[Mod]Ocean [xocean][2.4]

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StarNinjas
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Re: [Mod]Ocean [xocean][2.3]

by StarNinjas » Post

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]

by BlueTangs Rock » Post

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]

by StarNinjas » Post

Yeah, good idea, I'll see what I can do!
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Re: [Mod]Ocean [xocean][2.3]

by StarNinjas » Post

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.
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Re: [Mod]Ocean [xocean][2.4]

by W3RQ01 » Post

Is this mod compatible with the ethereal ng mapgen?
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Re: [Mod]Ocean [xocean][2.4]

by StarNinjas » Post

I'm not sure, it should be.
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Re: [Mod]Ocean [xocean][2.4]

by W3RQ01 » Post

ok thanks
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Re: [Mod]Ocean [xocean][2.4]

by BlueTangs Rock » Post

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]

by W3RQ01 » Post

BlueTangs Rock wrote:
Thu Sep 01, 2022 20:23
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.
I tested it and it works now
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Re: [Mod]Ocean [xocean][2.4]

by j0j0n4th4n » Post

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:
xocean.zip
(986.94 KiB) Downloaded 46 times
cdb_894a100ddd76

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Re: [Mod]Ocean [xocean][2.4]

by StarNinjas » Post

Hey thanks a ton, j0j0n2th2n!
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]

by BlueTangs Rock » Post

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?
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Re: [Mod]Ocean [xocean][2.4]

by Fauxtonic » Post

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>

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Re: [Mod]Ocean [xocean][2.4]

by Clickety » Post

To chime in, I've had vague horn coral problems in the past, and have just now made three changes to init.lua, untested:

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"})
I think this will work because of this edit that was already in the text:

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

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Re: [Mod]Ocean [xocean][2.4]

by Clickety » Post

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:

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",
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.

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Re: [Mod]Ocean [xocean][2.4]

by StarNinjas » Post

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.
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