[Mod]Ocean [xocean][2.4]
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Re: [Mod]Ocean [xocean][2.3]
Sorry guys for the beaching problem not being fixed, it seems without changing mob API engines, I can't really fix it :/
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Re: [Mod]Ocean [xocean][2.3]
Would it be possible to allow the fish to suffocate/take damage outside of water-type blocks? That way, the beached fish don't indefinitely take up the fish spawn cap, until chunks are reloaded (assuming there is a spawn cap?)
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Re: [Mod]Ocean [xocean][2.3]
Yeah, good idea, I'll see what I can do!
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Re: [Mod]Ocean [xocean][2.3]
UPDATE (2.4)
Fish now stay close to coral reefs and suffocate if not in water. This should fix beaching, please give feedback!
Also, dolphins now make sounds! Some fine-tuning may need to be done, so please give feedback.
Fish now stay close to coral reefs and suffocate if not in water. This should fix beaching, please give feedback!
Also, dolphins now make sounds! Some fine-tuning may need to be done, so please give feedback.
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Re: [Mod]Ocean [xocean][2.4]
I'm not sure, it should be.
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Re: [Mod]Ocean [xocean][2.4]
Unfortunately, last time I tested ethereal with xoceans, nothing from xoceans generated (as either ethereal's ocean biome gen overwrite it, or xocean's blocks were not yet coded to generate within ethereal's biome gen). Though, this was a couple months ago, so I'm unsure how much was changed.
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Re: [Mod]Ocean [xocean][2.4]
I tested it and it works nowBlueTangs Rock wrote: ↑Thu Sep 01, 2022 20:23Unfortunately, last time I tested ethereal with xoceans, nothing from xoceans generated (as either ethereal's ocean biome gen overwrite it, or xocean's blocks were not yet coded to generate within ethereal's biome gen). Though, this was a couple months ago, so I'm unsure how much was changed.
OneUnitedPower
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Re: [Mod]Ocean [xocean][2.4]
If anybody is still having their fishes suffocating on air, I edit the mod to use water_life as dependency and changed the fishes to use mobkit. Here is the file:
cdb_894a100ddd76
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Re: [Mod]Ocean [xocean][2.4]
Hey thanks a ton, j0j0n2th2n!
I'll create it as a github branch and separate forums post/contentDB post soon!
I'll create it as a github branch and separate forums post/contentDB post soon!
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Re: [Mod]Ocean [xocean][2.4]
Greetings, it seems like fish are suffocating themselves underwater, near the sides of nodes on the seabed.
December 19th Edit: on closer inspection, my initial assumption seems to be wrong. Instead, the fish keep swimming to the surface of the ocean and suffocating there; resulting in the dead fish items falling to the seabed.
Perhaps there should be a condition where fish try to avoid air nodes, so that fish aren't incentivized to swim towards the ocean's surface, or willingly craw onto the shore?
December 19th Edit: on closer inspection, my initial assumption seems to be wrong. Instead, the fish keep swimming to the surface of the ocean and suffocating there; resulting in the dead fish items falling to the seabed.
Perhaps there should be a condition where fish try to avoid air nodes, so that fish aren't incentivized to swim towards the ocean's surface, or willingly craw onto the shore?
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
Re: [Mod]Ocean [xocean][2.4]
I'm getting the following erorr using MT v5.6.1:
AsyncErr: Lua: Runtime error from mod 'xocean' in callback LuaABM::trigger(): Runtime error from mod 'xocean' in callback node_after_destruct(): "xocean:horn_block" is not a registered node!
stack traceback:
[C]: in function 'set_node'
... -win64\minetest-5.6.1-win64\bin\..\mods\xocean\init.lua:782: in function <... -win64\minetest-5.6.1-win64\bin\..\mods\xocean\init.lua:781>
[C]: in function 'set_node'
...n64\minetest-5.6.1-win64\bin\..\mods\more_coral\init.lua:46: in function <...n64\minetest-5.6.1-win64\bin\..\mods\more_coral\init.lua:45>
stack traceback:
[C]: in function 'set_node'
...n64\minetest-5.6.1-win64\bin\..\mods\more_coral\init.lua:46: in function <...n64\minetest-5.6.1-win64\bin\..\mods\more_coral\init.lua:45>
AsyncErr: Lua: Runtime error from mod 'xocean' in callback LuaABM::trigger(): Runtime error from mod 'xocean' in callback node_after_destruct(): "xocean:horn_block" is not a registered node!
