large_slugs
This is a mod for Minetest that adds large slugs of several species, implemented as different nodes. They very slowly wander around, sticking to surfaces, dying and asexually reproducing to balance their population. This behavior can be tweaked or disabled if it becomes detrimental to performance.
Species
Different species spawn on different surfaces, and their movement is restricted to these different surfaces.
Grass Slug
The light brown grass slug spawns on regular grass on the surface. It can only move on grass and dirt.
Grass slugs can be cooked and eaten for two food points.
Pine Slug
The dark brown pine slug spawns in pine forests. It can only move on dirt, pine trees trunks, and the ground covering of the pine forests.
Pine slugs can be cooked and eaten for two food points.
Rainforest Slug
The yellow-brown rainforest slug spawns in rainforests. It can only move on dirt, jungle tree trunks, and the ground covering of the rainforests.
Rainforest slugs can be cooked and eaten for three food points.
Cave Slug
The gray cave slug spawn at level -32 and below on stone. It can only move on stone, cobblestone, and coal-bearing stone.
Cave slugs can be cooked and eaten for three food points. Two cave slugs can be crafted into a lump of coal.
Iron Slug
The rust-colored iron slug spawns at level -128 and below on stone. It can only move on stone, cobblestone, and iron ore.
Two iron slugs can be crafted into a lump of iron.
Mese Slug
The yellow mese slug spawns at level -512 and below on stone. It can only move on stone, cobblestone, mese, and mese-bearing stone.
Three mese slugs can be crafted into a mese crystal fragment.
Behavior
If behavior is enabled, an ABM runs every 5 seconds* to update active slugs. The updates are spread throughout the interval. Each interval, one out of every 5 slugs* is actually updated. Each slug may check a radius of 5 nodes* around them and act based on the nearby population of their species. One out of 6* will choose to die if there is more than 1 other slug* nearby. Of those remaining, one out of 6* will try to reproduce if there are 0 other slugs* nearby. Those that neither die nor try to reproduce will try to move.
* These are default values. They can be changed in the settings.
Mod dependencies
large_slugs depends on either the mod "default" or the modpack "zero" for the materials used. If neither is present, the mod will work but will basically do nothing. The core of the mod in api.lua and behavior.lua does not depend on anything.
The optional dependency on the mod "ethereal" is just to fix a bug. It seems that large_slugs must load after ethereal in order for slugs to spawn properly. I'm not sure why.
Licenses
Source code
The source code of this project is licensed under the LGPL v3 (or later,) as stated in the source code files themselves.
Images and other files not otherwise licensed
These files are licensed under a CC BY-SA 3.0 license.
They are also under the same copyright as the source files:
Copyright © 2021 Jude Melton-Houghton