[mod] water_life - mobs for mobkit - V291120[water_life]

Gundul
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Re: [mod] water_life - mobs for mobkit - V091020[water_life]

by Gundul » Post

Update: 091020

- new setting to adjust sound volume of the mob sounds.
1 is normal, smaller values reduces and higher values rises sound volume

- little spawn fixes
- updated content db
My servers: Jungle, Lilly in the valley

Bastrabun
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Re: [mod] water_life - mobs for mobkit - V091020[water_life]

by Bastrabun » Post

Thanks :)

timsoft
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Re: [mod] water_life - mobs for mobkit - V091020[water_life]

by timsoft » Post

the problem with the sounds is because almost all of them are in stereo. This stops openal from posistioniing the sound in 3d, and also means that the volume is high, however near.
taken from lua.api.txt
For positional playing of sounds, only single-channel (mono) files are
supported. Otherwise OpenAL will play them non-positionally.
If you could change them to mono, that will probably fix the volume issue, and will also allow them to be positional.

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Re: [mod] water_life - mobs for mobkit - V091020[water_life]

by Gundul » Post

timsoft wrote:
Sun Oct 11, 2020 22:14
the problem with the sounds is because almost all of them are in stereo. This stops openal from posistioniing the sound in 3d, and also means that the volume is high, however near.
taken from lua.api.txt
For positional playing of sounds, only single-channel (mono) files are
supported. Otherwise OpenAL will play them non-positionally.
If you could change them to mono, that will probably fix the volume issue, and will also allow them to be positional.
That is what lua_api says. I will try if it makes a difference.
My servers: Jungle, Lilly in the valley

Gundul
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Re: [mod] water_life - mobs for mobkit - V091020[water_life]

by Gundul » Post

timsoft wrote:
Sun Oct 11, 2020 22:14
For positional playing of sounds, only single-channel (mono) files are
supported. Otherwise OpenAL will play them non-positionally.
If you could change them to mono, that will probably fix the volume issue, and will also allow them to be positional.
Very attentive. Thank you very much. I just tested and it is much better :)
I think, water_life will have a new release tomorrow :)

I never read that part of the minetest lua_api and the ogg files until you mentioned.
My servers: Jungle, Lilly in the valley

Gundul
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Re: [mod] water_life - mobs for mobkit - V171020[water_life]

by Gundul » Post

Update: 171020

thanks to timsoft now with positional sounds
you can still adjust sound volume in mod preferences

updated ContentDB
My servers: Jungle, Lilly in the valley

timsoft
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Re: [mod] water_life - mobs for mobkit - V171020[water_life]

by timsoft » Post

my pleasure. I saw it mentioned regarding another mod, and when I checked, it was the same. :-)

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Re: [mod] water_life - mobs for mobkit - V221020[water_life]

by Gundul » Post

Update: 221020

you can kill beavers now
beavers will drop beaver fur with a chance of 20%
My servers: Jungle, Lilly in the valley

Gundul
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Re: [mod] water_life - mobs for mobkit - V221020[water_life]

by Gundul » Post

Coming up next:

Moskitos

spawn near uncovered river- and muddywater sources
spawn only from 3pm to 5 am
spawn in areas above 16 degrees celsius
spread fast in humid areas and slowly in arid areas
will serve as food for geckos and hurt and annoy you if you are near

Image
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Adnunano
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Re: [mod] water_life - mobs for mobkit - V221020[water_life]

by Adnunano » Post

İdea:mosquitos gets attracted to light sources.
NfAPhpmGaVphBjK8NIr9Mit5xNW2emD2

Gundul
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Re: [mod] water_life - mobs for mobkit - V221020[water_life]

by Gundul » Post

Adnunano wrote:
Sun Nov 08, 2020 06:39
İdea:mosquitos gets attracted to light sources.
I will see if that is possible as moskitos are nodes, not entities.
Last edited by Gundul on Sun Nov 08, 2020 17:17, edited 1 time in total.
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Gundul
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Re: [mod] water_life - mobs for mobkit - V221020[water_life]

by Gundul » Post

Update 081120: Moskitos

Moskitos spawn above 17 degree celsius between 3pm and 5am.
default lifetime is 5min realtime, adjust settings if you like
They will stay in dark and warm enough areas throughout the day.
They spread faster in humid than in arid areas.
they hurt
if you do not see them, you will hear them XD
moskitos are nodes like fireflies, not entities.
updated ContentDB


