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Mobs Redo API
=============
Welcome to the world of mobs in minetest and hopefully an easy guide to defining
your own mobs and having them appear in your worlds.
Registering Mobs
----------------
To register a mob and have it ready for use requires the following function:
mobs:register_mob(name, definition)
The 'name' of a mob usually starts with the mod name it's running from followed
by it's own name e.g.
"mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
... and the 'definition' is a table which holds all of the settings and
functions needed for the mob to work properly which contains the following:
'nametag' contains the name which is shown above mob.
'type' holds the type of mob that inhabits your world e.g.
"animal" usually docile and walking around.
"monster" attacks player or npc on sight.
"npc" walk around and will defend themselves if hit first, they
kill monsters.
'hp_min' has the minimum health value the mob can spawn with.
'hp_max' has the maximum health value the mob can spawn with.
'armor' holds strength of mob, 100 is normal, lower is more powerful
and needs more hits and better weapons to kill.
'passive' when true allows animals to defend themselves when hit,
otherwise they amble onwards.
'walk_velocity' is the speed that your mob can walk around.
'run_velocity' is the speed your mob can run with, usually when attacking.
'stand_chance' has a 0-100 chance value your mob will stand from walking.
'walk_chance' has a 0-100 chance value your mob will walk from standing,
set to 0 for jumping mobs only.
'jump' when true allows your mob to jump updwards.
'jump_height' holds the height your mob can jump, 0 to disable jumping.
'stepheight' height of a block that your mob can easily walk up onto,
defaults to 1.1.
'fly' when true allows your mob to fly around instead of walking.
'fly_in' holds the node name that the mob flies (or swims) around
in e.g. "air" or "default:water_source".
'stay_near' when set allows mobs the chance to stay around certain nodes.
'nodes' string or table of nodes to stay nearby e.g. "farming:straw"
'chance' chance of searching for above node(s), default is 10.
'runaway' if true causes animals to turn and run away when hit.
'pushable' when true mobs can be pushed by player or other mobs.
'view_range' how many nodes in distance the mob can see a player.
'damage' how many health points the mob does to a player or another
mob when melee attacking.
'knock_back' when true has mobs falling backwards when hit, the greater
the damage the more they move back.
'fear_height' is how high a cliff or edge has to be before the mob stops
walking, 0 to turn off height fear.
'fall_speed' has the maximum speed the mob can fall at, default is -10.
'fall_damage' when true causes falling to inflict damage.
'water_damage' holds the damage per second infliced to mobs when standing in
water.
'lava_damage' holds the damage per second inflicted to mobs when standing
in lava or fire or an ignition source.
'light_damage' holds the damage per second inflicted to mobs when light
level is between the min and max values below
'light_damage_min' minimum light value when mob is affected (default: 14)
'light_damage_max' maximum light value when mob is affected (default: 15)
'suffocation' when true causes mobs to suffocate inside solid blocks.
'floats' when set to 1 mob will float in water, 0 has them sink.
'follow' mobs follow player when holding any of the items which appear
on this table, the same items can be fed to a mob to tame or
breed e.g. {"farming:wheat", "default:apple"}
'reach' is how far the mob can attack player when standing
nearby, default is 3 nodes.
'docile_by_day' when true has mobs wandering around during daylight
hours and only attacking player at night or when
provoked.
'attack_chance' 0 to 100 chance the mob will attack (default is 5).
'attack_monsters' when true mob will attack monsters.
'attack_animals' when true mob will attack animals.
'attack_npcs' when true mob will attack npcs within range.
'attack_players' when true mob will attack players nearby.
'owner_loyal' when true non-docile tamed mobs attack anything player
punches when nearby.
'group_attack' when true has same mob type grouping together to attack
offender.
'attack_type' tells the api what a mob does when attacking the player
or another mob:
'dogfight' is a melee attack when player is within mob reach.
'shoot' has mob shoot pre-defined arrows at player when inside
view_range.
'dogshoot' has melee attack when inside reach and shoot attack
when inside view_range.
'explode' causes mob to stop and explode when inside reach.
'explosion_radius' the radius of explosion node destruction,
defaults to 1
'explosion_damage_radius' the radius of explosion entity & player damage,
defaults to explosion_radius * 2
'explosion_timer' number of seconds before mob explodes while its target
is still inside reach or explosion_damage_radius,
defaults to 3.
'allow_fuse_reset' Allow 'explode' attack_type to reset fuse and resume
chasing if target leaves the blast radius or line of
sight. Defaults to true.
'stop_to_explode' When set to true (default), mob must stop and wait for
explosion_timer in order to explode. If false, mob will
continue chasing.
'arrow' holds the pre-defined arrow object to shoot when
attacking.
'dogshoot_switch' allows switching between attack types by using timers
(1 for shoot, 2 for dogfight)
'dogshoot_count_max' contains how many seconds before switching from
dogfight to shoot.
'dogshoot_count2_max' contains how many seconds before switching from shoot
to dogfight.
'shoot_interval' has the number of seconds between shots.
'shoot_offset' holds the y position added as to where the
arrow/fireball appears on mob.
'specific_attack' has a table of entity names that mob can also attack
e.g. {"player", "mobs_animal:chicken"}.
'runaway_from' contains a table with mob names to run away from, add
"player" to list to runaway from player also.
'blood_amount' contains the number of blood droplets to appear when
mob is hit.
'blood_texture' has the texture name to use for droplets e.g.
"mobs_blood.png", or table {"blood1.png", "blood2.png"}
'pathfinding' set to 1 for mobs to use pathfinder feature to locate
player, set to 2 so they can build/break also (only
works with dogfight attack and when 'mobs_griefing'
in minetest.conf is not false). Adding {unbreakable=1}
to node groups stops them being broken by mobs.
'immune_to' is a table that holds specific damage when being hit by
certain items e.g.
{"default:sword_wood", 0} -- causes no damage.
{"default:gold_lump", -10} -- heals by 10 health points.
{"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
{"all"} -- stops all weapons causing damage apart from those on list.
'makes_footstep_sound' when true you can hear mobs walking.
'sounds' this is a table with sounds of the mob
'distance' maximum distance sounds can be heard, default is 10.
'random' random sound that plays during gameplay.
'war_cry' what you hear when mob starts to attack player.
'attack' what you hear when being attacked.
