TenPlus1 wrote: remember that adding more features slows down the mod and having pathfinding code in the api will do just that.
TenPlus1 wrote:Following the recent spree of animal theft on a few servers I'm pleased to say players now have ownership of their animals so that no-one else can pick them up... Also, once they are placed down they will remain tamed with the placer as owner...
TenPlus1 wrote:Following the recent spree of animal theft on a few servers I'm pleased to say players now have ownership of their animals so that no-one else can pick them up... Also, once they are placed down they will remain tamed with the placer as owner...
Nathan.S wrote:horse_lover if you downloaded from Github you may need to remove the trailing -master from the folder name.
Giving us the printout from the debug.txt file will help us determine the problem as well.
TenPlus1 wrote:horse_lover: also which version of minetest are you running ? and which mods are you using alongside mobs redo ?
TenPlus1 wrote:Do you mean the ';' character at the end of command lines ? if so then no, the LUA code should work regardless of running on win7 or win8 or even linux... All of my mods work fine on windows 8 as they have been tested on many platforms...
Irrlicht log: Could not open file of texture: mobs_kitten_striped.png
19:08:44: ACTION[ServerThread]: XXX punches object 1502: LuaEntitySAO at (77.2165,1.54262,-60.3457)
19:08:44: ACTION[ServerThread]: LuaEntitySAO at (77.2165,1.54262,-60.3457) punched by player XXX, damage 0 hp, health now 1 hp
19:08:44: ERROR[main]: ServerError: C:\game\mites0412win64msvcjp\bin\..\mods\mobs/api.lua:943: attempt to perform arithmetic on field 'full_punch_interval' (a nil value)
19:08:44: ERROR[main]: stack traceback:
19:08:44: ERROR[main]: C:\game\mites0412win64msvcjp\bin\..\mods\mobs/api.lua:943: in function <C:\game\mites0412win64msvcjp\bin\..\mods\mobs/api.lua:939>
19:08:44: ACTION[ServerThread]: XXX leaves game. List of players:
19:09:25: INFO: event_handler(): Ctrl+C, Close Event, Logoff Event or Shutdown Event, shutting down.
sofar wrote:I actually do not like modpacks, at all.
Kilarin wrote:I like the ability to download a standard group of mobs, and then to remove whichever ones I do not want and add new ones if I wish.
TenPlus1 wrote:The Mobs Redo modpack does make it easier to disable the mobs you dont want to appear in a world, and easier to drop in a new mod with the 'mobs' dependency inside the modpack itself which keeps everything together in one place...
sofar wrote:I actually do not like modpacks, at all.
TenPlus1 wrote:I offer both types of mod because the first is the actively developed one and the modpack is for those looking to enable.disable specific mobs for their worlds... If more users wish the modpack as the default then please say and I'll change it...
blert2112 wrote:It seems that sea-faring creatures ("fly in water") won't attack. You can swim right in front of them and they won't care one bit. If I spawn one on land it will immediately attack, if I then spawn one in the water it won't notice me at all and will go about it's happy way.
The goal is to get one mobs api placed into minetest_game.
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