autocrafter which can be used to compress/craft/etc. if we add a main and output inventory for the hoppers to use :)
by TenPlus1
Tue Mar 21, 2017 13:01
 
Forum: WIP Mods
Topic: [mod] Hopper with hopper sorter [wip][hopper]
Replies: 21
Views: 4633

Re: [mod] Hopper with hopper sorter [wip][hopper]

Heh, so far we have 4 hopper mods, jordan's original which I recoded and added an api, facedeer's recode which adds chutes and burli's which adds sorting tubes :)
by TenPlus1
Tue Mar 21, 2017 11:39
 
Forum: WIP Mods
Topic: [mod] Hopper with hopper sorter [wip][hopper]
Replies: 21
Views: 4633

Re: [Mod] Mobs Redo [1.34] [mobs]

Update:

- New setting added for "dogshoot" attack mode which adds a new timer between shooting and dogfighting.
- Code tweaked, tidied and bugs fixed
by TenPlus1
Tue Mar 21, 2017 11:36
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [Mod] Mobs Redo [1.34] [mobs]

Sandworm and Bacteriophage should both me in the nssm mod.
by TenPlus1
Mon Mar 20, 2017 20:40
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [Mod] Mobs Redo [1.34] [mobs]

Andrey01: most of those mobs already come as an addon-mod for mobs redo, no point making this mod any larger than it has to be :)
by TenPlus1
Sun Mar 19, 2017 20:21
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: I'm leaving minetest

Sorry to see you go dude, and a huge thanks for everything you've done for Minetest :)

Good luck on your new interests :)
by TenPlus1
Sun Mar 19, 2017 09:00
 
Forum: Minetest News
Topic: I'm leaving minetest
Replies: 12
Views: 6288

Re: RANT: Forbidden guest accounts / empty password

Sorry but I feel that server passwords are a handy feature as it stops other people taking over your account and pretending to be you so they can grief/swear etc. Also if you build something awesome as a guest and try to protect it you would really want a password to stop anyone else claiming your b...
by TenPlus1
Sun Mar 19, 2017 07:42
 
Forum: Minetest General
Topic: RANT: Forbidden guest accounts / empty password
Replies: 9
Views: 4699

Re: knockback

*fwaps wuzzy with a rubber fish to test knock-back*
by TenPlus1
Sun Mar 19, 2017 07:33
 
Forum: Minetest Features
Topic: knockback
Replies: 33
Views: 12897

Re: [mod] Hopper Sorter [wip]

Nice feature :)
by TenPlus1
Sat Mar 18, 2017 07:56
 
Forum: WIP Mods
Topic: [mod] Hopper with hopper sorter [wip][hopper]
Replies: 21
Views: 4633

Re: [Mod] Farming Redo [1.23] [farming]

I never liked having sand become soil so farming redo only allows dirt to be hoe'd and any existing sand_soil will become dirt_soil.
by TenPlus1
Fri Mar 17, 2017 08:12
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.23] [farming]
Replies: 162
Views: 46480

Re: [Mod] Farming Redo [1.23] [farming]

Once you have used a hoe on dirt near water you can plant crops directly by right-clicking the wet soil with either a food item or a seed.
by TenPlus1
Fri Mar 10, 2017 20:45
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.23] [farming]
Replies: 162
Views: 46480

Re: [Mod] WorldEdit [1.0] [worldedit]

You need to be specific with the mod names... e.g.

//replace default:dirt_with_grass mymod:fake_grass
by TenPlus1
Wed Mar 08, 2017 07:36
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275937

Re: [Mod] Sandplus [sandplus] [2.1]

+1000 :)
by TenPlus1
Tue Mar 07, 2017 14:32
 
Forum: WIP Mods
Topic: [Mod] Sandplus [sandplus] [3.0]
Replies: 31
Views: 5140

Re: [Mod] Mobs Redo [1.34] [mobs]

Update: - Added new animation function to handle built-in AND custom animations for mob e.g. walk_start = 16, walk_end = 24, walk_speed = 15, punch_start = 16, punch_end = 24, punch_speed = 20, twerk_start = 25, twerk_end = 40, twerk_speed = 3000, - New replace function added which can use tables e....
by TenPlus1
Mon Mar 06, 2017 14:23
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [Mod] Mobs Redo [1.34] [mobs]

ExeterDad - I've fixed that problem now, lava flan should swim around happily inside lava for now.
by TenPlus1
Sun Mar 05, 2017 09:42
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [Mod] Mobs Redo [1.34] [mobs]

you could use do_custom to check time and have a pathfind function to move mob towards a pos.
by TenPlus1
Sat Mar 04, 2017 10:38
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [Mod] Mobs Redo [1.34] [mobs]

wuzzy - use the 'pathfinding = 1,' setting in mobs registry to have it pathfind player and climb/avoid obstacles, also setting to 2 allows mob to break down doorways and build to find player. I have avoidance settings to add as yet also.
by TenPlus1
Thu Mar 02, 2017 20:29
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232776

Re: [Mod] Real Torch [0.4][real_torch]

Updated to 0.6

- 2x coal lumps give 10x coal dust (recipe changed)
- Fixed check for Ethereal mod support
- Sounds added by tacotexmex
by TenPlus1
Wed Mar 01, 2017 20:22
 
Forum: Mod Releases
Topic: [Mod] Real Torch [0.4][real_torch]
Replies: 18
Views: 4089
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