Mobs refactoring
#1
I think it's about time MCS got an overhaul of the mobs code.

There have been a few requests on what should be done, so I'll try to keep a list here:
- Per-world settable mobs. In each world.ini, make a section that specifies which mobs are allowed to generate in the world.
- Per-biome settable mobs. In monsters.ini (? perhaps allow a world.ini override?), specify, in which biomes specific mobs are allowed generate.
- Flying mobs should fly (there's nothing funnier than a ghast running on the ground through a forest Wink
- Spawning needs to be adjusted. Spawn mobs underground as well. Don't spawn too many mobs. Animals should spawn only minimally and should generate with the terrain instead.
- New AI - don't let the mobs jump around like crazy, improve their pathfinding etc.
- Add missing mobs - villagers, iron golems, cats, ...

Feel free to comment and throw in some ideas. I'll try to keep this initial post up to date with the ideas.
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Messages In This Thread
Mobs refactoring - by xoft - 05-31-2012, 09:22 PM
RE: Mobs refactoring - by Taugeshtu - 05-31-2012, 09:29 PM
RE: Mobs refactoring - by xoft - 05-31-2012, 09:32 PM
RE: Mobs refactoring - by Taugeshtu - 05-31-2012, 09:38 PM
RE: Mobs refactoring - by xoft - 05-31-2012, 09:43 PM
RE: Mobs refactoring - by Taugeshtu - 05-31-2012, 09:51 PM
RE: Mobs refactoring - by NiLSPACE - 05-31-2012, 11:21 PM
RE: Mobs refactoring - by xoft - 05-31-2012, 11:23 PM
RE: Mobs refactoring - by Taugeshtu - 06-01-2012, 12:08 AM
RE: Mobs refactoring - by NiLSPACE - 06-01-2012, 12:40 AM
RE: Mobs refactoring - by xoft - 06-01-2012, 02:33 AM
RE: Mobs refactoring - by NiLSPACE - 06-01-2012, 02:35 AM



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