[Mod] Fishing [fishing]

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Minetestforfun
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[Mod] Fishing [fishing]

by Minetestforfun » Post

_______________________Fishing mod Presentation


Fishing mod by the MinetestForFun team(mainly @cabman), available on the MinetestForFun ( PvP Survival) server and on the MinetestForFun Creative server if you want to try it ingame.

License : WTFPL for our added/rewrited code & WTFPL for the initial code
Dependencies : default, farming
Optional Dependencies (for more features) : unified_inventory, moreblocks, ropes, moreores, mobs, flowers_plus, seaplants

This fishing mod contains 9 types of fish :

River fishs
  • 2 small fish (fish, carp)
    3 predator fish (perch, catfish, Northern Pike)


Sea fishs
  • 3 small fish (clownfish, bluewhite fish, exotic fish)
    1 predator fish (small shark)


We added 7 baits :

3 kind of bait for small fish
  • corn
    bread
    worm
    4 kind of bait for predator fish (small fish)
The percentage of chance to catch fishs are tweakable temporarly or definitivly in the admin panel of the fishing mod (see screenshots below)
By default, the baits have a lucky bonus of 15 to 80%.

We added some different poles :
  • Wooden Pole : easy craftable but only 30 uses
    Mithril Pole : hardly craftable but 1500 uses
Contest Game
We introduce a new feature, the "Contest Game", it can be launched by admin.

A "Contest Game" is a little tournament between all the players of ther server, it takes between 2 min to 4hours.

Start/End is announced in chat and you can hear sounds wth this announces.

A ranking window appears at the end of the contest with the players score (it's a formspec), you can also consult this ranking window from a command or your inventory if you want to compare your ranking with other players.

If the [unified_inventory] mod is actived there is a button for classification or settings only available for the admins.

A little piece of code
Spoiler

Code: Select all

-----------------------------------------------------------------------------------------------
local title                = "Fishing - Crabman77's version"
local version         = "0.0.3"
local mname                = "fishing"
-----------------------------------------------------------------------------------------------
-- original by wulfsdad (http://forum.minetest.net/viewtopic.php?id=4375)
-- rewrited by Mossmanikin (https://forum.minetest.net/viewtopic.php?id=6480)
-- this version rewrited by Crabman77
-- License (code & textures):         WTFPL
-- Contains code from:                 animal_clownfish, animal_fish_blue_white, fishing (original), stoneage
-- Looked at code from:                default, farming
-- Dependencies:                         default
-- Supports:                                animal_clownfish, animal_fish_blue_white, animal_rat, mobs
-----------------------------------------------------------------------------------------------

minetest.log("action","[mod fishing] Loading...")
local path = minetest.get_modpath("fishing").."/"

fishing_setting = {}
fishing_setting.func = {}
fishing_setting.is_creative_mode = minetest.setting_getbool("creative_mode")
fishing_setting.file_settings = minetest.get_worldpath() .. "/fishing_config.txt"
fishing_setting.file_trophies = minetest.get_worldpath() .. "/fishing_trophies.txt"
fishing_setting.file_contest = minetest.get_worldpath() .. "/fishing_contest.txt"
fishing_setting.settings = {}
fishing_setting.contest = {}
--for random object
random_objects = {}
fishing_setting.baits = {}
fishing_setting.hungry = {}
fishing_setting.prizes = {}
fishing_setting.trophies = {}

if (minetest.get_modpath("intllib")) then
  dofile(minetest.get_modpath("intllib").."/intllib.lua")
  fishing_setting.func.S = intllib.Getter(minetest.get_current_modname())
else
  fishing_setting.func.S = function ( s ) return s end
end

dofile(path .."settings.txt")
dofile(path .."functions.lua")

--default_settings
fishing_setting.settings["message"] = MESSAGES
fishing_setting.settings["worm_is_mob"] = WORM_IS_MOB
fishing_setting.settings["worm_chance"] = WORM_CHANCE
fishing_setting.settings["new_worm_source"] = NEW_WORM_SOURCE
fishing_setting.settings["wear_out"] = WEAR_OUT
fishing_setting.settings["simple_deco_fishing_pole"] = SIMPLE_DECO_FISHING_POLE
fishing_setting.settings["bobber_view_range"] = BOBBER_VIEW_RANGE
fishing_setting.settings["fish_chance"] = FISH_CHANCE
fishing_setting.settings["shark_chance"] = SHARK_CHANCE
fishing_setting.settings["treasure_chance"] = TREASURE_CHANCE
fishing_setting.settings["treasure_enable"] = TREASURE_RANDOM_ENABLE
fishing_setting.settings["escape_chance"] = ESCAPE_CHANCE

-- load config file if exist in worldpath
fishing_setting.func.load()

dofile(path .."worms.lua")
dofile(path .."crafting.lua")
dofile(path .."baits.lua")
dofile(path .."prizes.lua")
dofile(path .."baitball.lua")
dofile(path .."bobber.lua")
dofile(path .."bobber_shark.lua")
dofile(path .."fishes.lua")
dofile(path .."trophies.lua")
dofile(path .."poles.lua")