Todo:
working moskito repellant, lasting half a minetest day (it is there but not working yet)
adding repellant status to hud
add moskitos to food plan of some animals
My servers: Jungle, Lilly in the valley

Gundul
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Re: [mod] water_life - mobs for mobkit - V151120[water_life]

by Gundul » Post

Update 151120:


Image
- added moskito repellent which keeps you safe
from moskito attacks for half a minetest day

- added hud for repellent status

- repellent will vanish if you logoff

- updated ContentDB

todo: add moskitos to food plan of some animals
My servers: Jungle, Lilly in the valley

Eris
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Re: [mod] water_life - mobs for mobkit - V151120[water_life]

by Eris » Post

Hi, I tried running my MTG world with this mod, even isolated with just default and mobkit, but it crashes each time, stating:

ERROR[Main]: ModError: Failed to load and run script from /home/hebought/Games/minetest/bin/../mods/water_life/init.lua:
ERROR[Main]: ...ght/Games/minetest/bin/../mods/water_life/crafts.lua:96:attempt to index global 'farming' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: ...ght/Games/minetest/bin/../mods/water_life/crafts.lua:96: in main chunk
ERROR[Main]: [C]: in function 'dofile'
ERROR[Main]: ...ought/Games/minetest/bin/../mods/water_life/init.lua:41: in main chunk


As soon as I deleted lines 96-105, 113 from crafts.lua it loaded the worlds with no hiccups. Don't delete if you are using or plan to use the farming_redo mod. Just a minor thing that could affect others too.
I'm using the latest Minetest 5.4.0-dev.
Thank you for the cool mod and for the updates!

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Re: [mod] water_life - mobs for mobkit - V151120[water_life]

by Gundul » Post

Eris wrote:
Fri Nov 20, 2020 08:52
Hi, I tried running my MTG world with this mod, even isolated with just default and mobkit, but it crashes each time, stating:

Thank you for the cool mod and for the updates!
You're welcome. Thank you for feedback. I will check asap. Maybe this is a Minetest-5.4.0-dev problem as it runs on
all my servers without crashes.
My servers: Jungle, Lilly in the valley

Eris
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Re: [mod] water_life - mobs for mobkit - V151120[water_life]

by Eris » Post

No problem! Yeah the Ubuntu repos ship only with 5.1.1.

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Re: [mod] water_life - mobs for mobkit - V151120[water_life]

by Gundul » Post

Eris wrote:
Fri Nov 20, 2020 08:52

ERROR[Main]: ModError: Failed to load and run script from /home/hebought/Games/minetest/bin/../mods/water_life/init.lua:
ERROR[Main]: ...ght/Games/minetest/bin/../mods/water_life/crafts.lua:96:attempt to index global 'farming' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: ...ght/Games/minetest/bin/../mods/water_life/crafts.lua:96: in main chunk
ERROR[Main]: [C]: in function 'dofile'
ERROR[Main]: ...ought/Games/minetest/bin/../mods/water_life/init.lua:41: in main chunk


I'm using the latest Minetest 5.4.0-dev.
I can't reproduce the bug. Freshly compiled Minetest 5.4.0-dev and downloaded everything from
ContentDB.