'shoot_attack' sound played when mob shoots.
'damage' sound heard when mob is hurt.
'death' played when mob is killed.
'jump' played when mob jumps.
'fuse' sound played when mob explode timer starts.
'explode' sound played when mob explodes.
'drops' table of items that are dropped when mob is killed, fields are:
'name' name of item to drop.
'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
'min' minimum number of items dropped, set to 0 for rare drops.
'max' maximum number of items dropped.
Note: If weapon has {fire=1} damage group set then cooked items will drop.
Note2: A function can now be passed which can also return drops table, e.g.
drops = function(pos)
-- do something
return { {name = "farming:bread"}, {name = "default:dirt", chance = 2} }
end
'visual' holds the look of the mob you wish to create:
'cube' looks like a normal node
'sprite' sprite which looks same from all angles.
'upright_sprite' flat model standing upright.
'wielditem' how it looks when player holds it in hand.
'mesh' uses separate object file to define mob.
'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
'collisionbox' has the box in which mob can be interacted with the
world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
'selectionbox' has the box in which player can interact with mob
'textures' holds a table list of textures to be used for mob, or you
could use multiple lists inside another table for random
selection e.g. { {"texture1.png"}, {"texture2.png"} }
'child_texture' holds the texture table for when baby mobs are used.
'gotten_texture' holds the texture table for when self.gotten value is
true, used for milking cows or shearing sheep.
'mesh' holds the name of the external object used for mob model
e.g. "mobs_cow.b3d"
'gotten_mesh" holds the name of the external object used for when
self.gotten is true for mobs.
'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
270 = other side.
'double_melee_attack' when true has the api choose between 'punch' and
'punch2' animations. [DEPRECATED]
'animation' holds a table containing animation names and settings for use with mesh models:
'stand_start' start frame for when mob stands still.
'stand_end' end frame of stand animation.
'stand_speed' speed of animation in frames per second.
'walk_start' when mob is walking around.
'walk_end'
'walk_speed'
'run_start' when a mob runs or attacks.
'run_end'
'run_speed'
'fly_start' when a mob is flying.
'fly_end'
'fly_speed'
'punch_start' when a mob melee attacks.
'punch_end'
'punch_speed'
'punch2_start' alternative melee attack animation.
'punch2_end'
'punch2_speed'
'shoot_start' shooting animation.
'shoot_end'
'shoot_speed'
'die_start' death animation
'die_end'
'die_speed'
'die_loop' when set to false stops the animation looping.
Using '_loop = false' setting will stop any of the above animations from
looping.
'speed_normal' is used for animation speed for compatibility with some
older mobs.
Note: Up to 5 different animations can be used per action e.g.
stand_start, stand_end, stand1_start, stand1_end .. up to stand4_start
Node Replacement
----------------
Mobs can look around for specific nodes as they walk and replace them to mimic
eating.
'replace_what' group of items to replace e.g.
{"farming:wheat_8", "farming:carrot_8"}
or you can use the specific options of what, with and
y offset by using this instead:
{
{"group:grass", "air", 0},
{"default:dirt_with_grass", "default:dirt", -1}
}
'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
'replace_rate' how random should the replace rate be (typically 10)
'replace_offset' +/- value to check specific node to replace
'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
replace a node.
'self' ObjectRef of mob
'pos' Position of node to replace
'oldnode' Current node
'newnode' What the node will become after replacing
If false is returned, the mob will not replace the node.
By default, replacing sets self.gotten to true and resets the object
properties. (DEPRECATED, use on_replace to make changes).
Custom Definition Functions
---------------------------
Along with the above mob registry settings we can also use custom functions to
enhance mob functionality and have them do many interesting things:
'on_die' a function that is called when the mob is killed the
parameters are (self, pos)
'on_rightclick' its same as in minetest.register_entity()
'on_blast' is called when an explosion happens near mob when using TNT
functions, parameters are (object, damage) and returns
(do_damage, do_knockback, drops)
'on_spawn' is a custom function that runs on mob spawn with 'self' as
variable, return true at end of function to run only once.
'after_activate' is a custom function that runs once mob has been activated
with these paramaters (self, staticdata, def, dtime)
'on_breed' called when two similar mobs breed, paramaters are
(parent1, parent2) objects, return false to stop child from
being resized and owner/tamed flags and child textures being
applied. Function itself must spawn new child mob.
'on_grown' is called when a child mob has grown up, only paramater is
(self).
'do_punch' called when mob is punched with paramaters (self, hitter,
time_from_last_punch, tool_capabilities, direction), return
false to stop punch damage and knockback from taking place.
'custom_attack' when set this function is called instead of the normal mob
melee attack, parameters are (self, to_attack).
'on_die' a function that is called when mob is killed (self, pos)
'do_custom' a custom function that is called every tick while mob is
active and which has access to all of the self.* variables
e.g. (self.health for health or self.standing_in for node
status), return with 'false' to skip remainder of mob API.
Internal Variables
------------------
The mob api also has some preset variables and functions that it will remember
for each mob.
'self.health' contains current health of mob (cannot exceed
self.hp_max)
'self.texture_list' contains list of all mob textures
'self.child_texture' contains mob child texture when growing up
'self.base_texture' contains current skin texture which was randomly
selected from textures list
'self.gotten' this is used for obtaining milk from cow and wool from
sheep
'self.horny' when animal fed enough it is set to true and animal can
breed with same animal
'self.hornytimer' background timer that controls breeding functions and
mob childhood timings
'self.child' used for when breeding animals have child, will use
child_texture and be half size
'self.owner' string used to set owner of npc mobs, typically used for
dogs
'self.order' set to "follow" or "stand" so that npc will follow owner
or stand it's ground
'self.nametag' contains the name of the mob which it can show above
Spawning Mobs in World
----------------------
mobs:register_spawn(name, nodes, max_light, min_light, chance,
active_object_count, max_height, day_toggle)
mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
These functions register a spawn algorithm for the mob. Without this function
the call the mobs won't spawn.
