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Re: [Mod] Mobs Redo [1.32] [mobs]

That works, too. Thank you for addressing my concerns, even if you disagree with my opinions. ;)
by abcd_z
Mon Oct 31, 2016 05:25
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: [Mod] Mobs Redo [1.32] [mobs]

Okay, so I was wrong before when I said I was mistaken. I had been playing it on Creative mode, which lets you kill mobs in one or two hits. There is, in fact, still a problem. When I punch an enemy mob (spiders, zombies), it makes the punching noise and the red blood particles, even when I don't ac...
by abcd_z
Sat Oct 29, 2016 18:17
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: [Mod] Mobs Redo [1.32] [mobs]

Never mind, I'm an idiot. I just went back to test this and I guess I was misremembering how the attacks worked. Everything's fine, please ignore.
by abcd_z
Sat Oct 22, 2016 08:48
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: [Mod] Mobs Redo [1.32] [mobs]

Visual indicators are more difficult to do and would need HUD elements added which I'm not willing to add to a mobs mod. Explain what you mean by non-binary strength ? Currently it's set up so that the attack either works (100% damage) or it doesn't (0% damage), depending on if it's reached its coo...
by abcd_z
Sat Oct 22, 2016 08:42
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: [Mod] Mobs Redo [1.32] [mobs]

What about the other two: attack strength visual indicators and non-binary strength regeneration?
by abcd_z
Sat Oct 22, 2016 08:03
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: [Mod] Mobs Redo [1.32] [mobs]

The attack change is limiting and frustrating, and it's not obvious how long it will take for the next attack to be effective. Additionally, making an attack switch from "not-effective" to "effective" within the space of a split-second makes no logical sense from an in-game persp...
by abcd_z
Fri Oct 21, 2016 20:57
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: [Mod] Mobs Redo [1.30] [mobs]

TenPlus1 wrote:You cannot spam attack mobs anymore you have to wait for weapon punch intervals before next attack...


I *really* don't like this setting. Is there some way to disable it?
by abcd_z
Thu Oct 20, 2016 05:31
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: What is the best mob pack?

OP's preferences are almost certainly different from mine, but here's what I'd consider "best": Monsters analogous to Minecraft's mobs (spider, skeleton, zombie, and creeper) that spawn only in darkness and burn in the sun (if possible), with spawn rates similar to MC. I hate fast-travelli...
by abcd_z
Thu Oct 20, 2016 04:56
 
Forum: Minetest General
Topic: What is the best mob pack?
Replies: 7
Views: 1580

Re: [Mod] Mobs Redo [1.31] [mobs]

TenPlus1 wrote:Update:

- Added 'mob_difficulty' setting in minetest.conf (defaults to 1.0) which multiplies mob health and damage when hit.


So, do I have to go into my minetest.conf file and manually add the line, "mob_difficulty=2.0"?
by abcd_z
Tue Oct 11, 2016 06:38
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: [Mod] Mobs Redo [0.5] [mobs]

I haven't seen any mobs on the overworld, day or night. I used the "/spawnentity mobs:sheep" command to spawn a sheep. It worked, but I also got the error "15:29:11: ERROR[ServerThread]: Assignment to undeclared global "yaw" inside a function at /home/brenco/.minetest/mods/m...
by abcd_z
Mon Dec 01, 2014 23:40
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

I disagree. Where else should a tutorial go about helping to develop the game but in the Development section of the board?
by abcd_z
Mon Sep 05, 2011 08:04
 
Forum: Minetest Engine
Topic: TUTORIAL: Using git to make changes to minetest
Replies: 2
Views: 1746

Looks like ghostshell is working on 3d meshes. Check out the patchsets page for more information.
by abcd_z
Mon Sep 05, 2011 05:19
 
Forum: Minetest Features
Topic: 3D meshes for players and creatures [Models are now upstream!]
Replies: 215
Views: 69209

TUTORIAL: Using git to make changes to minetest

This is how I did it. I run on a linux box, so your experience may be slightly different. 1) Fork the minetest master. That means logging in to github, going to https://github.com/celeron55/minetest and clicking the "fork" button in the upper-right. 2) From your root directory, clone your forked min...
by abcd_z
Mon Sep 05, 2011 05:16
 
Forum: Minetest Engine
Topic: TUTORIAL: Using git to make changes to minetest
Replies: 2
Views: 1746

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