Are you using minetest_game ?
Last edited by Gundul on Sat Nov 21, 2020 07:36, edited 1 time in total.
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Re: [mod] water_life - mobs for mobkit - V151120[water_life]

by Gundul » Post

--
My servers: Jungle, Lilly in the valley

Eris
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Re: [mod] water_life - mobs for mobkit - V151120[water_life]

by Eris » Post

Gundul wrote:
Sat Nov 21, 2020 07:11
Eris wrote:
Fri Nov 20, 2020 08:52
I'm using the latest Minetest 5.4.0-dev.
I can't reproduce the bug. Freshly compiled Minetest 5.4.0-dev and downloaded everything from
ContentDB.

Are you using minetest_game ?
Yes I am playing MTG with just mobkit and water life, I even tried to download from ContentDB instead, as before I installed from the in-game menu, but same result.
I will try with a fresh install and get back to you.

Eris
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Re: [mod] water_life - mobs for mobkit - V151120[water_life]

by Eris » Post

Same crashing on launching world on fresh MT install, playing MTG.
I managed to get more debug output in debug.txt:

Code: Select all

WARNING[Main]: Undeclared global variable "farming" accessed at .../hebought/minetest/bin/../mods/water_life/crafts.lua:96
I think it's a problem with the moskito repellant recipe maybe? Not sure why it's not reproducible, I'll tell you if next release fixed my issue. Thank you for helping!

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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by daret » Post

Gundul wrote:
Sun Sep 20, 2020 13:47
timsoft wrote:
Sun Sep 20, 2020 12:23
what tool/method do you have to use to catch snakes to make serum?.
Even after death you remain poisoned on respawn, which effectively ends the game, unless I can catch 3 of them to make serum. It makes sense to be poisoned for a period of time, or until you take an antidote, but not past death.
This is intended. Poison of rattlesnake is deadly. You could easily do /killme or alike to get rid of poison effect. In Singleplayer it is easy, just give yourself antidote as much as you need.
If serverowner, give free antiserum for free if you think this is too difficult.

Usually death means game over. But not here in minetest. That is why it makes sense.
Hi Gundul, this is my patch to this topic:
https://github.com/berengma/water_life/issues/46
- Is is just a quick fix (I'm beginner in lua and minetest).
If you want you can use it, or anyone, who wants to change this.
- run

Code: Select all

patch -p1 < poison.patch
in mod directory
Attachments
poison.zip
(762 Bytes) Downloaded 6 times

Gundul
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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by Gundul » Post

daret wrote:
Sat Nov 21, 2020 19:30

- Is is just a quick fix (I'm beginner in lua and minetest).
You can only fix something which is broken.
There is nothing broken, so there can't be a fix.

Apart from that I would never apply any patches from
unknown sources of which I do not exactly know what they do.

And again. I am not interested in this. Discuss this somewhere
else.
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Gundul
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Re: [mod] water_life - mobs for mobkit - V151120[water_life]

by Gundul » Post

Update 221120:

fixed missing dependencies which led to crash if not using unified_inventory
updated contentDB
My servers: Jungle, Lilly in the valley

Eris
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Re: [mod] water_life - mobs for mobkit - V221120[water_life]

by Eris » Post

The issue I had has been fixed, nice.

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daret
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Re: [mod] water_life - mobs for mobkit - V130920[water_life]

by daret » Post

Gundul wrote:
Sun Nov 22, 2020 11:55
daret wrote:
Sat Nov 21, 2020 19:30

- Is is just a quick fix (I'm beginner in lua and minetest).
You can only fix something which is broken.
There is nothing broken, so there can't be a fix.

Apart from that I would never apply any patches from
unknown sources of which I do not exactly know what they do.

And again. I am not interested in this. Discuss this somewhere
else.
OK ... ok, don't be mad.
It's a fix for me and I decided to share it. You don't have to use it or anything.
It's not broken for you, it's broken for me. It's your mod, so do what do you want with it.

Btw. it is not binary patch, you can open it even with text-editor and review all changes. It' really very simple.

Don't worry, I'm not going to discuss it again, it's my last reply to this topic.

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