Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
DreamKeeper wrote:Please, help me to install mobs on my server.
And NPC also..
load_mod_mobs = true
load_mod_mobs_animal = true
load_mod_mobs_monster = true
load_mod_mobs_npc = true
DreamKeeper wrote:Please, help me to install mobs on my server.
And NPC also..
duane wrote:duane wrote:Edit: And get off my lawn!
https://en.wikipedia.org/wiki/You_kids_get_off_my_lawn!
TenPlus1 wrote:The latest update changed mob spawning so that it actually counts the number of a specific mob inside the area beforehand and spawns a new one only if within limits... Here is an example of a new spawn command which is easier to use:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
mobs:spawn({
name = "mobs_animal:cow",
nodes = {"group:soil"}, -- default is {"group:soil", "group:stone"}
neighbors = {"air"} -- default is {"air"}
min_light = 5, -- default is 0
max_light =15 -- default is 15
interval = 30, -- default is 30
chance = 9000, -- default is 5000
active_object_count = 1, -- default is 1 (per map block)
min_height = 0, -- default is -31000
max_height = 31000, default is 31000
day_toggle = true -- default is nil (true for day, false for night, nil for both)
on_spawn = nil, -- function on spawn (nil by default)
})
...also minetest.conf setting has been changed so that mob chance AND numbers per map block can be changed, e.g. This changes cow spawn chance to 7000 and number per block to 5:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
mobs_animal:cow = 7000,5
...if you only wish to change numbers per block do this instead:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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mobs_animal:cow = ,5
sounds = {
random = "mobs_chicken1",
random = "mobs_chicken2",
random = "mobs_chicken3",
random = "mobs_chicken4",
random = "mobs_chicken5",
damage = "mobs_chickenaw1",
damage = "mobs_chickenaw2",
damage = "mobs_chickenaw3",
death = "mobs_chickendeath1",
death = "mobs_chickendeath2",
death = "mobs_chickendeath3",
death = "mobs_chickendeath4",
},
TenPlus1 wrote:Update:
- Tamed mobs can now be protected from harm by crafting a Protection Rune (8x stone with 1x gold block in centre) and right-clicking mob with it.
TenPlus1 wrote:Update:
- Tamed mobs can now be protected from harm by crafting a Protection Rune (8x stone with 1x gold block in centre) and right-clicking mob with it.
TenPlus1 wrote:Update:
- Tamed mobs can now be protected from harm by crafting a Protection Rune (8x stone with 1x gold block in centre) and right-clicking mob with it.
TenPlus1 wrote:Update:
- Tamed mobs can now be protected from harm by crafting a Protection Rune (8x stone with 1x gold block in centre) and right-clicking mob with it.
TenPlus1 wrote:Update:
- Tamed mobs can now be protected from harm by crafting a Protection Rune (8x stone with 1x gold block in centre) and right-clicking mob with it.
local mob = minetest.add_entity(pos, "mobs:creeper")
if mob and mob:get_luaentity() then
local ent = mob:get_luaentity()
ent.nametag = "Mr. Boombastic"
ent.tamed = true
ent.owner = "TenPlus1"
else
mob:remove() -- entity not found, remove unknown.
end
local function npc_spawn(self, pos)
minetest.log("Spawning new NPC...")
local ent = self:get_luaentity()
ent.nametag = "Name"
minetest.log(dump(ent))
end
-- Spawn
mobs:spawn({
name = "advanced_npc:npc",
nodes = {"default:stone"},
min_light = 3,
active_object_count = 1,
interval = 5,
chance = 1,
--max_height = 0,
on_spawn = npc_spawn,
})
TenPlus1 wrote:self.object:set_properties(self)
mahmutelmas06 wrote:redblade7 wrote:TenPlus1 wrote:You could always comment out the mobs:spawn_egg line inside of the bunny.lua file to remove it's spawn egg completely.
No, I want the animals in the game, I just dont want people to take 99 kittens out of inventory and dump them everywhere. I already commented out all the monsters from my server and the spawner tool a long time ago. What I want is to remove the animals from creative inventory, like some mods have "not_in_creative_inventory = 1"
There wont be in inventory if you delete mobs:register_egg("mobs:animalname", "animalname", "mobs_animalname_inv.png", 0) line from each mobs lua files.
But they still be exist in game.
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