[Mod] Bees and beekeeper [2.0] [bees]

Why do you like this version more?

epic formspecuh
10
8%
grafting tool that allows me to get the queen
20
16%
frames filled with honey
15
12%
polination and reproduction of flowers near hives
22
17%
new textures
11
9%
bees that are buzzing around
21
17%
the honey production that requires flowers nearby
28
22%
 
Total votes: 127

ThatGraemeGuy
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by ThatGraemeGuy » Post

Maybe I'm dumb, but I can't figure out how to use any of these things? Like I find wild hives in trees, how do I go from there to building a few hives? Is there a guide? I want to place some hives nears flowers to help them grow quicker.

vitalie
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by vitalie » Post

Bas080 wrote:Do you have suggestions for improving this mod?
Let me share my variation of the bees mod. Comments welcome.

Changes:
  • ABM spawning of new hives reduced. Now new wild hives appear mostly by swarming (see below).
  • Swarming introduced. Now, if an existing hive run out of space to store honey, a new wild hive appears nearby.
  • Honey/comb generation now depends not just on the number of flowers around, but also on the number of other hives.
  • More informative infotext (displays the number of full frames + current progress)
  • More realistic extractor textures and nodebox (see screenshot).
  • Pollination removed to prevent circular dependency (more bees -> more flowers -> more bees).
  • Setting variables to control swarming conditions, growth rate etc.
  • Compatibility with intllib (translations welcome).
  • Other changes (see readme.txt).
Download: https://github.com/ciubotaru/bees/archive/unstable.zip
GitHub: https://github.com/ciubotaru/bees (all changes are currently in 'unstable' branch)
License: GPL 3.0 or later

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by BBmine » Post

I found my first hive without even looking for it!
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rpgsniper2452
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by rpgsniper2452 » Post

I have noticed there is a problem with this mod. When I place the empty honey frames into the artificial hive and then insert the queen bee the game crashes and it does not display any text. Maybe you can see how to fix this problem?

vitalie
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by vitalie » Post

rpgsniper2452 wrote:I have noticed there is a problem with this mod. When I place the empty honey frames into the artificial hive and then insert the queen bee the game crashes and it does not display any text. Maybe you can see how to fix this problem?
Try my version of the mod.

cy
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by cy » Post

vitalie wrote:Pollination removed to prevent circular dependency (more bees -> more flowers -> more bees).
Y'know that's how pollination works, right?

What you ought to do is just limit how many bees there can be. bees limited -> same rate of flowers -> no positive reinforcement.

vitalie
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by vitalie » Post

cy wrote:
vitalie wrote:Pollination removed to prevent circular dependency (more bees -> more flowers -> more bees).
Y'know that's how pollination works, right?

What you ought to do is just limit how many bees there can be. bees limited -> same rate of flowers -> no positive reinforcement.
Why go halfway only? If you know how pollination work, you can make a realistic model. Something like this might do. Care to prepare a patch?

P.S.: It's just a game. It doesn't have to be realistic.

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Andrey01
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Andrey01 » Post

The mod is really awesome! I like beehives models and bees.
BBmine wrote:I found my first hive without even looking for it!
Image
Beehives often encounter because i tested it.

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by redblade7 » Post

As my servers grew the bees mod made them unusably slow with excessive ABM errors. I recently upgraded the bees mod on my server to vitalie's 3.0-dev, which does not have this problem. Stuff is transitioning over as you can't get bees from pre-existing beehives but you can get the honey and chop them down. Also, there seems to be a larger flower requirement than before.

However, I ran into a crash last night:

Runtime error from mod 'bees' in callback node_on_timer(): (PATH REMOVED)/games/minetest_game/mods/bees/init.lua:180: attempt to index global 'chosen_place' (a nil value)
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by redblade7 » Post

redblade7 wrote:As my servers grew the bees mod made them unusably slow with excessive ABM errors. I recently upgraded the bees mod on my server to vitalie's 3.0-dev, which does not have this problem. Stuff is transitioning over as you can't get bees from pre-existing beehives but you can get the honey and chop them down. Also, there seems to be a larger flower requirement than before.

However, I ran into a crash last night:

Runtime error from mod 'bees' in callback node_on_timer(): (PATH REMOVED)/games/minetest_game/mods/bees/init.lua:180: attempt to index global 'chosen_place' (a nil value)
Is anyone involved in this project anymore? I'm desperate, my servers are crashing every day with that error!
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Nathan.S » Post

line 180 reads as

Code: Select all

      bees.fill_new_wild_hive(chosen_place.pos)
I think it should be

Code: Select all

      bees.fill_new_wild_hive(chosen_places.pos)

I didn't test this at all, but I didn't see the variable chosen_place existing in code anywhere.
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by redblade7 » Post

I will give that a try Nathan, thank you so much.

