January 6, 2021 at 9:49 pm #211
A new server running mesecraft. It runs on a raspberry pi 4 with 2 gb ram, and has fiber internet.
Expect lag with mapgen.
the purpose is to have a place to test out new gameplay ideas, test fixes, and generally have fun without the damger of losing valuable builds. Come, build, play, test, and dont be upset when you have to start over with a new world.
Right now, it runs vanilla Mesecraft, but Water_life is a near update.
Please post replies to suggest gameplay changes. If they are large, prepare them yourself and post git links.
MeseCraft Test Server
If you join as UnrealAdmin, you will receive most admin privs
January 9, 2021 at 12:20 am #220
- This topic was modified 2 weeks ago by MisterE.
FYI, you can experience mobkit mobs on mesecraft here… I am slowly replacing/porting mobs from redo over to mobkitJanuary 9, 2021 at 5:00 pm #221
ported mobs_walrus to mobkit
added mobkit, mob_core, water_life, better_fauna, wildlife, zombiestdr
in mobs_creatures, disabled zombies, farm animals, and a few others because added mods replaced them.
better_fauna really is better in many respects
sheep only drop wool when sheared, not when killed
zombies just die
new walrus causes crash when hit and tries to run away
fixed walrus bug (hopefully), added tame and capture ability.January 10, 2021 at 12:41 pm #222
So, walrus bug was caused by mob_core errors… ElCeejo updated mob_core, and its fixed now
also, the zombie bug was fixed… it was a compatability issue with magma_conduits. The setting remove_default_lava must be false to work with zombies. Thx, @Knot Abbot on Discord
So, Now you can try to fight zombies! they are quite different from their counterparts from mobs_redo… it takes some skill to kill them, and
more will be attracted by the sounds of fighting.January 10, 2021 at 11:00 pm #226
How to kill zombies:
Zombies cannot be killed except with a sound thwack to the lower head. You need skill and practice. Also, you cannot use a wood sword. Zombies can be outrun… you can also dig traps for them, which they will fall into when they lunge at you.
Also, as with any mobkit mob, you can dodge any attack, but it gets harder the more enimies you have
Zombies are attracted by movement and sounds of fighting. It is possible to attract a large horde by making too much ruckus.
Bug: Zombies and other mobs spawn on the moon
Aside from that, I would like to hear peoples thoughts on how and where zombies should spawn. I think, after playing on the server for just a little while, that they spawn waaaay too much. I think, perhaps, that they should spawn rarely, except in the ethereal dry dirt biome (burnt wood), the mushroom biome, and on cobblestone underground for the dungeonsJanuary 11, 2021 at 10:06 am #227
Here is why zombies were dying:January 13, 2021 at 12:47 pm #228
I reverted wildlife to gundul’s fork, as my version was causing some issues. Wildlife only adds deer and wolves, and there is a wolf coming soon for better_fauna, so I will likely port the redo version of the deer over and use that wolf later on.
I have finished mobs_walrus, and begun on mobs_creatures. The bat has been ported over. It comes out at night and early morning. Like its mobs_redo version it is a prodigious producer of guanoJanuary 14, 2021 at 10:39 pm #230
I ported dirt_man and sand_man over to mobkit.
While I was at it, I added a simple, but interesting behavior.
Dirt men like dirt, sand men like desert sand.
If they see what they like lying on the ground (as an item) they will go and get it (pick it up)
Also, if they are chasing you (and you havnt made them angry yet by hitting them) there is a chance that they will be distracted by you throwing the item that they like on the ground. If you have it, you might as well try. Punching them makes them really angry, and they will then not be distracted by your little presents
When killed, they will drop anything that they have picked up, plus the regular drop of a few dirt or sand.
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