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rubenwardy wrote:I will be adding support for this in my food mod.

by the way, you can use this technique to check if a mod is installed.


Sweet, Thanks! That is quite helpful.
by wulfsdad
Mon Dec 17, 2012 22:41
 
Forum: Mod Releases
Topic: [Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_mobs]
Replies: 18
Views: 14585

Yes, the meat rots in chests. You get a warning (sound effect and chat message) if you're carying the meat when it rots otherwise not.

Eating rotten meat is hazardous to your health.
by wulfsdad
Mon Dec 17, 2012 00:52
 
Forum: Mod Releases
Topic: [Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_mobs]
Replies: 18
Views: 14585

I've adjusted some of the cow's parameters. They will be in v0.2, but If you want to change it now [Lines 39 & 41]: collisionbox = {-0.8, -1, -0.8, 0.9, 0.55, 0.9}, ... visual_size = {x=2.375, y=3.125}, I've also tinkering with the code for simple mobs. So far, I have made it so that mob-entities on...
by wulfsdad
Sun Dec 16, 2012 10:20
 
Forum: Mod Releases
Topic: [Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_mobs]
Replies: 18
Views: 14585

[Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_mobs]

This MOD provides additional mobs to extend upon PilzAdam's Simple Mobs . Which is required for this MOD to work. So far, it includes: Additional Animals: Cow (gives milk), Rabbit Overcooking and using the result to make dye Meat spoilage if it remains uncooked Cages for Pet Rodents They must be fed...
by wulfsdad
Sat Dec 15, 2012 07:34
 
Forum: Mod Releases
Topic: [Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_mobs]
Replies: 18
Views: 14585

Doc wrote:You post your mod in modding general then go to the Topic Move Requests thread and post a link to your thread, and ask for your mod to be moved.


Ok, thanks. I'll do that with the next update.
by wulfsdad
Fri Dec 14, 2012 02:53
 
Forum: WIP Mods
Topic: Rotton Meat: craftitem ABM?
Replies: 9
Views: 4653

I don't have permission to post in Mod Releases, so I guess I'll just post links here: This MOD provides additional mobs to extend upon PilzAdam's Simple Mobs. http://minetest.net/forum/viewtopic.php?id=3063 It Includes: Animals: Cow (and milk -- retrieved using right-click with a bucket or vessel),...
by wulfsdad
Thu Dec 13, 2012 14:29
 
Forum: WIP Mods
Topic: Rotton Meat: craftitem ABM?
Replies: 9
Views: 4653

Sure, WTFPL.


....

Aha! Never mind about the map size, I'll just use an ABM for the chests. Duh!
by wulfsdad
Thu Dec 13, 2012 09:54
 
Forum: WIP Mods
Topic: Rotton Meat: craftitem ABM?
Replies: 9
Views: 4653

Sweet! Thanks for the replies. I used minetest.register_globalstep( function(dtime) ) and so far have got it working for meat in the player's inventory. I'm not sure how items that are laying around the environment are handled. I'm thinking I can get them in a list as an InvRef with minetest.get_inv...
by wulfsdad
Thu Dec 13, 2012 07:15
 
Forum: WIP Mods
Topic: Rotton Meat: craftitem ABM?
Replies: 9
Views: 4653

I tried this too: minetest.register_abm({ nodenames = { "mobs:meat" }, interval = 1, chance = 1, -- TESTING adjust once it works action = function(pos, node, active_object_count, active_object_count_wider) minetest.env:remove_node(pos) minetest.env:add_node(pos,{name="my_mobs:meat_rotten"}) end })
by wulfsdad
Wed Dec 12, 2012 02:58
 
Forum: WIP Mods
Topic: Rotton Meat: craftitem ABM?
Replies: 9
Views: 4653

Rotton Meat: craftitem ABM?

I'm working on a mod to extend PilzAdam's Simple Mobs. One of the things I wanted to include is the possibility of meat retrieved from animals that remains uncooked to turn into rotten meat. I'm wondering if there is a function or functions that I can use to periodically check chests, player invento...
by wulfsdad
Wed Dec 12, 2012 02:35
 
Forum: WIP Mods
Topic: Rotton Meat: craftitem ABM?
Replies: 9
Views: 4653
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