-- mobspawn v.0.8 by HeroOfTheWinds -- WTFPL 2.0 -- Mod to add mob spawners to Minetest for Simple Mobs and Mobs_Redo (by PilzAdam and TenPlus1 respectively) -- There are plans to add support for more mods... local redo = false --Switch to determine if the mobs mod is TenPlus1's mobs_redo... DETERMINED AUTOMATICALLY local SPAWN_INTERVAL = 30 --Rate at which mobs are spawned (in seconds) local CHANCE = 1 --Chance of mob spawning at each interval. 1=always local MAX_MOBS = 7 --Max number of mobs that can be in the vicinity of a spawner for a mob to spawn. If lag is a concern, keep to a low value. (A strong singleplayer PC can handle 10-20 though...) --If the mod is "mobs", whose version is it? if (minetest.get_modpath("mobs")) then if mobs.mod == "redo" then redo = true end end mobspawn = {} --Container for whatever mobspawn.mobs = {} --List to hold all registered mobs that are to be affected by this mod mobspawn.mod = "" --What is the base mod? if redo then --List all the hostile mobs in Mobs Redo mobspawn.mod = "mobs" mobspawn.mobs = { "dirt_monster", "sand_monster", "tree_monster", "stone_monster", "oerkki", "dungeon_master", "spider", "lava_flan", "mese_monster", } else --List all the hostile mobs in Simple Mobs mobspawn.mod = "mobs" mobspawn.mobs = { "dirt_monster", "sand_monster", "tree_monster", "stone_monster", "oerkki", "dungeon_master", } end --Create a spawner for each mob for _,mob in pairs(mobspawn.mobs) do minetest.register_node("mobspawn:"..mob.."_spawner", { description = mob.." Spawner", drawtype = "allfaces", tiles = {"mobspawn_cage_top.png", "mobspawn_cage_bottom.png", "mobspawn_cage_side.png"}, is_ground_content = false, groups = {cracky=1}, light_source = 3, paramtype = "light", use_texture_alpha = true, sunlight_propagates = true, }) --The heart of the mod, the spawning function minetest.register_abm({ nodenames = {"mobspawn:"..mob.."_spawner"}, interval = SPAWN_INTERVAL, chance = CHANCE, action = function(pos, node, active_object_count, active_object_count_wider) --Randomize spawn location local npos = {x=pos.x + math.random(-3,3), y=pos.y, z=pos.z + math.random(-3,3)} --Make sure it's a sufficiently dark room if (minetest.get_node_light(npos) < 9) then local count = 0 --check how many mobs are nearby for _,ent in pairs(minetest.get_objects_inside_radius(pos, 6)) do count = count + 1 end if count < MAX_MOBS then --Prepare for trouble (sorry, it won't be double... yet) minetest.add_entity(npos, mobspawn.mod..":"..mob) end end end, }) end