'name' is the name of the animal/monster
'nodes' is a list of nodenames on that the animal/monster can
spawn on top of
'neighbors' is a list of nodenames on that the animal/monster will
spawn beside (default is {"air"} for
mobs:register_spawn)
'max_light' is the maximum of light
'min_light' is the minimum of light
'interval' is same as in register_abm() (default is 30 for
mobs:register_spawn)
'chance' is same as in register_abm()
'active_object_count' number of this type of mob to spawn at one time inside
map area
'min_height' is the minimum height the mob can spawn
'max_height' is the maximum height the mob can spawn
'day_toggle' true for day spawning, false for night or nil for
anytime
'on_spawn' is a custom function which runs after mob has spawned
and gives self and pos values.
A simpler way to handle mob spawns has been added with the mobs:spawn(def)
command which uses above names to make settings clearer:
mobs:spawn({name = "mobs_monster:tree_monster",
nodes = {"group:leaves"},
max_light = 7,
})
For each mob that spawns with this function is a field in mobs.spawning_mobs.
It tells if the mob should spawn or not. Default is true. So other mods can
only use the API of this mod by disabling the spawning of the default mobs in
this mod.
mobs:spawn_abm_check(pos, node, name)
This global function can be changed to contain additional checks for mobs to
spawn e.g. mobs that spawn only in specific areas and the like. By returning
true the mob will not spawn.
'pos' holds the position of the spawning mob
'node' contains the node the mob is spawning on top of
'name' is the name of the animal/monster
Making Arrows
-------------
mobs:register_arrow(name, definition)
This function registers a arrow for mobs with the attack type shoot.
'name' is the name of the arrow
'definition' is a table with the following values:
'visual' same is in minetest.register_entity()
'visual_size' same is in minetest.register_entity()
'textures' same is in minetest.register_entity()
'velocity' the velocity of the arrow
'drop' if set to true any arrows hitting a node will drop as item
'hit_player' a function that is called when the arrow hits a player;
this function should hurt the player, the parameters are
(self, player)
'hit_mob' a function that is called when the arrow hits a mob;
this function should hurt the mob, the parameters are
(self, player)
'hit_node' a function that is called when the arrow hits a node, the
parameters are (self, pos, node)
'tail' when set to 1 adds a trail or tail to mob arrows
'tail_texture' texture string used for above effect
'tail_size' has size for above texture (defaults to between 5 and 10)
'expire' contains float value for how long tail appears for
(defaults to 0.25)
'glow' has value for how brightly tail glows 1 to 10 (default is
0 for no glow)
'rotate' integer value in degrees to rotate arrow
'on_step' is a custom function when arrow is active, nil for
default.
'on_punch' is a custom function when arrow is punched, nil by default
'collisionbox' is hitbox table for arrow, {0,0,0,0,0,0} by default.
Spawn Eggs
----------
mobs:register_egg(name, description, background, addegg, no_creative)
This function registers a spawn egg which can be used by admin to properly spawn in a mob.
'name' this is the name of your new mob to spawn e.g. "mob:sheep"
'description' the name of the new egg you are creating e.g. "Spawn Sheep"
'background' the texture displayed for the egg in inventory
'addegg' would you like an egg image in front of your texture (1 = yes,
0 = no)
'no_creative' when set to true this stops spawn egg appearing in creative
mode for destructive mobs like Dungeon Masters.
Explosion Function
------------------
mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
mobs:boom(self, pos, radius)
'self' mob entity
'pos' centre position of explosion
'radius' radius of explosion (typically set to 3)
This function generates an explosion which removes nodes in a specific radius
and damages any entity caught inside the blast radius. Protection will limit
node destruction but not entity damage.
Capturing Mobs
--------------
mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
force_take, replacewith)
This function is generally called inside the on_rightclick section of the mob
api code, it provides a chance of capturing the mob by hand, using the net or
lasso items, and can also have the player take the mob by force if tamed and
replace with another item entirely.
'self' mob information
'clicker' player information
'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable
'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to
disable
'force_take' take mob by force, even if tamed (true or false)
'replacewith' once captured replace mob with this item instead (overrides
new mob eggs with saved information)
mobs:force_capture(self, clicker)
Same as above but does no checks, it simply captures any and all mobs and places
inside a spawn egg containing all of the mob information.
Feeding and Taming/Breeding
---------------------------
mobs:feed_tame(self, clicker, feed_count, breed, tame)
This function allows the mob to be fed the item inside self.follow be it apple,
wheat or whatever a set number of times and be tamed or bred as a result.
Will return true when mob is fed with item it likes.
'self' mob information
'clicker' player information
'feed_count' number of times mob must be fed to tame or breed
'breed' true or false stating if mob can be bred and a child created
afterwards
'tame' true or false stating if mob can be tamed so player can pick
them up
Protecting Mobs
---------------
mobs:protect(self, clicker)
This function can be used to right-click any tamed mob with mobs:protector item,
this will protect the mob from harm inside of a protected area from other
players. Will return true when mob right-clicked with mobs:protector item.
'self' mob information
'clicker' player information
Riding Mobs
-----------
Mobs can now be ridden by players and the following shows its functions and
usage:
mobs:attach(self, player)
This function attaches a player to the mob so it can be ridden.
'self' mob information
'player' player information
mobs:detach(player, offset)
This function will detach the player currently riding a mob to an offset
position.
'player' player information
'offset' position table containing offset values
mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
This function allows an attached player to move the mob around and animate it at
same time.
'self' mob information
'move_animation' string containing movement animation e.g. "walk"
'stand_animation' string containing standing animation e.g. "stand"
'can_fly' if true then jump and sneak controls will allow mob to fly
up and down
'dtime' tick time used inside drive function
mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
This function allows an attached player to fly the mob around using directional
controls.
'self' mob information
'dtime' tick time used inside fly function
'speed' speed of flight
'can_shoot' true if mob can fire arrow (sneak and left mouse button
fires)
'arrow_entity' name of arrow entity used for firing
'move_animation' string containing name of pre-defined animation e.g. "walk"
or "fly" etc.
'stand_animation' string containing name of pre-defined animation e.g.
"stand" or "blink" etc.
Note: animation names above are from the pre-defined animation lists inside mob
registry without extensions.
mobs:set_animation(self, name)
This function sets the current animation for mob, defaulting to "stand" if not
found.