I also noticed a problem where chopping a hive will occasionally give you an unknown item "wax"
This is probably because of line 64:
inv:add_item('main', ItemStack('wax')) --20% chance
should probably be 'bees:wax'

But regardless I have changed that to 'bees:colony' since that's what everyone always needs more of :)
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by redblade7 » Post

On Creative Gardens today I found a crash with:
2018-04-21 13:07:12: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'bees' in callback node_on_timer(): Invalid position (expected table got nil).
2018-04-21 13:07:12: ERROR[Main]: stack traceback:
2018-04-21 13:07:12: ERROR[Main]: [C]: in function 'get_node'
2018-04-21 13:07:12: ERROR[Main]: (PATH REMOVED)/games/minetest_game/mods/bees/init.lua:189: in function 'fill_new_wild_hive'
2018-04-21 13:07:12: ERROR[Main]: (PATH REMOVED)/games/minetest_game/mods/bees/init.lua:182: in function 'swarming'
2018-04-21 13:07:12: ERROR[Main]: (PATH REMOVED)/games/minetest_game/mods/bees/init.lua:560: in function (PATH REMOVED)/games/minetest_game/mods/bees/init.lua:511>
2018-04-21 13:07:12: ERROR[Main]: stack traceback:
2018-04-21 13:07:12: ERROR[Main]: [C]: in function 'get_node'
2018-04-21 13:07:12: ERROR[Main]: (PATH REMOVED)/games/minetest_game/mods/bees/init.lua:189: in function 'fill_new_wild_hive'
2018-04-21 13:07:12: ERROR[Main]: (PATH REMOVED)/games/minetest_game/mods/bees/init.lua:182: in function 'swarming'
2018-04-21 13:07:12: ERROR[Main]: (PATH REMOVED)/games/minetest_game/mods/bees/init.lua:560: in function (PATH REMOVED)/games/minetest_game/mods/bees/init.lua:511>
182 is the line I changed per the suggestion Nathan gave me.
189 is: minetest.get_node(pos).param2 = 0
560 is: bees.swarming(pos)
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by redblade7 » Post

I am extremely desperate. My servers are going bonkers daily and I don't know what to do about it. I had no idea the later bees mod was not maintained. I'm commenting this and that out and nothing's working. I am very desperate and willing to work with someone. If I have to I'd like to replace all bee items with tree stumps or something. Please help me.
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Darkwar » Post

can u fix the glitch where every time a player dies what every in there hand it stays in the inevtory and there bones

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by redblade7 » Post

LDH discovered a way to phase out the bees mod. With additional contributions by myself, every beehive is replaced with a tree stump. Other items are replaced by such things as tree stumps and sticks. It depends on mobs_animal as some items are replaced with the stable and fast bees from there (which has its own hives and honey) or with honey blocks also found in mobs_animal.

https://github.com/TooDumbForAName/nobees
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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[Mod] Bees and beekeeper [2.3] [bees]

by TenPlus1 » Post

Updated to version 2.3:

- protection check when opening artificial/industrial hives
- protection check when removing items from extractor
- Intllib support (template added)
- Wild hives are removed if found floating in mid air
- Change compatibility abm to lbm
- Change from WTFPL to MIT license
- Make wild hive abm less intensive (thanks VanessaE)
- Added 9x Lucky Blocks
- Smokers have 200 uses before breaking

Link: https://notabug.org/TenPlus1/bees

lilo
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by lilo » Post

Hi,

I just test the version 2.3 and wonder if it is possible to greatly reduce the appearance of wild bee nests?
I currently have a nest on every third tree.

Greetings

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TenPlus1
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by TenPlus1 » Post

lilo: wild hives should only appear every 40 or so blocks apart on a low hanging tree with flowers in the area below, are you sure that you are using the latest version ?

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by lilo » Post

Yes it is the version 2.3 but I use it with ethereal. Maybe it was just coincidence that so many bee nests were created. I'm going to walk around a little bit on the map to investigate this more closely.

Merak
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Merak » Post

Using the Bas80 version,
I occasionally find lone bees.
I get no wild beehives. I tried putting flowers all around a stand of apple trees. I sometimes see bee swarms.

I changed the register_abm() to create a wild hive with a chance of 1 once a minute, every time there is not another wild hive within 4 nodes. Still no hives.

Merak
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Merak » Post

The link to the video on how to make honey is gone. Would someone write a description or repost the video link?

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by neumond » Post

This ABM spawning hives is broken. If you create flat world almost all possible spawn places do not satisfy condition Z mod 5 == 0. Another thing is that you have to wait 800 game second to get 1/10 chance of spawning. Almost anyone would expect exploring world to find hives faster, but that doesn't work that way. To reliably get hives you'll have to find area with trees and flowers, enable debug output, find places with X and Y divisible by 40 and place leaves layer on exact Z level divisible by 5, then wait 800 seconds up to 20 times (~4.5 hours). This is boring and very unobvious.

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by captenfalkonion » Post

If i put the filled hive frames inside the honey extractor then nothing happens do i make something wrong?
Should i do something else too?
Earlier it worked

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by TenPlus1 » Post

@neumond, the bee's mod isn't really meant to be run on flat mapgens as it requires height and biome differences to spawn the actual hive, so on a normal v7 style world it will spawn properly and in multiples.

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