Open BruceMustache opened 4 years ago
more mobs was already proposed in #16. The reason is still the spawning algorithm, so it is not possible get mobs-free areas if the mod is active. The mobs take over the world :-(
Further mods proposals: Mod | Homepage | Whynot |
---|---|---|
Animals | https://notabug.org/TenPlus1/mobs_animal | Not possible to get mob free areas |
Horse | https://notabug.org/TenPlus1/mob_horse | Not possible to get mob free areas |
Ghost | https://codeberg.org/Hamlet/mobs_ghost_redo | Accepted |
Wolves | https://codeberg.org/Hamlet/mobs_wolf | Not possible to get mob free areas |
Sky Mobs | https://notabug.org/TenPlus1/mobs_sky | Not possible to get mob free areas |
Water Mobs | https://notabug.org/TenPlus1/mobs_water | Not possible to get mob free areas |
This is nice!
Enabled the Horse mod for testing, Entered new world and found grassland. Under 1 minute and the first horse was spawned. Flyed to other grassland, more then minute, but the next horse was spawned. Seems only 1 horse spawns. But seems the game is not possible anymore without a horse nearly if the mod is enabled. It would be ok for me if the horse spawns and is away after killing. But if I kill the horse, the next spawns shortly :-( Still waiting for beter spawning algorithm ...
Only one horse spawn because the default value for active_object_count is 1 And after each 60 seconds it will run the abm again
What improvements do you recommend?
The perfect solution is like implemented in Minecraft. The mods spawns on map generation only. You can kill them or breed more as you like. But this requirement is complicated to implement so I do not know any mod that did it. The last one with advanced spawnging is outdated / dead https://forum.minetest.net/viewtopic.php?f=11&t=629
Acceptable solution for whynot is the spawning rate is reduced. The mob should spawn rare only so the player is glad and surprised to see one
I think it's possible do this using LBMs. I need to study more to understand how this actually work
mobs_ghost_redo is in game now ;-)
Other mods are all the same, it is not possible to get mobs-free areas. Waiting for other spawning algorithm for now
I think just increase spawn time works similar as minecraft does, I think I don't like spawn at map generation, what do you think?
I did not played Minecraft for long time. If I remember right they are different spawning behaviours for different mobs. The slime spawns often but only in some specific coordinates you need to find. The Monsters spawns in the night like the monsters in Whynot. But more agressivelly in larger quantities Wild animals spawns really rare. As you mentioned, we can reach that increasing spawn times. Farm animals spawns on mapgen, then needs to be breed to get more of them. <- This way I did not seen in Minetest yet.
Since Whynot is not new home for mods the changed spawn times needs to be upstream or there should be a way to adjust it by any setting
I've made a issue on mobs_redo repo https://notabug.org/TenPlus1/mobs_redo/issues/72 When I have more time I make per mod specific issues for mobs_animal, mobs_monster, mobs_horse, etc I think just add settingstypes to configure each mod would be nice Once we get a good setting we should suggest it to be mod default
@bell07 now mobs_redo have on_map_load
property to spawn mobs on mapgen!
Look for the api.txt changes
Here is the commit https://notabug.org/TenPlus1/mobs_redo/commit/499d43a9aad463039e642a6bc81a9380b079111b#diff-4ee0009baea36fcebae03b7efde9df646b582c1R386
Hello @bell07, I've been busy for a while. Sorry for this long time
In this issue TenPlus1 show how to customize per mob spawn It is possible to adjust them in minetest.conf Also read lua_api.txt lines 663 and 694 What settings do you recommend for each mob in the mods you proposed?
@bell07 what per mob spawn configuration do you recommend?
@BruceMustache, I do not have proposal for configuration. Since I do not really play Minetest anymore I do not thing I get it in near feature. But of course I test any proposal. My test is for good configuration is.
Looks like the blocker on this is just testing what settings we should use, and determining if those are sufficient.
Updated checkbox for mobs_water
to reflect that @dacmot found the source for that mod, and thus it is once again eligible for addition to Whynot, pending a rules check.
add rainbow horses like "whinny" horse
add rainbow horses like "whinny" horse
Hi there @Ygarr! What mod is that from, so we can evaluate it?
add rainbow horses like "whinny" horse
Hi there @Ygarr! What mod is that from, so we can evaluate it?
It is from so called "final minetest" or "minetest org" by old coder. But minetest.net already has whinny horses mod(https://forum.minetest.net/viewtopic.php?t=17170), so just need add new colors. Also there is half-workin`(causes sometimes game crash) non-official mod by Nathan S. which also can be used https://notabug.org/NathanS21/unicorn
On the topic of whinny horses, whinny isn't up-to-date, but mob_horse
(#76) descends from the same codebases and is currently maintained. You might want to follow that issue.
As for unicorn, i'll make an issue so we can review that mod specifically.
The maintainer of unicorn
requested that we not use their project for anything. Sorry about that. That means we can't include the mod. @Ygarr
I think would be great to have more mobs than those from mobs_monster that I can't see so much of these and also are so easy. But with more mobs the game could be more interesting and can even find a way of put bones for bonemeal #20
This section written by Whynot Moderators because of the way issue dependencies work
#77(Mod is archived, no current maintainer)#113(Mod has multiple issues. See issue for more details)#149(Maintainer requested us to not use their project)