stack traceback:
[C]: in function 'set_node'
... -win64\minetest-5.6.1-win64\bin\..\mods\xocean\init.lua:782: in function <... -win64\minetest-5.6.1-win64\bin\..\mods\xocean\init.lua:781>
[C]: in function 'set_node'
...n64\minetest-5.6.1-win64\bin\..\mods\more_coral\init.lua:46: in function <...n64\minetest-5.6.1-win64\bin\..\mods\more_coral\init.lua:45>
stack traceback:
[C]: in function 'set_node'
...n64\minetest-5.6.1-win64\bin\..\mods\more_coral\init.lua:46: in function <...n64\minetest-5.6.1-win64\bin\..\mods\more_coral\init.lua:45>
Re: [Mod]Ocean [xocean][2.4]
To chime in, I've had vague horn coral problems in the past, and have just now made three changes to init.lua, untested:
I think this will work because of this edit that was already in the text:
Code: Select all
minetest.register_node("xocean:horn"
[...]
after_destruct = function(pos, oldnode)
-- Should be brown coral
-- minetest.set_node(pos, {name = "xocean:horn_block"})
minetest.set_node(pos, {name = "default:coral_brown"})
minetest.register_node("xocean:skeleton_horn"
[...]
drop = "xocean:skeleton_horn",
-- Should be coral skeleton
-- node_dig_prediction = "xocean:horn_skeleton",
node_dig_prediction = "xocean:coral_skeleton",
[...]
after_destruct = function(pos, oldnode)
-- Should be coral skeleton
-- minetest.set_node(pos, {name = "xocean:horn_skeleton"})
minetest.set_node(pos, {name = "default:coral_skeleton"})
Code: Select all
-- if minetest.get_node(pos_under).name ~= "xocean:horn_skeleton" or
if minetest.get_node(pos_under).name ~= "default:coral_skeleton" or
Re: [Mod]Ocean [xocean][2.4]
Just tested it, and horn coral is now fine. But then I snagged a pink Brain Coral, even though every coral should drop a skeleton. Turns out one drop was forgotten:
Tested, and works.
A second niggle: mob models may contain a TEXS block and old texture name, producing errors that this texture can't be found, even if a texture of said name is put in the textures folder. When this happens, I open the model in a hex editor and change TEXS to something meaningless like TESS, although if I knew how to, I would strip it out. The model fishy.b3d has this block.
Just out of curiosity: I found squid.b3d in the same folder, was it meant to be used at some point?
Finally, I assume the fish beaching themselves when using mobs may be because when blocked, mobs move up to try and escape. That's why the Mobs Redo livestock jump up and climb on top of each other near fences. Which is fine for land animals, not so much for fish. A few messages up I read about an update using mobkit instead of mobs, and am looking forwards to the test results.
Code: Select all
minetest.override_item("default:coral_pink", {
[...]
drop = "xocean:skeleton_brain", -- Should have been here, but wasn't.
node_dig_prediction = "xocean:brain_block",
A second niggle: mob models may contain a TEXS block and old texture name, producing errors that this texture can't be found, even if a texture of said name is put in the textures folder. When this happens, I open the model in a hex editor and change TEXS to something meaningless like TESS, although if I knew how to, I would strip it out. The model fishy.b3d has this block.
Just out of curiosity: I found squid.b3d in the same folder, was it meant to be used at some point?
Finally, I assume the fish beaching themselves when using mobs may be because when blocked, mobs move up to try and escape. That's why the Mobs Redo livestock jump up and climb on top of each other near fences. Which is fine for land animals, not so much for fish. A few messages up I read about an update using mobkit instead of mobs, and am looking forwards to the test results.
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Re: [Mod]Ocean [xocean][2.4]
Hey guys, sorry about not working on this mod much, as of right now it is not much of a priority, but, if you have bug fixes and stuff, feel free to do PRs.
@Clickety, yes the squid was another possible feature and may be added someday if I work on this mod again.
@Clickety, yes the squid was another possible feature and may be added someday if I work on this mod again.
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