'self' mob information
'name' name of animation
Certain variables need to be set before using the above functions:
'self.v2' toggle switch used to define below values for the
first time
'self.max_speed_forward' max speed mob can move forward
'self.max_speed_reverse' max speed mob can move backwards
'self.accel' acceleration speed
'self.terrain_type' integer containing terrain mob can walk on
(1 = water, 2 or 3 = land)
'self.driver_attach_at' position offset for attaching player to mob
'self.driver_eye_offset' position offset for attached player view
'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
mobs:line_of_sight(self, pos1, pos2, stepsize) [DEPRECATED]
This function is for use within the mobs definition for special use cases and
returns true if a mob can see the player or victim.
...'self' mob information
'pos1' position of mob
'pos2' position of vistim or player
'stepsize' usually set to 1
Use this instead:
mob_class:line_of_sight(pos1, pos2, stepsize)
External Settings for "minetest.conf"
------------------------------------
'enable_damage' if true monsters will attack players (default is true)
'only_peaceful_mobs' if true only animals will spawn in game (default is
false)
'mobs_disable_blood' if false blood effects appear when mob is hit (default
is false)
'mobs_spawn_protected' if set to false then mobs will not spawn in protected
areas (default is true)
'remove_far_mobs' if true then untamed mobs that are outside players
visual range will be removed (default is true)
'mobname' can change specific mob chance rate (0 to disable) and
spawn number e.g. mobs_animal:cow = 1000,5
'mob_difficulty' sets difficulty level (health and hit damage
multiplied by this number), defaults to 1.0.
'mob_show_health' if false then punching mob will not show health status
(true by default)
'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set
to 0.5 to have mobs spawn more or 2.0 to spawn less.
e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of
spawning.
'mobs_spawn' if false then mobs no longer spawn without spawner or
spawn egg.
'mobs_drop_items' when false mobs no longer drop items when they die.
'mobs_griefing' when false mobs cannot break blocks when using either
pathfinding level 2, replace functions or mobs:boom
function.
Players can override the spawn chance for each mob registered by adding a line
to their minetest.conf file with a new value, the lower the value the more each
mob will spawn e.g.
mobs_animal:sheep 11000
mobs_monster:sand_monster 100
...you can also change how many of a certain mob appear in an active mapblock by
adding a comma and then a new value e.g.
mobs_animal:cow 8000,4 <-- 4 cows per mapblock at 8000 spawn chance
mobs_monster:dirt_monster ,20 <-- 20 dirt monsters per mapblock
Rideable Horse Example Mob
--------------------------
mobs:register_mob("mob_horse:horse", {
type = "animal",
visual = "mesh",
visual_size = {x = 1.20, y = 1.20},
mesh = "mobs_horse.x",
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
animation = {
speed_normal = 15,
speed_run = 30,
stand_start = 25,
stand_end = 75,
walk_start = 75,
walk_end = 100,
run_start = 75,
run_end = 100,
},
textures = {
{"mobs_horse.png"},
{"mobs_horsepeg.png"},
{"mobs_horseara.png"}
},
fear_height = 3,
runaway = true,
fly = false,
walk_chance = 60,
view_range = 5,
follow = {"farming:wheat"},
passive = true,
hp_min = 12,
hp_max = 16,
armor = 200,
lava_damage = 5,
fall_damage = 5,
water_damage = 1,
makes_footstep_sound = true,
drops = {
{name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
},
sounds = {
random = "horse_neigh.ogg",
damage = "horse_whinney.ogg",
},
do_custom = function(self, dtime)
-- set needed values if not already present
if not self.v2 then
self.v2 = 0
self.max_speed_forward = 6
self.max_speed_reverse = 2
self.accel = 6
self.terrain_type = 3
self.driver_attach_at = {x = 0, y = 20, z = -2}
self.driver_eye_offset = {x = 0, y = 3, z = 0}
self.driver_scale = {x = 1, y = 1}
end
-- if driver present allow control of horse
if self.driver then
mobs.drive(self, "walk", "stand", false, dtime)
return false -- skip rest of mob functions
end
return true
end,
on_die = function(self, pos)
-- drop saddle when horse is killed while riding
-- also detach from horse properly
if self.driver then
minetest.add_item(pos, "mobs:saddle")
mobs.detach(self.driver, {x = 1, y = 0, z = 1})
end
end,
on_rightclick = function(self, clicker)
-- make sure player is clicking
if not clicker or not clicker:is_player() then
return
end
-- feed, tame or heal horse
if mobs:feed_tame(self, clicker, 10, true, true) then
return
end
-- make sure tamed horse is being clicked by owner only
if self.tamed and self.owner == clicker:get_player_name() then
local inv = clicker:get_inventory()
-- detatch player already riding horse
if self.driver and clicker == self.driver then
mobs.detach(clicker, {x = 1, y = 0, z = 1})
-- add saddle back to inventory
if inv:room_for_item("main", "mobs:saddle") then
inv:add_item("main", "mobs:saddle")
else
minetest.add_item(clicker.getpos(), "mobs:saddle")
end
-- attach player to horse
elseif not self.driver
and clicker:get_wielded_item():get_name() == "mobs:saddle" then
self.object:set_properties({stepheight = 1.1})
mobs.attach(self, clicker)
-- take saddle from inventory
inv:remove_item("main", "mobs:saddle")
end
end
-- used to capture horse with magic lasso
mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
end
})

327
mods/mobs_redo/crafts.lua Normal file
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local S = mobs.intllib
-- name tag
minetest.register_craftitem("mobs:nametag", {
description = S("Name Tag"),
inventory_image = "mobs_nametag.png",
groups = {flammable = 2}
})
if minetest.get_modpath("dye") and minetest.get_modpath("farming") then
minetest.register_craft({
type = "shapeless",
output = "mobs:nametag",
recipe = {"default:paper", "dye:black", "farming:string"}
})
end
-- leather
minetest.register_craftitem("mobs:leather", {
description = S("Leather"),
inventory_image = "mobs_leather.png",
groups = {flammable = 2}
})
-- raw meat
minetest.register_craftitem("mobs:meat_raw", {
description = S("Raw Meat"),
inventory_image = "mobs_meat_raw.png",
on_use = minetest.item_eat(3),
