Codermobs: Difference between revisions

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Codermobs' claims to fame are:
Codermobs' claims to fame are:


(a) It comes with a huge number of mobs
(a) It comes with a huge number of mobs<br />
(b) It's easy to remove unwanted mobs so as to reduce media size
(b) It's easy to remove unwanted mobs so as to reduce media size<br />
(c) It's not difficult to add new mobs
(c) It's not difficult to add new mobs<br />
(d) CoRNeRNoTe's 2D "critters" mob system is included
(d) CoRNeRNoTe's 2D "critters" mob system is included<br />
(e) Other special cases such as Pet Ores are provided
(e) Other special cases such as Pet Ores are provided<br />
(f) The API part has numerous bug fixes and features
(f) The API part has numerous bug fixes and features


Line 70: Line 70:
Unified in this context means fairly standardized Lua files for
Unified in this context means fairly standardized Lua files for
the 80-odd mobs in the "codermobs" mod. The list of mobs in that mod included:
the 80-odd mobs in the "codermobs" mod. The list of mobs in that mod included:
<br /><br />


{|
<div class="boxlist">
|angel||baby||baby_chick||badger||bat
<div>angel</div>
|-
<div>baby</div>
|bear||bee||beetle||bird||bom
<div>baby chick</div>
|}
<div>badger</div>
<div>bat</div>
<div>bear</div>
<div>bee</div>
<div>beetle</div>
<div>bird</div>
<div>bom</div>
<div>bug</div>
<div>bunny</div>
<div>butterfly</div>
<div>cacodemon</div>
<div>camel</div>
<div>car</div>
<div>caveman</div>
<div>cow</div>
<div>cyberdemon</div>
<div>deer</div>
<div>denny dino</div>
<div>digibug</div>
<div>dirt monster</div>
<div>dog</div>
<div>duck_walking</div>
<div>elephant</div>
<div>elk</div>
<div>farhorse</div>
<div>flying pig</div>
<div>fox</div>
<div>ghost</div>
<div>goat</div>
<div>hedgehog</div>
<div>hen</div>
<div>hippo</div>
<div>hotdog</div>
<div>icebom</div>
<div>init</div>
<div>jeraf</div>
<div>kangaroo</div>
<div>kitten</div>
<div>lava flan</div>
<div>lawyer</div>
<div>letterg</div>
<div>lostsoul</div>
<div>lott spider</div>
<div>mammoth</div>
<div>mcpig</div>
<div>mdskeleton</div>
<div>models</div>
<div>mooncow</div>
<div>oerkki</div>
<div>oldlady</div>
<div>ostrich</div>
<div>owl</div>
<div>panda</div>
<div>penguin</div>
<div>plane</div>
<div>polar bear</div>
<div>projects</div>
<div>rat</div>
<div>rat_better</div>
<div>robotted</div>
<div>rooster</div>
<div>santa</div>
<div>sheep</div>
<div>silverfish</div>
<div>snail</div>
<div>snake_garter</div>
<div>snake_ice</div>
<div>snowman</div>
<div>tiger</div>
<div>tree_monster</div>
<div>trex</div>
<div>util</div>
<div>vbutterfly</div>
<div>vombie</div>
<div>warthog</div>
<div>wolf</div>
<div>zebra</div>
</div>


<span id="codermobs-reduce"></span>
== Reducing Codermobs size&nbsp; ==


## [Mod] codermobs
For lower-power servers and/or to support older client devices, world hosts will want to reduce the size of Codermobs. This is easy.
The codermobs mod (the codermobs/codermobs directory) contains many
rescued and improved mobs you may remember if you played early releases
of Minetest, as well as currently widely used mobs, and some new ones
made specifically for codermobs.


## Notable Settings
In the copy of Codermobs used by a particular world, go to the "codermobs" modpack and then to the "codermobs" mod in the modpack. There, remove from the "models/" and "textures/" directories just the media files associated with mobs that you don't want.
- `codermobs_egg_time_delay = 120`: (default 120) Hatch time in seconds
- `codermobs_egg_hatch_chance = x` (where x is a number; default 1):
  Eggs have a 1/x chance of hatching every `codermobs_egg_time_delay`.
  - If a player picks up a fertilized egg, it loses its fertilized
    status due to a technical limitation.
- `enable_codermobs_all = true`: enables all standard-style mobs
  (regardless of theme, but excluding Critters, Pet Ores, and CoderSea
  mobs)


## Notable Commands
For example, if you don't want the sand monster, delete these files:
- `/hostile`: Toggle hostile mode. When on, most mobs will attack and
  their sight range will increase.


