mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
mobs:register_spawn("mobs_animal:cow",
{"default:dirt_with_grass", "ethereal:green_dirt"}, 20, 10, 15000, 3, 31000, true)
mobs_animals:cow_chance = 0
flummi wrote:Hello again,
I would like to ask, if anybody else has the problem with mobs from mobs_redo slipping/sliding through fences (as I described some posts above)? Or how do you build a sheep / cow farm (I need lot's of red wool, and for that I need a sheep farm with red-dyed sheeps) without loosing your tamed sheeps (they slide through the fences and fell into holes in the ground or just walk away).
Thanks
Flummi
flummi wrote:I have made a short screencast (ca. 20 MB in size) :
http://meiforth.org/videos/screener-2016-10-06_22.54.48.mkv
BrunoMine wrote:flummi wrote:I have made a short screencast (ca. 20 MB in size) :
http://meiforth.org/videos/screener-2016-10-06_22.54.48.mkv
it really seems bizarre.
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
azekill_DIABLO wrote:never happened to me
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
TenPlus1 wrote:Update:
- Added 'mob_difficulty' setting in minetest.conf (defaults to 1.0) which multiplies mob health and damage when hit.
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
for name, def in pairs(mobs.spawning_mobs) do
print(name)
end
QA checks started
dmobs:waterdragon_2
mobs_monster:tree_monster
mobs_slimes:green_big
dmobs:dragon4
mobs_monster:dirt_monster
dmobs:pig_evil
mobs_turtles:seaturtle
dmobs:dragon_great_tame
dmobs:golem_friendly
zombies:normal
mobs_sharks:shark_lg
mobs_npc:npc
mobs_animal:bunny
mobs_monster:oerkki
mobs_zombie:zombie
mobs_sandworm:sandworm
mobs_animal:sheep_grey
mobs_giraffe:jeraf
dmobs:dragon_blue
mobs_animal:sheep_yellow
dmobs:panda
mobs_animal:pumba
mobs_sharks:shark_sm
mobs_jellyfish:jellyfish
mobs_wolf:wolf
mobs_animal:sheep_white
mobs_birds:bird_sm
mobs_monster:spider
mobs_crocs:crocodile_swim
mobs_monster:stone_monster
mobs_animal:cow
mobs_slimes:lava_big
dmobs:nyan
mobs_animal:sheep_blue
mobs_birds:gull
mobs_butterfly:butterfly
mobs_monster:mese_monster
dmobs:golem
mobs_crocs:crocodile
dmobs:gnorm
dmobs:wyvern
dmobs:owl
mobs_monster:dungeon_master
mobs_slimes:lava_medium
mobs_snowman:snowman
mobs_animal:sheep_black
mobs_animal:sheep_violet
dmobs:orc_redesign
mobs_animal:sheep_cyan
mobs_senderman:senderman
mobs_sharks:shark_md
mobs_pumpking:pumpking
mobs_mr_goat:goat
mobs_bear:medved
dmobs:dragon_black
dmobs:fox
mobs_better_rat:rat
mobs_deer:deer
mobs_animal:sheep_orange
mobs_animal:sheep_dark_green
mobs_horse:horse
mobs_creeper:creeper
mobs_pumpking:pumpboom
mobs_turtles:turtle
mobs_crocs:crocodile_float
mobs_slimes:green_medium
zombies:1arm
mobs_yeti:yeti
mobs_zombie:zombie_mini
mobs_dolphin:dolphin
dmobs:whale
dmobs:elephant
dmobs:badger
dmobs:treeman
mobs_animal:sheep_red
dmobs:hedgehog
mobs_fish:tropical
dmobs:pig
dmobs:dragon_green
mobs_animal:sheep_pink
mobs_animal:chicken
mobs_bugslive:bug
mobs_fish:clownfish
dmobs:dragon2
mobs_npc:igor
dmobs:dragon3
mobs_wolf:dog
dmobs:skeleton
mobs_birds:bird_lg
mobs_animal:sheep_brown
dmobs:dragon_great
mobs_npc:trader
dmobs:dragon_red
mobs_animal:sheep_magenta
dmobs:waterdragon
zombies:crawler
mobs_monster:lava_flan
mobs_monster:sand_monster
mobs_animal:rat
dmobs:ogre
mobs_animal:sheep_dark_grey
mobs_slimes:lava_small
mobs_animal:sheep_green
mobs_bat:bat
mobs_animal:kitten
dmobs:orc
dmobs:dragon
mobs_animal:bee
mobs_slimes:green_small
QA checks finished
TenPlus1 wrote:Anxious: It's not just the spawn rate you have to change, that only makes them spawn more in an area, but there is also spawn number as well which is usually set to 1 or 2 and that means only a certain amount of active objects are allowed inside that map block at any one time and if it exceeds that, dont spawn a mob. e.g. if a mob already exists, dropped items, itemframe, sign, these contain entities which can affect mob spawning. Will work on this soon also.
TenPlus1 wrote:You cannot spam attack mobs anymore you have to wait for weapon punch intervals before next attack...
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
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