groups = {food_meat_raw = 1, flammable = 2}
})
-- cooked meat
minetest.register_craftitem("mobs:meat", {
description = S("Meat"),
inventory_image = "mobs_meat.png",
on_use = minetest.item_eat(8),
groups = {food_meat = 1, flammable = 2}
})
minetest.register_craft({
type = "cooking",
output = "mobs:meat",
recipe = "mobs:meat_raw",
cooktime = 5
})
-- lasso
minetest.register_tool("mobs:lasso", {
description = S("Lasso (right-click animal to put in inventory)"),
inventory_image = "mobs_magic_lasso.png",
groups = {flammable = 2}
})
if minetest.get_modpath("farming") then
minetest.register_craft({
output = "mobs:lasso",
recipe = {
{"farming:string", "", "farming:string"},
{"", "default:diamond", ""},
{"farming:string", "", "farming:string"}
}
})
end
minetest.register_alias("mobs:magic_lasso", "mobs:lasso")
-- net
minetest.register_tool("mobs:net", {
description = S("Net (right-click animal to put in inventory)"),
inventory_image = "mobs_net.png",
groups = {flammable = 2}
})
if minetest.get_modpath("farming") then
minetest.register_craft({
output = "mobs:net",
recipe = {
{"group:stick", "", "group:stick"},
{"group:stick", "", "group:stick"},
{"farming:string", "group:stick", "farming:string"}
}
})
end
-- shears (right click to shear animal)
minetest.register_tool("mobs:shears", {
description = S("Steel Shears (right-click to shear)"),
inventory_image = "mobs_shears.png",
groups = {flammable = 2}
})
minetest.register_craft({
output = "mobs:shears",
recipe = {
{"", "default:steel_ingot", ""},
{"", "group:stick", "default:steel_ingot"}
}
})
-- protection rune
minetest.register_craftitem("mobs:protector", {
description = S("Mob Protection Rune"),
inventory_image = "mobs_protector.png",
groups = {flammable = 2}
})
minetest.register_craft({
output = "mobs:protector",
recipe = {
{"default:stone", "default:stone", "default:stone"},
{"default:stone", "default:goldblock", "default:stone"},
{"default:stone", "default:stone", "default:stone"}
}
})
-- saddle
minetest.register_craftitem("mobs:saddle", {
description = S("Saddle"),
inventory_image = "mobs_saddle.png",
groups = {flammable = 2}
})
minetest.register_craft({
output = "mobs:saddle",
recipe = {
{"mobs:leather", "mobs:leather", "mobs:leather"},
{"mobs:leather", "default:steel_ingot", "mobs:leather"},
{"mobs:leather", "default:steel_ingot", "mobs:leather"}
}
})
-- mob fence (looks like normal fence but collision is 2 high)
default.register_fence("mobs:fence_wood", {
description = S("Mob Fence"),
texture = "default_wood.png",
material = "default:fence_wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 1.9, 0.5},
}
}
})
-- mob fence top (has enlarged collisionbox to stop mobs getting over)
minetest.register_node("mobs:fence_top", {
description = S("Mob Fence Top"),
drawtype = "nodebox",
tiles = {"default_wood.png"},
paramtype = "light",
is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
},
collision_box = {
type = "fixed",
fixed = {-0.4, -1.5, -0.4, 0.4, 0, 0.4}
},
selection_box = {
type = "fixed",
fixed = {-0.4, -1.5, -0.4, 0.4, 0, 0.4}
}
})
minetest.register_craft({
output = "mobs:fence_top 12",
recipe = {
{"group:wood", "group:wood", "group:wood"},
{"", "default:fence_wood", ""}
}
})
-- items that can be used as fuel
minetest.register_craft({
type = "fuel",
recipe = "mobs:nametag",
burntime = 3
})
minetest.register_craft({
type = "fuel",
recipe = "mobs:lasso",
burntime = 7
})
minetest.register_craft({
type = "fuel",
recipe = "mobs:net",
burntime = 8
})
minetest.register_craft({
type = "fuel",
recipe = "mobs:leather",
burntime = 4
})
minetest.register_craft({
type = "fuel",
recipe = "mobs:saddle",
burntime = 7
})
minetest.register_craft({
type = "fuel",
recipe = "mobs:fence_wood",
burntime = 7
})
minetest.register_craft({
type = "fuel",
recipe = "mobs:fence_top",
burntime = 2
})
-- this tool spawns same mob and adds owner, protected, nametag info
-- then removes original entity, this is used for fixing any issues.
local tex_obj
minetest.register_tool(":mobs:mob_reset_stick", {
description = S("Mob Reset Stick"),
inventory_image = "default_stick.png^[colorize:#ff000050",
stack_max = 1,
groups = {not_in_creative_inventory = 1},
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type ~= "object" then
return
end
local obj = pointed_thing.ref
local control = user:get_player_control()
local sneak = control and control.sneak
-- spawn same mob with saved stats, with random texture
if obj and not sneak then
local self = obj:get_luaentity()
local obj2 = minetest.add_entity(obj:get_pos(), self.name)
if obj2 then
local ent2 = obj2:get_luaentity()
ent2.protected = self.protected
ent2.owner = self.owner
ent2.nametag = self.nametag
ent2.gotten = self.gotten
ent2.tamed = self.tamed
ent2.health = self.health
ent2.order = self.order
if self.child then
obj2:set_velocity({x = 0, y = self.jump_height, z = 0})
end
obj2:set_properties({nametag = self.nametag})
obj:remove()
end
end
-- display form to enter texture name ending in .png
if obj and sneak then
tex_obj = obj
local name = user:get_player_name()
local tex = ""
minetest.show_formspec(name, "mobs_texture", "size[8,4]"
.. "field[0.5,1;7.5,0;name;"
.. minetest.formspec_escape(S("Enter texture:")) .. ";" .. tex .. "]"
.. "button_exit[2.5,3.5;3,1;mob_texture_change;"
.. minetest.formspec_escape(S("Change")) .. "]")
end
end
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
-- right-clicked with nametag and name entered?
if formname == "mobs_texture"
and fields.name
and fields.name ~= "" then
local name = player:get_player_name()
-- does mob still exist?
if not tex_obj
or not tex_obj:get_luaentity() then
return
end
-- make sure nametag is being used to name mob
local item = player:get_wielded_item()
if item:get_name() ~= "mobs:mob_reset_stick" then
return
end
-- limit name entered to 64 characters long
if string.len(fields.name) > 64 then
fields.name = string.sub(fields.name, 1, 64)
end
-- update texture
local self = tex_obj:get_luaentity()
self.base_texture = {fields.name}
tex_obj:set_properties({textures = {fields.name}})
-- reset external variable
tex_obj = nil
end
end)

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default
tnt?
dye?
farming?
invisibility?
intllib?
lucky_block?
cmi?
toolranks?

