![]() Improved the attacks of the mods that are "dogshoot". The Pumpking has a new way to attack: he puts around him (and you) some pumpkins that are soon going to explode! 18 Next npx Member Posts: 164 Joined: Thu 9:17 pm In-game: npx Location: Turin, Italy Mod Not So Simple Mobs 3. All the sounds are now mono as suggested by Fixerol Six spears are now available thank to Spears mod made by Echoes91! (Mantis spear (), Ant spear (ant mandible), Duck beak spear (duck beak dropped by ducks), Manticore spear (manticore spine), Little ice tooth spear (little ice tooth dropped by ice amphibians), Ice tooth spear (ice tooth dropped by Icelamander)). Stoneaters and Ants drop their mandibles, with them it is possible to craft a powerful pick and a sword From Sun feather or Moon feather and a diamond with a stick you can craft amazing swords. When the Tarantula become weaker evolves. updated the api.lua following the updates of Tenplus1's mobs (version of 17th February 2016) tidied up the code (nssm_materials, nssm_weapons, nssm_api. The likelihood is that mobsredo is no longer the same beast it was back then - I remember in 2017 several functions that were global got namespaced for example, breaking some of NSSM. Code: Select all v2.0 - 22-11-16 - added the Morlendor dimension and all its materials - added the compatibility with the mapgen v7 and valleys (and also fractal and flat) - added the portals to go to Morlendor and come back. api updated to 19-03 version (thanks to Tenplus1 for his hard work on it) NSSM 3.0 was first release around November 2016 so is coming up for two years old. ![]() new special weapons (added the spirit_ball which look for enemies around it and follow them and updated kamehameha and kienzan) new mobs (Desert Boss: giant sandworm (removed the dahaka), changed sandworm model and added sand_bloco and xgaloctopus) added custom on_step function for some projectiles of the mobs and fixed various related bugs added the custom_attack function to the api.lua the counters now use os.time() instead of minetest globalstep to count time fixed various bugs with materials and recipes also thanks to Amianthoidal and Telesight fixed the Irrlicht problem with png textures the mobs now honors the protected blocks and areas (Thanks to TenPlus1 for his suggestion) new energy weapon: hellzone_grenade (It follows the target: you can shoot some of them and then activate them by pressing q) a lot of other things (new explosion function, parameters to set difficulty). > normal weapons (like swords and axes) with special functions you can enable by typing "q" > bombs: you can throw and when they hit the ground they activate special functions added the armors made from the drops of mobs (you need 3d_armor to use them) added the "Felucco", to spawn in the savannah added the mobs Morlu, Morvy, Morgut, Mode, Mordain, Morwa, Morgre and Morvalar for the "Morlendor" dimension (that you can find playing with nssb) rewritten to add the dependency from mobs_redo. you can modify the mod difficulty by modifying some parameters going in the advanced settings of minetest there are many mobs, but also a lot of special weapons and armors to fight them (so we suggest to check the recipes guide in unified inventory) the mod makes the game really difficult! The guide we had written has not been updated because we are waiting to have the permission to directly write the wiki page of the mod. Textures, models and sounds: CC BY-SA 4.0 a throwing mod (a mod that add bows) if compatible with the Tenplus1's damage_system unified_inventory (useful to discover all the new recipes and to use the armors): 3d_armors (with which you can use nssm armors): nssb (Not So Simple Buildings, our second mod that adds many blocks and Morlendor, the new dimension): The biggest addition in this release is a new dimension called "Morlendor" (available only if you use nssb also): Birds are especially far-sighted, so even more troublesome.The mod now contains more than 50 different mobs! Short answer: check your nf setting for "active_block_range", if it's greater than 3, then you may find more mobs appearing than you might expect. I have been working on a thing, and I've put up a simple explanation as to how these are related (as far as I can reason, that is.) The more blocks which the ABMs are active on, the greater the chance of a spawn in the vicinity of a player. What am I doing wrong and what do I need to do differently?ĭepending on the active block range, you may find more mobs spawning in the vicinity of your player(s). ![]() Neither change had any noticeable effect. Echosa wrote:I have a couple of questions.ġ.) How do I decrease the spawn rate? I tried changing the spawn argument in the mobs_redo spawn_specific call as well as changing the multimobs value in settingtypes.txt.
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