-- This mod provides NPCs using the mobs_redo api local modname = minetest.get_current_modname() local modpath = minetest.get_modpath(modname) -- Load support for translations. local S = minetest.get_translator('mobs') mobs.translator = S -- Define log level mobs.vlog = "info" -- Load support for documentation mobs.textstrings = {} mobs.textstrings.longdesc = {} mobs.textstrings.usagehelp = {} -- General functions, items, nodes --dofile(modpath .. "/mobs_textstrings.lua") dofile(modpath .. "/mobs_api.lua") dofile(modpath .. "/mobs_definitions.lua") --dofile(modpath .. "/mobs_craftitems.lua") -- -- NPCs -- dofile(modpath .. "/npc_lambda.lua") dofile(modpath .. "/npc_custom.lua") -- -- Mods Compatibility -- --dofile(modpath .. "/lucky_block.lua") -- -- Notification -- -- -- Map generation (for spawner) -- --dofile(modpath .. "/mobs_mapgen.lua") -- -- WIP: Make Ncps spawn around beds, or not-owned beds, or maybe use a mod register a mobs_bed instead of using the default... -- -- The point is that if you build a village with beds in houses, there will be some npcs there. --minetest.register_abm({ -- label = "Bed npc spawning", -- nodenames = {"default:bed"}, -- -- neighbors = {"default:water_source", "default:water_flowing"}, -- interval = 150, -- Operation interval in seconds -- chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this -- -- catch_up = true, -- If true, catch-up behaviour is enabled --[[ -- --~ ^ The chance value is temporarily reduced when returning to -- --~ an area to simulate time lost by the area being unattended. -- --~ ^ Note chance value can often be reduced to 1 ]] -- action = function(pos, node, active_object_count, active_object_count_wider) -- local meta = minetest.get_meta(pos) -- local spawn = meta:get_string("spawn") -- --if not spawn then return end -- --spawn_pos = math.random() -- end, --}) -- -- Notification -- print ("[MOD] Mobs Redo 'mobs_npc' loaded")