MOB API The mob api is a function that can be called on by other mods to add new animals or monsters into minetest. minetest.conf settings* '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 1 then mobs will not spawn in protected areas (default is 0) 'remove_far_mobs' if true then mobs that are outside players visual range will be removed (default is false) mobname_chance can change specific mob chance rates or set to 0 to disable e.g. mobs:cow_chance = 1000 mobs:register_mob(name, definition) This functions registers a new mob as a Minetest entity. name is the name of the mob (e.g. "mobs:dirt_monster") definition is a table with the following fields type the type of the mob ("monster", "animal" or "npc") passive will mob defend itself, set to false to attack docile_by_day when true, mob will not attack during daylight hours unless provoked attacks_monsters usually for npc's to attack monsters in area group_attack true to defend same kind of mobs from attack in area hp_min minimum health hp_max maximum health (mob health is randomly selected between both) physical same is in minetest.register_entity() collisionbox same is in minetest.register_entity() visual same is in minetest.register_entity() visual_size same is in minetest.register_entity() textures same is in minetest.register_entity() although you can add multiple lines for random textures {{"texture1.png"},{"texture2.png"}}, gotten_texture alt. texture for when self.gotten value is set to true (used for shearing sheep) child_texture texture of mod for when self.child is set to true mesh same is in minetest.register_entity() gotten_mesh alternative mesh for when self.gotten is true (used for sheep) makes_footstep_sound: same is in minetest.register_entity() follow item when held will cause mob to follow player, can be single string "default:apple" or table {"default:apple", "default:diamond"} view_range the range in that the monster will see the playerand follow him walk_chance chance of mob walking around jump_chance chance of mob jumping around, set above to 0 for jumping mob only walk_velocity the velocity when the monster is walking around run_velocity the velocity when the monster is attacking a player runaway when true mob will turn and run away when punched stepheight minimum node height mob can walk onto without jumping (default: 0.6) jump can mob jump, true or false jump_height height mob can jump, default is 6 fly can mob fly, true or false (used for swimming mobs also) fly_in node name that mob flys inside, e.g "air", "default:water_source" for fish damage the damage per second recovery_time how much time from when mob is hit to recovery (default: 0.5) knock_back strength of knock-back when mob hit (default: 3) immune_to table holding special tool/item names and damage the incur e.g. {"default:sword_wood", 0}, {"default:gold_lump", -10} immune to sword, gold lump heals blood_amount number of droplets that appear when hit blood_texture texture of blood droplets (default: "mobs_blood.png") drops is list of tables with the following fields: name itemname chance the inverted chance (same as in abm) to get the item min the minimum number of items max the maximum number of items armor the armor (integer)(3=lowest; 1=highest)(fleshy group is used) drawtype "front" or "side" (DEPRECATED, replaced with below) rotate set mob rotation, 0=front, 90=side, 180=back, 270=other side water_damage the damage per second if the mob is in water lava_damage the damage per second if the mob is in lava light_damage the damage per second if the mob is in light fall_damage will mob be hurt when falling from height fall_speed speed mob falls (default: -10 and has to be lower than -2) fear_height when mob walks near a drop then anything over this value makes it stop and turn back (default is 0 to disable) on_die a function that is called when the mob is killed the parameters are (self, pos) floats 1 to float in water, 0 to sink on_rightclick its same as in minetest.register_entity() pathfinding when true mobs will use pathfinder feature to locate player (only works with dogfight attack) attack_type the attack type of a monster dogfight follows player in range and attacks when in reach shoot shoots defined arrows when player is within range explode follows player in range and will flash and explode when in reach dogshoot shoots arrows when in range and one on one attack when in reach explosion_radius radius of explosion attack (defaults to 1) arrow if the attack_type is "shoot" or "dogshoot" then the entity name of the arrow is required shoot_interval the minimum shoot interval shoot_offset +/- value to position arrow/fireball when fired reach how far a reach this mob has, default is 3 sounds this is a table with sounds of the mob random random sounds during gameplay war_cry sound when starting to attack player attack sound when attacking player shoot_attack sound when attacking player by shooting arrow/entity damage sound when being hit death sound when killed jump sound when jumping explode sound when exploding distance maximum distance sounds are heard from (default is 10) animation a table with the animation ranges and speed of the model stand_start stand_end walk_start walk_end run_start run_end punch_start punch_end speed_normal speed_run used when mob runs behind player to make animation faster speed_punch used when mob punches player to make animation faster replace_what group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"} 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 The mob api also has some preset variables and functions that it will remember for each mob 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.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 on_die a function that is called when mob is killed do_custom a custom function that is called every second 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) 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) 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 mob is only spawned if active_object_count_wider of ABM is <= this min_height is the maximum 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 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:sheep_chance 11000 or mobs:sand_monster_chance 100 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: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 mobs:register_egg(name, description, background, addegg) 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 mobs:explosion(pos, radius, fire, smoke) This function generates an explosion which removes nodes in a specific radius and replace them with fire or air. Protection nodes, obsidian and locked chests will not be destroyed although a normal chest will drop it's contents. pos centre position of explosion radius radius of explosion (typically set to 3) fire should fire appear in explosion (1=yes, 0=no) smoke should smoke appear in explosion (1=yes, 0=no) sound sound played when mob explodes 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 magic 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 mobs:feed_tame(self, clicker, feed_count, breed) 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. 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