[mod-pack] water critters (for mobs_redo) [mobs_water]

blert2112
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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by blert2112 » Post

Updated again. Sorry.
I had a typo in the croc's settings load. Should be fixed now.

Please read the previous two posts if you have not updated this in the past two days.

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by blert2112 » Post

Updated
Minor update:
-Fixed a setting in the Shark settings file.
-Added TenPlus1's upright sprite modification to the Fish mod.

To switch to the upright sprite version:
-Open the Fish mod init.lua,
-Change SPRITE_VERSION to true.
Any existing fish mobs will look funky because they will still be trying to use their old mesh texture. They will look fine again if you switch back to mesh mode. They will also despawn sooner or later, so no worries. The same is true switching in the other direction.

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by Minetestforfun » Post

Great work !

Please screenshots :)

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duane
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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by duane » Post

blert2112 wrote:Regarding the Irrlicht errors in the terminal...
"No finishing semicolon in Mesh Vertex Array found in x file"
"No finishing semicolon in Mesh Face Array found in x file"
... come from the turtle mesh. I didn't make the mesh and have no way to attempt to fix it. It does not cause a catastrophic failure and the turtle mobs seem to work correctly. I guess it is nothing to worry about.
It's complaining about the empty meshes at the end. Once I deleted those, the errors went away on my system. I've attached a patch with the line numbers.
Attachments
turtle.patch.zip
(436 Bytes) Downloaded 45 times
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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by blert2112 » Post

Updated
duane wrote:It's complaining about the empty meshes at the end. Once I deleted those, the errors went away on my system. I've attached a patch with the line numbers.
Thank you very much! Fix made and up'd.

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by blert2112 » Post

Updated
Added mobs_redo 1.17 new reach option.

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by zzantozz » Post

I'm getting a crash that seems turtle-related. Someone was messing with a turtle that was on the beach--are they supposed to be out of the water?--and this happened:

Code: Select all

2015-10-24 13:42:33: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-10-24 13:42:33: ERROR[main]: Lua: Runtime error from mod 'mobs_turtles' in callback luaentity_Rightclick(): ...server-2/.minetest/mods/mobs_water/mobs_turtles/init.lua:54: attempt to call field 'set_velocity' (a nil value
2015-10-24 13:42:33: ERROR[main]: stack traceback:
2015-10-24 13:42:33: ERROR[main]:       ...server-2/.minetest/mods/mobs_water/mobs_turtles/init.lua:54: in function <...server-2/.minetest/mods/mobs_water/mobs_turtles/init.lua:52>

In thread 7f6b5276a7c0:
/build/minetest-xOOHPg/minetest-0.4.13/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Runtime error from mod 'mobs_turtles' in callback luaentity_Rightclick(): ...server-2/.minetest/mods/mobs_water/
stack traceback:
        ...server-2/.minetest/mods/mobs_water/mobs_turtles/init.lua:54: in function <...server-2/.minetest/mods/mobs_water/mobs_turtles/init.lua:52>
Debug stacks:
DEBUG STACK FOR THREAD 7f6b3f7fe700:
#0  virtual void* EmergeThread::Thread()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
DEBUG STACK FOR THREAD 7f6b3ffff700:
#0  virtual void* ServerThread::Thread()
#1  void Server::Receive()
(Leftover data: #2  void Server::SendBlocks(float))
(Leftover data: #3  void RemoteClient::GetNextBlocks(ServerEnvironment*, EmergeManager*, float, std::vector<PrioritySortedBlockTransfer>&))
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
DEBUG STACK FOR THREAD 7f6b5276a7c0:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by duane » Post

zzantozz wrote:2015-10-24 13:42:33: ERROR[main]: Lua: Runtime error from mod 'mobs_turtles' in callback luaentity_Rightclick(): ...server-2/.minetest/mods/mobs_water/mobs_turtles/init.lua:54: attempt to call field 'set_velocity' (a nil value
Tenplus1 made some changes to Mobs Redo recently. The set_velocity function is no longer a method of each object, which I suspect is causing your error here. The function, by the same name, is global now, so you can fix it by removing the "[mob_name]." from in front of the function call. This was an issue in two of my mods.

If there were actual releases, you could just go to github and get an older version of the api. Failing that, you could use "git reset --hard <commit-hash>" to reset to an earlier version, but it's probably easier to fix the critters code.
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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by blert2112 » Post

Updated
zzantozz wrote:I'm getting a crash that seems turtle-related. Someone was messing with a turtle that was on the beach--are they supposed to be out of the water?--and this happened: ...
Should be fixed now. Sorry about that. I am a bit behind as I have been hard at work building another reef aquarium.
The mobs_turtle mod contains two turtles, a large one and a small one. The large one is a sea turtle and, no, it should not be on land. The small one is a land turtle. Since you got this error the player was messing with a land turtle as only it has the function that was borked.

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by mahmutelmas06 » Post

Sharks can swim on sand if you place its egg :D
My Mods:

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by SaKeL » Post

This mod looks very nice, the models and animations are well done! I'm still getting flying mobs after i punch them, they fly in to the sky like a balloons. Hope the bugs can get fixed so it's more rady for production ;)

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by amadin » Post

SaKeL wrote:This mod looks very nice, the models and animations are well done! I'm still getting flying mobs after i punch them, they fly in to the sky like a balloons. Hope the bugs can get fixed so it's more rady for production ;)
Write here about this https://github.com/blert2112/mobs_water/issues/3

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by JingoJagget » Post

Can any of these be tamed? A cute pet turtle would be great. :3
I'm usually not-so-grump. :3

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by Hamlet » Post

I've been trying to solve the "landing sharks" issue (i.e. sharks getting stuck on ground, off water);
eventually I came to two different solutions:

(CC0)

Code: Select all

do_custom = function(self)
	local position = self.object:getpos()
	if (position.y >= -1) then
		self.state = "runaway"
	end
end
This seems the best working one.

(CC0)

Code: Select all

do_custom = function(self)
	local position = self.object:getpos()
	if (position.y >= -1) then
		local new_x = position.x
		local new_y = (position.y - 2)
		local new_z = (position.z - 1)
		self.object:move_to({x=new_x, y=new_y, z=new_z})
	end
end
This lets the sharks chase the character, but eventually buries them into seabed.

Pretty green with lua coding here, I hope that can help/be tuned in some way.
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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by R-One » Post

Hello

for my part I settled the stranding of the sharks by doing the following manipulation:

Edit the file mobs_water \ mobs_sharks \ init.lua

I deleted the loop do_custom = function (self) of the large sharks

then I added two attributes to each shark:

jump = false,
stepheight = 0.1,

Here are the sharks no longer attack on land but at least they do not stay on the beach.

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by Chem871 » Post

Would you make the animals drop actual meat?
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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by R-One » Post

I forked to fix and add drops on die

Sharks drops meat
Crocodile drops meat and leather
Turtule drops meat

I may continue to make some improvements in the future.

GIT : https://github.com/R-0ne/mobs_water

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by Chibi ghost » Post

the fish have a problem with the latest mob redo update the fish swim through the air

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by TenPlus1 » Post

Blert2112 has been away for some time now, so if no-one has any objections I've forked this mod and fixed a few issues: https://notabug.org/TenPlus1/mobs_water

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Re: [mod-pack] water critters (for mobs_redo) [mobs_water]

by CalebJ » Post

I don't think anyone will have a problem with that. :) Thanks, TenPlus1!
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