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MOBS REDO for MINETEST

Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint.

This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters, and npcs.

https://forum.minetest.net/viewtopic.php?f=11&t=9917

Crafts

  • Nametag. Can be crafted by paper, black dye, and string. Can be used to right-click on a tamed mob to give them a name.
  • Net. Used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg.
  • Magic lasso. Similar to nets but with a better chance of picking up larger mobs.
  • Shears. Used to right-click sheep and return 1-3 wool.
  • Protection Rune. Protects tamed mobs from being harmed by other players.
  • Mob Fence and Fence Top. Stops mobs escaping or glitching throughfences.

Lucky Blocks: 12

Changelog

Version 1.62

  • Added ability for mobs to hear using self.on_sound() function
  • Added 'mobs_can_hear' setting to turn above feature on/off
  • Added {eatable} group to food items and HP in description
  • Fixed timer bug when attacking
  • Fixed fall damage check when riding mob

Version 1.61

  • Fixed mob damage when riding mobs
  • Added entity:is_inside(itemtable) function (thx cora)
  • Added self.attack_patience value so mobs stop attacking unseen players
  • Added self.homing so that arrows follow player when visible
  • Added support for Visual Harm 1ndicators mod to show health bars
  • Added self.node_damage flag which is true by default to enable damage_per_second node damage
  • Added check for on_death() function before using mob api's own on_die() one
  • Added mobs:fallback_node for when current [game] hasn't defined mapgen_dirt node

Version 1.60

  • Move mob and arrow entities to use initial_properties
  • Spawn eggs check if mob is available when creating
  • Used get/set_properties() within API for mob properties
  • Moved nametag variable to self._nametag
  • Tidied breeding function
  • Better MineClone2 / MineClonia support added
  • Tweaked and tidied code in places

Version 1.57

  • Added 'injured' animation when mob hurt
  • Fixed yaw clamping to stop spinning mobs
  • Added 'mob_node_timer_interval' and 'mob_main_timer_interval' settings
  • Added ability for mobs to die only in natural daylight
  • Refactored do_jump and added get_nodes function
  • Many bug fixes and tweaks to improve performance
  • Added 'mobs_attack_creatura' setting so that monsters can attack Creatura mobs
  • Nodes can be added to 'runaway_from' table
  • Better Mineclone2 compatibility with api, items and recipes
  • Added 'mob_log_spawn' setting to log spawning of mobs and position

Version 1.56

  • Added arrow_override function to mob definition to tweak arrow entity settings
  • Added injured animation and mob hit effect
  • Tamed monsters no longer despawn when outside loaded map area
  • looting_level can be read from tool definition or tool meta to add extra drops when mob killed

Version 1.55

  • Added peaceful_player privilege and setting so mobs don't attack specific players (thanks sfence)
  • Added support for MarkBu's pathfinder mod, remove need for default mod

Version 1.54

  • New support for swimming mobs
    • on_flop (for mobs not in water)
    • air_damage added
  • Added editable settings (thanks Wuzzy)
  • Simplified animal breeding function
  • Child mobs now take twenty minutes to grow up
  • Reverted to simple mob spawning with setting to use area checks

Version 1.53

  • Added on_map_load settings to mobs:spawn so that mobs will only spawn when new areas of map are loaded.

Version 1.52

  • Added mob_active_limit in settings to set number of mobs in game. The default is 0, for unlimited mobs.
  • Removed {immortal} from mob armor
  • Fluid viscocity slows mobs (for example, water)

Version 1.51

  • Added node checks for dangerous nodes
  • Add mob_nospawn_range setting
  • Jumping and falling tweaks
  • Spawn area check (thanks for idea wuzzy)
  • Re-enabled mob suffocation

Version 1.50

  • Added new line_of_sight function that uses raycasting if Minetest 5.0 is found, (thanks Astrobe)
  • Added Chinese local
  • Removed ability to spawn mobs if world anchor nearby (technic or simple_anchor mods)

Version 1.49

  • Added mobs:force_capture(self, player) function
  • API functions now use metatables thanks to bell07

Version 1.48

  • Added mobs:set_velocity(self, velocity) global function [deprecated]

Version 1.47

  • Added minimum and maximum light level for damage
  • Mob damage changes
  • Ignition sources checked for lava damage

Version 1.46

  • Mobs only drop rare items when killed by player. You can make change the drops to rare items by using drops.min = 0
  • Pathfinding no longer sees through walkable nodes

Version 1.45

  • Added fence top to add on top of any fence to stop mobs escaping
  • New line_of_sight tweaked by Astrobe

Version 1.44

  • Added ToolRanks support for swords when attacking mobs

Version 1.43

  • Added general attack function and settings
  • Better Minetest 0.4.16 compatibility

Version 1.42

  • Added "all" option to immune_to definition table
  • Tidied floating mobs to be less intensive

Version 1.41

  • Mob pathfinding has been updated thanks to Elkien3

Version 1.40

  • Updated to use newer functions, requires Minetest 0.4.16+ to work

Version 1.39

  • New custom functions:
    • on_breed (called when mobs have just been bred)
    • on_grown (called when baby mobs have grown up)
    • do_punch (called when the mob has been punched or damaged by another mob)

Version 1.38

  • Better entity checking
  • Nametag setting
  • on_spawn function added to mob registry
  • Tweaked light damage

Version 1.37

Version 1.36

  • Added death check. If the mob dies in fire/lava/with lava pick, then drops are cooked

