shellkr wrote:@TenPlus1: I know you said you didn't want to bundle all the mobs into one place. It would be nice if you could reconsider. I get that you don't want the potential extra maintenance by doing so and you shouldn't. What I am thinking is that you could add a separate directory for third party submissions. That way you would not be responsible yourself but still making it easy to find compatible mobs.
I am making packages of mods for Arch Linux to make it easier for people to try out Minetest. While I could fetch the sources from this forum, it is not optimal. I would not be able to track if a newer version got posted. Having them on GitHub which also offer versioning is much much better.
blert2112 wrote:If it helps... mobs_more_animals, mobs_water, mobs_more_monsters and mobs_sky are all available on GitHub:
https://github.com/blert2112/mobs_more_animals.git
https://github.com/blert2112/mobs_water.git
https://github.com/blert2112/mobs_more_monsters.git
https://github.com/blert2112/mobs_sky.git
shellkr wrote:@Duane: Is there a way to have a fork auto-update from the original repo without webhooks (GitHub -> GitHub)? That would maybe work. If it was webhooks you thought of.. it would not. :/
mobs:bee_chance = 0
mobs:bunny_chance = 0
mobs:chicken_chance = 0
mobs:cow_chance = 0
mobs:dirt_monster_chance = 0
mobs:dungeon_master_chance = 0
mobs:kitten_chance = 0
mobs:lava_flan_chance = 0
mobs:mese_monster_chance = 0
mobs:npc_chance = 0
mobs:oerkki_chance = 0
mobs:rat_chance = 0
mobs:sand_monster_chance = 0
mobs:sheep_white_chance = 0
mobs:spider_chance = 0
mobs:stone_monster_chance = 0
mobs:tree_monster_chance = 0
mobs:warthog_chance = 0
mobs_bear:medved_chance = 0
mobs_better_rat:rat_chance = 0
mobs_bugslive:bug_chance = 0
mobs_deer:deer_chance = 0
mobs_giraffe:jeraf_chance = 0
mobs_mr_goat:goat_chance = 0
mobs_wolf:wolf_chance = 0
mobs_wolf:dog_chance = 0
mobs_bat:bat_chance = 0
mobs_birds:gull_chance = 0
mobs_birds:bird_lg_chance = 0
mobs_birds:bird_sm_chance = 0
mobs_butterfly:butterfly_chance = 0
mobs_crocs:crocodile_chance = 0
mobs_crocs:crocodile_float_chance = 0
mobs_crocs:crocodile_swim_chance = 0
mobs_fish:clownfish_chance = 0
mobs_fish:tropical_chance = 0
mobs_jellyfish:jellyfish_chance = 0
mobs_sharks:shark_lg_chance = 0
mobs_sharks:shark_md_chance = 0
mobs_sharks:shark_sm_chance = 0
mobs_turtles:turtle_chance = 0
mobs_turtles:seaturtle_chance = 0
'[Mobs Redo] Chance setting for mobs:chicken is now 0' '...has spawning disabled' 2016-02-13 21:02:35: ERROR[Main]: ServerError: Lua: Runtime error from mod 'mobs' in callback ScriptApiEntity::luaentity_Punch(): D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1754: attempt to index local 'dir' (a nil value)
2016-02-13 21:02:35: ERROR[Main]: stack traceback:
2016-02-13 21:02:35: ERROR[Main]: D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1754: in function <D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1691>
2016-02-13 21:02:35: ERROR[Main]: ...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:290: in function <...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:288>mahmutelmas06 wrote:I found it. It is about aditional mobs
Your default animals ok but the animals you have linked in the main page are causes this error when punched.
SaKeL wrote:Wearing just an iron armor (3d armor) will prevent any monster hurting you, armor above that is for sure that monster will keep hitting you without you taking any damage, so eventually you walk in the world full of monsters what can't heart you. Is there any way how to make the mobs a bit more stronger without changing the code, or am i doing something wrong ?
Monsters above ground would become too dangerous for the "naked" player at the beginning of the game if they were able to damage through heavy armours
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