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Adds a mob api for mods to add animals or monsters etc.

19
mods/mobs_redo/init.lua Normal file
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local path = minetest.get_modpath("mobs")
-- Mob API
dofile(path .. "/api.lua")
-- Rideable Mobs
dofile(path .. "/mount.lua")
-- Mob Items
dofile(path .. "/crafts.lua")
-- Mob Spawner
dofile(path .. "/spawner.lua")
-- Lucky Blocks
dofile(path .. "/lucky_block.lua")
minetest.log("action", "[MOD] Mobs Redo loaded")

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-- Fallback functions for when `intllib` is not installed.
-- Code released under Unlicense <http://unlicense.org>.
-- Get the latest version of this file at:
-- https://raw.githubusercontent.com/minetest-mods/intllib/master/lib/intllib.lua
local function format(str, ...)
local args = { ... }
local function repl(escape, open, num, close)
if escape == "" then
local replacement = tostring(args[tonumber(num)])
if open == "" then
replacement = replacement..close
end
return replacement
else
return "@"..open..num..close
end
end
return (str:gsub("(@?)@(%(?)(%d+)(%)?)", repl))
end
local gettext, ngettext
if minetest.get_modpath("intllib") then
if intllib.make_gettext_pair then
-- New method using gettext.
gettext, ngettext = intllib.make_gettext_pair()
else
-- Old method using text files.
gettext = intllib.Getter()
end
end
-- Fill in missing functions.
gettext = gettext or function(msgid, ...)
return format(msgid, ...)
end
ngettext = ngettext or function(msgid, msgid_plural, n, ...)
return format(n==1 and msgid or msgid_plural, ...)
end
return gettext, ngettext

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The MIT License (MIT)
Copyright (c) 2016 TenPlus1
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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if minetest.get_modpath("lucky_block") then
lucky_block:add_blocks({
{"dro", {"mobs:meat_raw"}, 5},
{"dro", {"mobs:meat"}, 5},
{"dro", {"mobs:nametag"}, 1},
{"dro", {"mobs:leather"}, 5},
{"dro", {"default:stick"}, 10},
{"dro", {"mobs:net"}, 1},
{"dro", {"mobs:lasso"}, 1},
{"dro", {"mobs:shears"}, 1},
{"dro", {"mobs:protector"}, 1},
{"dro", {"mobs:fence_wood"}, 10},
{"dro", {"mobs:fence_top"}, 12},
{"lig"}
})
end

1
mods/mobs_redo/mod.conf Normal file
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name = mobs

448
mods/mobs_redo/mount.lua Normal file
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-- lib_mount by Blert2112 (edited by TenPlus1)
local enable_crash = false
local crash_threshold = 6.5 -- ignored if enable_crash=false
------------------------------------------------------------------------------
--
-- Helper functions
--
local node_ok = function(pos, fallback)
fallback = fallback or mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return {name = fallback}
end
local function node_is(pos)
local node = node_ok(pos)
if node.name == "air" then
return "air"
end
if minetest.get_item_group(node.name, "lava") ~= 0 then
return "lava"
end
if minetest.get_item_group(node.name, "liquid") ~= 0 then
return "liquid"
end
if minetest.registered_nodes[node.name].walkable == true then
return "walkable"
end
return "other"
end
local function get_sign(i)
i = i or 0
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x * v.x + v.z * v.z)
end
local function force_detach(player)
local attached_to = player:get_attach()
if not attached_to then
return
end
local entity = attached_to:get_luaentity()
if entity.driver
and entity.driver == player then
entity.driver = nil
end
player:set_detach()
default.player_attached[player:get_player_name()] = false
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
default.player_set_animation(player, "stand" , 30)
player:set_properties({visual_size = {x = 1, y = 1} })
end
-------------------------------------------------------------------------------
minetest.register_on_leaveplayer(function(player)
force_detach(player)
end)
minetest.register_on_shutdown(function()
local players = minetest.get_connected_players()
for i = 1, #players do
force_detach(players[i])
end
end)
minetest.register_on_dieplayer(function(player)
force_detach(player)
return true
end)
-------------------------------------------------------------------------------
function mobs.attach(entity, player)
local attach_at, eye_offset = {}, {}
entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0}
entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0}
entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0}
entity.driver_scale = entity.driver_scale or {x = 1, y = 1}
local rot_view = 0
if entity.player_rotation.y == 90 then
rot_view = math.pi/2
end
attach_at = entity.driver_attach_at
eye_offset = entity.driver_eye_offset
entity.driver = player
force_detach(player)
player:set_attach(entity.object, "", attach_at, entity.player_rotation)
default.player_attached[player:get_player_name()] = true
player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0})
player:set_properties({
visual_size = {
x = entity.driver_scale.x,
y = entity.driver_scale.y
}
})
minetest.after(0.2, function()
default.player_set_animation(player, "sit" , 30)
end)
--player:set_look_yaw(entity.object:get_yaw() - rot_view)
player:set_look_horizontal(entity.object:get_yaw() - rot_view)
end
function mobs.detach(player, offset)
force_detach(player)
default.player_set_animation(player, "stand" , 30)
local pos = player:get_pos()
pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
minetest.after(0.1, function()
player:set_pos(pos)
end)
end
function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local rot_steer, rot_view = math.pi/2, 0
if entity.player_rotation.y == 90 then
rot_steer, rot_view = 0, math.pi/2
end
local acce_y = 0
local velo = entity.object:get_velocity()
entity.v = get_v(velo) * get_sign(entity.v)
-- process controls
if entity.driver then
--print ("---velo", get_v(velo))
local ctrl = entity.driver:get_player_control()
-- move forwards
if ctrl.up then
entity.v = entity.v + entity.accel / 10
-- move backwards
elseif ctrl.down then
if entity.max_speed_reverse == 0 and entity.v == 0 then
return
end
entity.v = entity.v - entity.accel / 10
end
-- fix mob rotation
local horz = entity.driver:get_look_horizontal() or 0
entity.object:set_yaw(horz - entity.rotate)
if can_fly then
-- fly up
if ctrl.jump then
velo.y = velo.y + 1
if velo.y > entity.accel then velo.y = entity.accel end
elseif velo.y > 0 then
velo.y = velo.y - 0.1
if velo.y < 0 then velo.y = 0 end
end
-- fly down
if ctrl.sneak then
velo.y = velo.y - 1
if velo.y < -entity.accel then velo.y = -entity.accel end
elseif velo.y < 0 then
velo.y = velo.y + 0.1
if velo.y > 0 then velo.y = 0 end
end
else
-- jump
if ctrl.jump then
if velo.y == 0 then
velo.y = velo.y + entity.jump_height
acce_y = acce_y + (acce_y * 3) + 1
end
end
end
end
-- if not moving then set animation and return
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim then
mobs:set_animation(entity, stand_anim)
end
return
end
-- set moving animation
if moving_anim then
mobs:set_animation(entity, moving_anim)
end
-- Stop!