--random hungry bait
fishing_setting.func.hungry_random()
--load table caught fish by players
fishing_setting.func.load_trophies()
--load table contest
fishing_setting.func.load_contest()
fishing_setting.func.tick()

-----------------------------------------------------------------------------------------------
minetest.log("action", "[Mod] "..title.." ["..version.."] ["..mname.."] Loaded...")
-----------------------------------------------------------------------------------------------
Video
Spoiler
Screenshots
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Github
https://github.com/MinetestForFun/fishing
Do not hesitate to send us Issue for bugs, crashs, features or anything you want :)
(The mod is stable and tested in our servers since more than 6 months without any crash)

Download
https://github.com/MinetestForFun/fishi ... master.zip
Last edited by Minetestforfun on Tue Jun 21, 2016 12:17, edited 7 times in total.

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maikerumine
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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by maikerumine » Post

Excellent! Thank you!!!!
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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mahmutelmas06
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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by mahmutelmas06 » Post

Must have mod.
I dont know if you have already but if not could you add support for water_citters viewtopic.php?f=9&t=12652
My Mods:

Beverage

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Minetestforfun
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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Minetestforfun » Post

Hi,

The fishing mod has been improved by @crabman this month, here is the commits :

Dec 21, 2015
  • Fix unknown "flowers_plus" node
    Better prize stuff check
    Fix indentation
Dec 9, 2015
  • Fix typo
    Add support to "(modpack)mobs_fish" and "(modpack)mobs_sharks"
    Fish and sharks mobs can now be caught + re-add craft worms with 2 "Dirt"
You can also read them here https://github.com/MinetestForFun/fishi ... its/master

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Splizard
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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Splizard » Post

How do you fish?
Games: Builda City, The Hungry Games Mods: Lifters, Snow Biomes and Gates. Also checkout my texture pack Gridtoon!

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Minetestforfun
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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Minetestforfun » Post

^ Main post, everything is explained, and you can look at the youtube video :)

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by rochbambou » Post

Thank you ! super !

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by christoferlevich » Post

I am attempting to use this mod on a server but I can't seem to get the fishing rod to cast anything, Is this a glitch? I know that there is a video and documentation, but it isn't clear to me how to make things work (unless it simply doesn't work on multiplayer). Any solutions?
everything can be a learning experience...

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Crabman
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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Crabman » Post

Hello,

It work fine in multiplayer.
To craft you need sticks + cotton or rope

Image

You must place 1 bait to the right of the fishing rod.

Image

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by christoferlevich » Post

Yes! Its working! I was confused about the actual placement of the bait. Directly stating the bait needs to be to the right of the pole is the key for us. Thanks for this mod, you are making a LOT of happy fishermen and women! LOL
everything can be a learning experience...

daveonatrain
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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by daveonatrain » Post

could someone please tell me how i fish with this mod as i cant find any instructions :)

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by christoferlevich » Post

Is that for the same reason I was having an issue? Put the rod then bait in first two inv. slots... you can adjust the odds of catching as well - maybe they are set too low?
everything can be a learning experience...

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by daveonatrain » Post

brill got it :)

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Akahyperion » Post

This is a really great mod.
Is it possible for the admin to set up a fishing contest to take place for example every day at noon for one hour on a server?
I had a look at the "fishing_contest.txt" file in my world but couldn't find any variable to set that matches my wish.
If it does not exist it could be good to implement it.
Last edited by Akahyperion on Wed Dec 06, 2017 09:05, edited 1 time in total.

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by azekill_DIABLO » Post

A fishy mod! +1
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Crabman » Post

Hello,
mod updated, added contest schedule.
If you plan Sunday at 12h30 for one hour, type "contest_add wday hours minutes duration"

Code: Select all

contest_add 1 12 30 3600
wday 0=everyday, 1 =Sunday, 2=Monday etc

Chem871
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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Chem871 » Post

There's an issue, replacing the "end" in both lines 587 and 607 with "then" fixed it for me.
What is SCP-055?

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Crabman » Post

oop's it's fixed

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Chem871 » Post

To save space on crafting bait, you could just have all fish as group:fishy, or group:fishbait, or something like that, and have the recipe for bait be 2 group:fishbait crafted together.
What is SCP-055?

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Crabman » Post

Oh thanks Chem871, it's fixed.

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Chem871 » Post

Cool!
What is SCP-055?

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Re: [Mod] Fishing (mainly rewritted/improved + new features)

by Akahyperion » Post

Thank you Crabman.
Cool feature, it works fine ;)

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Re: [Mod] Fishing [fishing]

by Crabman » Post

Hi,
After a long absence I updated the mod, but I no longer have access to the original repository (I had closed my account when microsoft bought github in 2018 :p ) and it is archived now, I would make a pr on the official repository if it is reopened one day.

In the meantime you can find it on my repository, the branch "updatev2".

https://github.com/Crabman77/fishing/tree/updatev2

Updates:
  • Added client side translation(new feature engine get_translator), FR full translated.
  • Removed old deprecated intllib server-side translator
  • Fix crash with contest schedule
  • Fix many deprecated warning

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