## Notable Changes
models/codermobs_sand_monster.b3d
- [190616](https://minetest.org/changes.html#190616) complete chicken-egg cycle
textures/codermobs_sand_monster.png
- [190531](https://minetest.org/changes.html#190531)
- [190206](https://minetest.org/changes.html#190206)


[meta]: # (Preceding blank line is needed)
It should be sufficient to delete the "models/" files in question. However, deleting the "textures/" files as well will reduce resource usage further.
[meta]: # (Title: Minetest CoderMobs modpack)

Revision as of 22:32, 1 September 2023




This subject area:




Introduction

This page discusses Codermobs. Codermobs is a "modpack" that implements a complete Mobs system. It might be referred to as a "mobpack".

Codermobs is part of Bucket Game. It can't be used unless at least certain core parts of Bucket Game are present.

This mobpack isn't the only way to have mobs in a world. There are other mobpacks.

Codermobs' claims to fame are:

(a) It comes with a huge number of mobs
(b) It's easy to remove unwanted mobs so as to reduce media size
(c) It's not difficult to add new mobs
(d) CoRNeRNoTe's 2D "critters" mob system is included
(e) Other special cases such as Pet Ores are provided
(f) The API part has numerous bug fixes and features

Codermobs API

Codermobs comes with its own version of Troll+One's Mobs Redo API mod named "mobs". This is a hard fork of "mobs" that will not be synced again with trollstream. It includes numerous bug fixes but may be missing features from Troll+1's latest release and other forks.

The Codermobs version of "mobs" is compatible with the Mobs Redo API as of the late 2010s. It should support most stand-alone mobs mods from that era. It is used, in Bucket Game, to support not only the rest of Codermobs but sealife mobs in a separate modpack named Codersea.

Mobs included in Codermobs 

As of 2023, Codermobs provided:

(a) A unified set of about 80 conventional Mobs Redo mobs. These were located in a mod named "codermobs" that was part of a modpack also named "codermobs".

(b) CoRNeRNoTe's 2D "critters" mod from the early 2010s.

(C) Two other special case mods named "petores" and "whinny". "petores" created friendly ores. "whinny" was a simple alternate horse, small and essentially a pony, including a rainbow variation that riders could use to fly or at least jump very high.

Unified in this context means fairly standardized Lua files for the 80-odd mobs in the "codermobs" mod. The list of mobs in that mod included:

angel
baby
baby chick
badger
bat
bear
bee
beetle
bird
bom
bug
bunny
butterfly
cacodemon
camel
car
caveman
cow
cyberdemon
deer
denny dino
digibug
dirt monster
dog
duck_walking
elephant
elk
farhorse
flying pig
fox
ghost
goat
hedgehog
hen
hippo
hotdog
icebom
init
jeraf
kangaroo
kitten
lava flan
lawyer
letterg
lostsoul
lott spider
mammoth
mcpig
mdskeleton
models
mooncow
oerkki
oldlady
ostrich
owl
panda
penguin
plane
polar bear
projects
rat
rat_better
robotted
rooster
santa
sheep
silverfish
snail
snake_garter
snake_ice
snowman
tiger
tree_monster
trex
util
vbutterfly
vombie
warthog
wolf
zebra

Reducing Codermobs size 

For lower-power servers and/or to support older client devices, world hosts will want to reduce the size of Codermobs. This is easy.

In the copy of Codermobs used by a particular world, go to the "codermobs" modpack and then to the "codermobs" mod in the modpack. There, remove from the "models/" and "textures/" directories just the media files associated with mobs that you don't want.

For example, if you don't want the sand monster, delete these files:

models/codermobs_sand_monster.b3d
textures/codermobs_sand_monster.png

It should be sufficient to delete the "models/" files in question. However, deleting the "textures/" files as well will reduce resource usage further.