local s = get_sign(entity.v)
entity.v = entity.v - 0.02 * s
if s ~= get_sign(entity.v) then
entity.object:set_velocity({x = 0, y = 0, z = 0})
entity.v = 0
return
end
-- enforce speed limit forward and reverse
local max_spd = entity.max_speed_reverse
if get_sign(entity.v) >= 0 then
max_spd = entity.max_speed_forward
end
if math.abs(entity.v) > max_spd then
entity.v = entity.v - get_sign(entity.v)
end
-- Set position, velocity and acceleration
local p = entity.object:get_pos()
local new_velo = {x = 0, y = 0, z = 0}
local new_acce = {x = 0, y = -9.8, z = 0}
p.y = p.y - 0.5
local ni = node_is(p)
local v = entity.v
if ni == "air" then
if can_fly == true then
new_acce.y = 0
end
elseif ni == "liquid" or ni == "lava" then
if ni == "lava" and entity.lava_damage ~= 0 then
entity.lava_counter = (entity.lava_counter or 0) + dtime
if entity.lava_counter > 1 then
minetest.sound_play("default_punch", {
object = entity.object,
max_hear_distance = 5
})
entity.object:punch(entity.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = entity.lava_damage}
}, nil)
entity.lava_counter = 0
end
end
if entity.terrain_type == 2
or entity.terrain_type == 3 then
new_acce.y = 0
p.y = p.y + 1
if node_is(p) == "liquid" then
if velo.y >= 5 then
velo.y = 5
elseif velo.y < 0 then
new_acce.y = 20
else
new_acce.y = 5
end
else
if math.abs(velo.y) < 1 then
local pos = entity.object:get_pos()
pos.y = math.floor(pos.y) + 0.5
entity.object:set_pos(pos)
velo.y = 0
end
end
else
v = v * 0.25
end
end
new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
new_acce.y = new_acce.y + acce_y
entity.object:set_velocity(new_velo)
entity.object:set_acceleration(new_acce)
-- CRASH!
if enable_crash then
local intensity = entity.v2 - v
if intensity >= crash_threshold then
--print("----------- crash", intensity)
entity.object:punch(entity.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = intensity}
}, nil)
end
end
entity.v2 = v
end
-- directional flying routine by D00Med (edited by TenPlus1)
function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:get_velocity()
local dir = entity.driver:get_look_dir()
local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
local rot_steer, rot_view = math.pi / 2, 0
if entity.player_rotation.y == 90 then
rot_steer, rot_view = 0, math.pi / 2
end
if ctrl.up then
entity.object:set_velocity({
x = dir.x * speed,
y = dir.y * speed + 2,
z = dir.z * speed
})
elseif ctrl.down then
entity.object:set_velocity({
x = -dir.x * speed,
y = dir.y * speed + 2,
z = -dir.z * speed
})
elseif not ctrl.down or ctrl.up or ctrl.jump then
entity.object:set_velocity({x = 0, y = -2, z = 0})
end
entity.object:set_yaw(yaw + math.pi + math.pi / 2 - entity.rotate)
-- firing arrows
if ctrl.LMB and ctrl.sneak and shoots then
local pos = entity.object:get_pos()
local obj = minetest.add_entity({
x = pos.x + 0 + dir.x * 2.5,
y = pos.y + 1.5 + dir.y,
z = pos.z + 0 + dir.z * 2.5}, arrow)
local ent = obj:get_luaentity()
if ent then
ent.switch = 1 -- for mob specific arrows
ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
local yaw = entity.driver:get_look_horizontal()
obj:set_yaw(yaw + math.pi / 2)
obj:set_velocity(vec)
else
obj:remove()
end
end
-- change animation if stopped
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
mobs:set_animation(entity, stand_anim)
else
-- moving animation
mobs:set_animation(entity, moving_anim)
end
end

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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 etc.
https://forum.minetest.net/viewtopic.php?f=11&t=9917
Crafts:
- Nametag (paper, black dye, string) can be used right-click on a tamed mob to give them a name.
- Nets can be used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg.
- Magic Lasso is similar to nets but with a better chance of picking up larger mobs.
- Shears are used to right-click sheep and return 1-3 wool.
- Protection Rune lets you protect tamed mobs from harm by other players
- Mob Fence and Fence Top (to stop mobs escaping/glitching through fences)
Lucky Blocks: 9
Changelog:
- 1.50 - Added new line_of_sight function that uses raycasting if mt5.0 is found (thanks Astrobe), dont spawn mobs if world anchor nearby (technic or simple_anchor mods)
- 1.49- Added mobs:force_capture(self, player) function, api functions now use metatables thanks to bell07
- 1.48- Add mobs:set_velocity(self, velocity) global function
- 1.47- Mob damage changes, min and max light level for damage added, ignition sources checked for lava damage
- 1.46- Mobs only drop rare items when killed by player (drops.min = 0 makes them rare), code tweak, pathfinding no longer sees through walkable nodes
- 1.45- Added Fence Top to add on top of any fence to stop mobs escaping, new line_of_sight tweaked by Astrobe
- 1.44- Added ToolRanks support for swords when attacking mobs
- 1.43- Better 0.4.16 compatibility, added general attack function and settings
- 1.42- Added "all" option to immune_to table, tidied floating mobs to be less intensive
- 1.41- Mob pathfinding has been updated thanks to Elkien3
- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work.
- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob
- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage
- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448
- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked
- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack
- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code)
- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112
- 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
- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder.
- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code
- 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
- 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :)
- 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function.
- 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :)
- 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak.
- 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition)
- 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings)
- 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner
- 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp)
- 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error
- 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick
- 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first
- 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added
- 1.16- Mobs follow multiple items now, Npc's can breed
- 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility.
- 1.14- All .self variables saved in staticdata, Fixed self.health bug
- 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's
- 1.12- Added animal ownership so that players cannot steal your tamed animals
- 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy
- 1,10- Footstep removed (use replace), explosion routine added for exploding mobs.
- 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals
- 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added
- 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables
- beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop
- 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal)
- 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten
- 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :)
- 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc.
- 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions
- 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items
- 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :)
- 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked
- 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound
- 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes
- 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block
- 0.5 - Mobs now float in water, die from falling, and some code improvements
- 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :)
- 0.3 - Added LOTT's Spider mob, made 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, many bug fixes :)
- 0.2 - Cooking bucket of milk into cheese now returns empty bucket
- 0.1 - Initial Release

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# If false then mobs no longer spawn in world without spawner or spawn egg
mobs_spawn (Spawn Mobs) bool true
# If enabled then monsters no longer spawn in world
only_peaceful_mobs (Only spawn peaceful Mobs) bool false
# If enabled then punching mobs no longer shows blood effects
mobs_disable_blood (Disable Mob blood) bool false
# If disabled then Mobs no longer destroy world blocks
mobs_griefing (Griefing Mobs) bool true
# If false then Mobs no longer spawn inside player protected areas
mobs_spawn_protected (Spawn Mobs in protected areas) bool true
# If true Mobs will be removed once a map chunk is out of view
remove_far_mobs (Remove far Mobs) bool true
# Sets Mob difficulty level by multiplying punch damage
mob_difficulty (Mob difficulty) float 1.0
# If disabled health status no longer appears above Mob when punched
mob_show_health (Show Mob health) bool true
# Contains a value used to multiply Mob spawn values
mob_chance_multiplier (Mob chance multiplier) float 1.0
# When false Mob no longer drop items when killed
mobs_drop_items (Mob drops) bool true

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local S = mobs.intllib
-- mob spawner
local spawner_default = "mobs_animal:pumba 10 15 0 0"
minetest.register_node("mobs:spawner", {
tiles = {"mob_spawner.png"},
drawtype = "glasslike",
paramtype = "light",
walkable = true,
description = S("Mob Spawner"),
groups = {cracky = 1},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
-- text entry formspec
meta:set_string("formspec",
"field[text;" .. S("Mob MinLight MaxLight Amount PlayerDist") .. ";${command}]")
meta:set_string("infotext", S("Spawner Not Active (enter settings)"))
meta:set_string("command", spawner_default)
end,
on_right_click = function(pos, placer)
if minetest.is_protected(pos, placer:get_player_name()) then
return
end
end,
on_receive_fields = function(pos, formname, fields, sender)
if not fields.text or fields.text == "" then
return
end
local meta = minetest.get_meta(pos)
local comm = fields.text:split(" ")
local name = sender:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return
end
local mob = comm[1] -- mob to spawn
local mlig = tonumber(comm[2]) -- min light
local xlig = tonumber(comm[3]) -- max light
local num = tonumber(comm[4]) -- total mobs in area
local pla = tonumber(comm[5]) -- player distance (0 to disable)
local yof = tonumber(comm[6]) or 0 -- Y offset to spawn mob
if mob and mob ~= "" and mobs.spawning_mobs[mob] == true
and num and num >= 0 and num <= 10
and mlig and mlig >= 0 and mlig <= 15
and xlig and xlig >= 0 and xlig <= 15
and pla and pla >=0 and pla <= 20
and yof and yof > -10 and yof < 10 then
meta:set_string("command", fields.text)
meta:set_string("infotext", S("Spawner Active (@1)", mob))
else
minetest.chat_send_player(name, S("Mob Spawner settings failed!"))
minetest.chat_send_player(name,
S("Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]”"))
end
end
})
local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
-- spawner abm
minetest.register_abm({
label = "Mob spawner node",
nodenames = {"mobs:spawner"},
interval = 10,
chance = 4,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
-- return if too many entities already
if active_object_count_wider >= max_per_block then
return
end
-- get meta and command
local meta = minetest.get_meta(pos)
local comm = meta:get_string("command"):split(" ")
-- get settings from command
local mob = comm[1]
local mlig = tonumber(comm[2])
local xlig = tonumber(comm[3])
local num = tonumber(comm[4])
local pla = tonumber(comm[5]) or 0
local yof = tonumber(comm[6]) or 0
-- if amount is 0 then do nothing
if num == 0 then
return
end
-- are we spawning a registered mob?
if not mobs.spawning_mobs[mob] then
--print ("--- mob doesn't exist", mob)
return
end
-- check objects inside 9x9 area around spawner
local objs = minetest.get_objects_inside_radius(pos, 9)
local count = 0
local ent = nil
-- count mob objects of same type in area
for k, obj in ipairs(objs) do
ent = obj:get_luaentity()
if ent and ent.name and ent.name == mob then
count = count + 1
end
end
-- is there too many of same type?
if count >= num then
return
end
-- spawn mob if player detected and in range
if pla > 0 then
local in_range = 0
local objs = minetest.get_objects_inside_radius(pos, pla)
for _,oir in pairs(objs) do
if oir:is_player() then
in_range = 1
break
end
end
-- player not found
if in_range == 0 then
return
end
end
-- find air blocks within 5 nodes of spawner
local air = minetest.find_nodes_in_area(
{x = pos.x - 5, y = pos.y + yof, z = pos.z - 5},
{x = pos.x + 5, y = pos.y + yof, z = pos.z + 5},
{"air"})
-- spawn in random air block
if air and #air > 0 then
local pos2 = air[math.random(#air)]
local lig = minetest.get_node_light(pos2) or 0
pos2.y = pos2.y + 0.5
-- only if light levels are within range
if lig >= mlig and lig <= xlig
and minetest.registered_entities[mob] then
minetest.add_entity(pos2, mob)
end
end
end
})