Version 1.35

  • Added owner_loyal flag for owned mobs to attack player enemies
  • Fixed group_attack

Version 1.34

  • Added function to fly mob using directional movement (thanks D00Med for flying code)

Version 1.33

  • Added functions to mount ride mobs:
    • mobs.attach
    • mobs.detach
    • mobs.drive. Many thanks to Blert2112

Version 1.32

  • Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers
  • Added ability to protect tamed mobs

Version 1.31

  • Added attack_animals and specific_attack flags for custom monster attacks
  • Added 'mob_difficulty' .conf setting to make mobs harder

Version 1.30

  • Added support for invisibility mod
  • Tweaked and tidied code

Version 1.29

  • Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the API itself for your own mod

Version 1.28

  • Added new damage system with ability for mob to be immune to weapons or healed by them :)

Version 1.27

  • Added new sheep, lava flan and spawn egg textures
  • New Lava Pick tool smelts what you dig
  • New atan checking function

Version 1.26

  • Pathfinding feature added thanks to rnd
  • When monsters attack they become scary smart in finding you :)
  • Beehive produces honey now :)

Version 1.25

  • Mobs no longer spawn within 12 blocks of player or despawn within same range
  • Spawners now have player detection
  • Tidy and tweak code

Version 1.24

  • Added feature where certain animals run away when punched (runaway = true in mob definition)

Version 1.23

  • Added mob spawner block for admin to setup spawners in-game (place and right-click to enter settings)

Version 1.22

  • Added ability to name tamed animals and NPCs using nametags
  • NPCs will attack anyone who punches them apart from owner

Version 1.21

  • Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp)

Version 1.20

  • Error checking added to remove bad mobs
  • Out of map limit mobs and stop serialize.h error

Version 1.19

  • Chickens now drop egg items instead of placing the egg
  • Throwing eggs result in ⅛ chance of spawning chick

Version 1.18

  • Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first

Version 1.17

  • Added dogshoot attack type. Mobs now shoot when out of reach
  • Melee attack when in reach, also API tweaks and self.reach added

Version 1.16

  • Mobs follow multiple items now
  • NPCs can now breed

Version 1.15

  • Added feeding, taming, and breeding function
  • Right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility.

Version 1.14

  • All variables saved in staticdata
  • Fixed health bug

Version 1.13

  • Added capture function (thanks blert2112) chance of picking up mob with a hand, a net, or a magic lasso
  • Replaced some .x models with newer .b3d ones

Version 1.12

  • Added animal ownership so that players cannot steal your tamed animals

Version 1.11

  • Added flying and swimming mobs
  • fly=true and fly_in="air" or "default:water_source" for fishy

Version 1.10

  • Added explosion routine for exploding mob
  • Footstep removed (use replace)

Version 1.09

  • Added mob rotation value
  • Added footstep feature
  • Added jumping mobs with sounds feature
  • Aadded magic lasso for picking up animals
  • Reworked breeding routine

Version 1.08

  • Added drops that appear when mob is killed
  • New custom function: on_die function
  • Mob throwing attack has been rehauled so that they can damage one another,

Version 1.07

  • NPCs can now be set to follow player or stand by using order and owner variables

  • BETA: Npc mob added. They kill monsters (maybe as guards) and attack players when punched by them. Right-clicking them with food will heal them, and giving them gold lump will make them drop a random item.

Version 1.06

  • Changed recovery times after breeding. Time taken to grow up can be sped up by feeding the baby animal.

Version 1.05

  • Added ExeterDad's bunniess which can be picked up and tamed with four carrots from farming_redo or farming_plus
  • Added shears to get wool from sheep
  • Added Jordach/BSD's kitten

Version 1.04

  • Added mating for sheep, cows and hogs
  • Added feature to feed animals to make horny and hope for a baby which is half size, they will grow up quick though :)

Version 1.03

  • Added mob drop/replace feature so that chickens can drop eggs and cow/sheep can eat grass/wheat etc.

Version 1.02

  • Sheared sheep are remembered and spawn shaven
  • Warthogs will attack when threatened
  • API additions

Version 1.01

  • Mobs that suffer fall damage or die in water/lava/sunlight will now drop items

Version 1.0

  • More work on API so that certain mobs can float in water while some sink like a brick :)

Version 0.9

  • Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)
  • Tweaked API

Version 0.8

  • Added sounds to monster mobs (thanks Cyberpangolin for the sfx)
  • Added chicken sound

Version 0.7

  • mobs.protected switch added to api.lua. When set to 1 mobs no longer spawn in protected areas
  • Minor bugfixes

Version 0.6

  • API now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO)
  • Added new Honey block

Version 0.5

  • Mobs now float in water, die from falling
  • Minor code improvements

Version 0.4

  • Added new sheep sound :)
  • Dungeon Masters and Mese Monsters have much better aim due to shoot_offset
  • They can both shoot through nodes that aren't walkable (flowers, grass, etc.)

Version 0.3

  • Added LOTT's Spider mob
  • Added Cobwebs
  • Added KPavel's Bee with Honey and Beehives (made texture)
  • Warthogs now have sound and can be tamed
  • Taming of shaved sheep or milked cow with 8 wheat so it will not despawn
  • Multiple bug fixes :)

Version 0.2

  • Cooking bucket of milk into cheese now returns empty bucket

Version 0.1

  • Initial Release