Moving mobs to Mobkit

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  • #214
    MisterE
    Participant

    Mobkit is Higher Quality (allows better behaviors, and causes less server lag) Plus, there are better mobs available for it now.

     

    As a result, I want to start a branch of Mesecraft that uses mobkit exclusively. That will require me learning how to convert mobs_redo mobs over to mobkit. The goal is to convert all mesecraft mobs over to mobkit eventually while retaining the basic behaviors (or improving on them!), and still having things like spawn eggs, capturing mobs, taming, breeding, etc.

     

    As I make progress on it, I will update my raspberry pi server with mobkit mobs for testing.

     

    Please respond with thoughts, comments, etc…

    #215
    MisterE
    Participant

    SO, as best I can figure, the mob mods that need converting are as follows:

    mob_horse

    mobs_creatures

    mobs_npc

    mobs_walrus

    tmw_slimes

     

    I’ll start with walrus as that’s easiest

    • This reply was modified 4 months, 1 week ago by MisterE.
    #217
    MisterE
    Participant

    Ok, so I have successfully ported the walrus over to mobkit. I also used other mobkit mods to replace pigs,sheep,wolves,deer,cows,chickens, zombies and alligators

     

    Other mobs are added, like snakes, whales, seaguls, and more, with water_life.

    Currently, zombies die just after spawning, have to look into that.

     

    Here is the current codebase:

    https://github.com/MisterE123/mesecraft-mobkit

     

    feel free to submit issues based on mobkit changes

     

    You can try out the new changes on my mesecraft test server:

    INTRODUCING… MESECRAFT TEST SERVER

     

     

    After testing the mobs today, here are some obvious (minor-ish) problems:

    mobs_wildlife (wolf and deer) don’t flash red on hit. This is because they don’t use the mobcore library.

    zombies die immediately

     

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