minetest-whynot / whynot-game

Minetest game in minetest mods collection style
GNU General Public License v3.0
13 stars 7 forks source link

Add more mobs #21

Open BruceMustache opened 4 years ago

BruceMustache commented 4 years ago

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

bell07 commented 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 :-(

bell07 commented 4 years ago
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
BruceMustache commented 4 years ago

This is nice!

bell07 commented 4 years ago

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 ...

BruceMustache commented 4 years ago

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?

bell07 commented 4 years ago

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 The last one with advanced spawnging is outdated / dead https://forum.minetest.net/viewtopic.php?f=11&t=629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

BruceMustache commented 4 years ago

I think it's possible do this using LBMs. I need to study more to understand how this actually work

bell07 commented 4 years ago

mobs_ghost_redo is in game now ;-)

bell07 commented 4 years ago

Other mods are all the same, it is not possible to get mobs-free areas. Waiting for other spawning algorithm for now

BruceMustache commented 4 years ago

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?

bell07 commented 4 years ago

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

BruceMustache commented 4 years ago

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

BruceMustache commented 4 years ago

@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

BruceMustache commented 4 years ago

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?

BruceMustache commented 3 years ago

@bell07 what per mob spawn configuration do you recommend?

bell07 commented 3 years ago

@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.

Lazerbeak12345 commented 2 years ago

Looks like the blocker on this is just testing what settings we should use, and determining if those are sufficient.

Lazerbeak12345 commented 2 years ago

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.

Lazerbeak12345 commented 2 years ago

113 adds mobs (added to OP)

Ygarr commented 2 years ago

add rainbow horses like "whinny" horse images bin

Lazerbeak12345 commented 2 years ago

add rainbow horses like "whinny" horse

Hi there @Ygarr! What mod is that from, so we can evaluate it?

Ygarr commented 1 year ago

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

screenshot_20220905_230757

Lazerbeak12345 commented 1 year ago

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.

Lazerbeak12345 commented 1 year ago

As for unicorn, i'll make an issue so we can review that mod specifically.

Lazerbeak12345 commented 1 year ago

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