- Add Yeti monster (not over), spawn on snow biome, attack with snowball(arrow), equivalent to Mese Monster but in surface
- Add Minotaur monster (not over), move slowly and attack sowly, but do big damage
- Fix the "colisionbox" and "view range" of the zombie
- Wolf can now be tamed into dog - he has modified skills (3 damages, move more slower, different texture, run and walk more slowly)
- NPC now do 4 damage when tamed (6 damage when neutral/enemy)
- Prepared the update of Minotaur (renamed this mob minotaur)
- NPC tamed with 4 diamonds now do 4 damage (before 6)
- Wolf can now be tamed in exchange of 4 "raw_meat" and become dog, the dog can be healed with "raw_meat" (need to be change, maybe conflicted)
- The dog mob is less powerful than the wolf (-2 damage, less walk/run velocity) => the explanation for this "nerf" is simple, the dog is almost free, compared to the NPC who costs 4 diamonds ! :)
- Add one sound when wolfs attack
- One small fix for the zombie monster
- Add a pre-alpha version of yeti, many things missing for the moment (yeti is a monster who spawns in snow biome and attack wit snowball)
- The Ghoat animal is passive, he eats flowers on his way, drop raw_meat if you kill it. But be carful, if you attack him, he will hit you back ! (like cow/warthog and other passive monster who can defend himself)
- Warthogs now spawn on default:dirt and default:junglegrass, this change is made because we move progressively the warthog in jungle
- They are very similar to the Dirt Monster, but they are more slower, has more heath, and less armor, they do the same amount of damage and give the same samount of coins
- Remove the Stonemonster in the Nether Forest, remplaced by Zombies
- Merged api :
- little tweaks on yaw computing system and position handling when blasting
- Centralisation of the explosion function used by both dungeon masters and
creepers : checks are made differently but still present in the function
- Merged dungeon masters
- Changed type of creepers from kamikaze to explode
- Tweaked a bit rebase script
- It seems in fact that sometimes, when you give the fourth diamond to a NPC, it does not follow
because you're too close to it. (engine's entity issue, or algorythm issue, but not really one
since you just have to move in 99% of the cases to make the NPC follow you)
- npc's follow and stand by order
- mob shoot attack rehauled
- velocity changes
- fixed shoot bug
- mob shoot timings fixed
- dungeon master plasma balls less laggy
- DM plama ball less laggy
- added on_die function and jump_height
- Added jump_chance for jumping mods, set walk_chance to 0 when in use
- added jump mobs, footstep nodes, api tweaks
- fixed jump follow and follow jump glitch
- Added rotate to mob definition
- Reworked breeding
- tidied code
- added mobs_enable_blood flag in minetest.conf (true/false)
- tidied code
- Fixed selftimer issue
- beehive cannot be eaten (oops)
- fixed lifetimer bug
- added magic lasso to pick up animals
- pets and chicken can be picked up without magic lasso
- update version
- Stuff contained in default:chest will be dropped as are items when player die
- Steel doors and locked chests won't be affected by explosions
- If part of a wooden door is destroyed, the second part is too
- Remove the jump step (useless now)
- Some health adjustments
- Some damage adjustments
- Add blood textures for some mobs (spider/red, creeper/green)
- Begin the cleaning and organisation code for the wolfs and creepers
mobs
- Bunnies eat savage carrots
- Now, you need mobs:shears(ciseaux) if you want take the sheep’s wool,
- Kittens now follow rat and be tamed if they eat 4 fish_raw (obtained
when fishing)
- Kittens now can be picked with right click, and stored in inventory
(like chickens)
—> SYNC WITHOUT API.LUA <—
- Added comment to warn a change of our
- Updated README.txt in mobs mod. However, Ombridride will have to do a lot of works, the mod have been changed again (no more steps, parameters
deleted, etc).