
- #Minetest mobs mod how to
- #Minetest mobs mod manual
- #Minetest mobs mod mods
#Minetest mobs mod mods
There are mods which add protection nodes, which protect within a range around the placed node, and mods which allow protecting whole chunks. “Protection” refers to a way to own a certain area in the world and preventing other players to make any changes in this area. See also: Mobs page on the Community Wiki Protection Simple Mobs One of the oldest mobs mods, many other mobs mods (including Mobs Redo) were forked from this mod.Probably best known for being used as part of Animals Modpack Minetest MOB Framework Very feature-rich Mob API.Mobs Redo Fork of Simple Mobs, is backwards-compatible to Simple Mobs.Note: There are multiple mods with the short name “mobs”, you can only use one of these mods at once. Note: Only mature mods with their own dedicated API are listed. If you want to create a game, you have to be very careful with interoperability. Most APIs are not compatible which each other, so in general you should only use the API which suits your needs in the best way. Minetest does not support mobs natively, but if you still want to add custom mobs, you have various mods to choose from, each of them with somewhat different priorities. Mobs are non-player creatures to interact with the world, they may be peaceful or attack on sight. sys4_quests : Another quest framework, depends on.Sunburn : Makes sunlight dangerous, by causing sunburn (damage in direct sunlight).Mana : Adds a new player attribute (mana), could be used as resource for magic spells, weapons, tools, etc.This includes things usually found in RPGs (role-playing games) like stats, leveling up, experience points, quests, etc. If you want to add temporary or permanent status effects for players (such as poisoning), you can use this:
#Minetest mobs mod how to
To get started with this modpack quickly, there's an example mod to demonstrate how to use these mods: doc_example General gameplay Status effects Allows you to add your own entries and even entire help categories from scratch.
Documentation System : Low-level core API (for advanced users). #Minetest mobs mod manual
It almost works out of the box, but manual intervention from the modder is required for any custom entity
Lookup Tool : The lookup tool opens up the appropriate help entry on almost everything it punches. Item Help : Allows you to add long item explanations, an usage help and automatically generated help texts for items. The following Help mods are relevant for modding: It allows you to write help texts for almost everything it could be used to document items, mods or even an entire game, entirely within the game only. The Help modpack is a sophisticated in-game help system. ”Help” refers to any form of in-game help, explanations or other things which aim to aid the player in understanding the game. Refer to lua_api.txt to learn how it works. Since version 5.0.0, the preferred way to make mods and games translatable is with help of the Lua API with minetest.get_translator. If even just one mod (except, of course) uses set_physics_override directly, interoperability is destroyed.įor further discussion of the problem with set_physics_override, see Player physics. Note the idea of this mod requires that ALL mods use it. The final physical attribute will be the product of all factors. Setting the attributes directly is banned in this mod, instead mods can add and remove factors to speed, gravity and jump strength. Player Physics API : Lightweight API to modify player physics without interference. There's a mod that solves the problem of interoperability: So please be very cautions before you use set_physics_override. This is poison for any attempt at mod interoperability and an open invitation to race conditions and lots of other potential bugs. player speed, thus destroying any previous changes made by other mods. Using set_physics_override to change player physical attributes is potentially dangerous! This is because it always sets the raw value of e.g. This section is about mods and practices which apply to almost every mod. This section will show you mods which you can use to achieve a particular task or point you to mods which might need some “special treatment” for maximum interoperability. One way to ensure interoperability is to know what other mods exist out there. 1.3.7 Preventing pistons from pushing or pulling your node. 1.2.6 Testing for pipeworks fake players.