[mod] water_life - mobs for mobkit - V212001[water_life]

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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by MisterE » Post

Gundul, I just played around with the piranha.

I love how they look like the real thing and each come at you to bite of a tiny little piece of you, until you are all eaten up :D

unfortunately, I dont seem to find schools of them in the water naturally... maybe I just havent stumbled across where they naturally are...

Also, I think there should be a waterlife.register_piranhafood() function... so the cows get eaten...

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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Gundul » Post

They usually use to spawn in packs but they do not yet have a swarm behavior like coral fish. Maybe I can add it in the future, for now I am still occupied with your gulls :)
I maybe forgot to tell but sharks, crocodiles, alligators and piranhas all like the same animals so for registering
new food just use

water_life.register_shark_food(name)

Where name is the string of the mob: "wildcow:bull" for example.
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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Gundul » Post

New gulls and behaviors

This is still far away from being finished, but gulls now spawn floating on water. They search for a good takeoff position and takeoff. This is available in the dev branch in water_life. So please check it out and tell me what you think.
Flying mobs are pretty sensible to server lag, so do not wonder if the takeoffs are not always smooth. I already experimented with different values for velocity and buoyancy. I could not believe that it looks more smooth on my server Lilly, than it does on my desktop at home XD
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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by MisterE » Post

I just looked on lily... wow, so smooth! great job so far.

Bad things I noticed... during the floating anim, the bird is mostly submerged. also, he lists to the side. During the swim anim, he doesnt list, but is still mostly submerged.

The hitbot is much to large.

But, I know its WIP, and it looks like its coming along really great!

I watched a shark try to eat 2 seagulls... I think he missed both times, though he might have got 1.
then I logged out cause he came for me

Suggestions: eventually, make them spawn in flocks, and mostly try to stay near others, especially others of the same color. make them dive for fish, and attach the fish entity to the feet of the seagull. Then make others come fight for the fish and snatch it out of the feet of the first seagull... You would basically be programming sea expedition entertainment. Make them sense if a player is holding bread, and then wheel around and dive and fight for it. THis doesn't tame them, but it does make great fun

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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Gundul » Post

Submerged or not seems to be difficult to control. As said it is very lag sensible and then having the small birds floating on the quiet big waves it is difficult to control. I will see if adjusting the collisionbox will help.
For the others ideas I will see what will be possible. Holding bread in hand and coming for that player I had in my mind already. Spawning will come at last. For now I will improve takeoff from water, next is landing on water and a swimming, floating behavior. After that I will think how to design a gull's land life.
And I am really thinking of a function to measure dtime and to disable flying mobs at all if the machine is too weak to handle. Better no birds than ugly ever crashing ones.
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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by daret » Post

Gundul wrote:
Wed Jan 13, 2021 11:57
And I am really thinking of a function to measure dtime and to disable flying mobs at all if the machine is too weak to handle. Better no birds than ugly ever crashing ones.
Maybe, you could split this mod in more mods. It is starting to be heavy.
Something like (or anything between):
  • API life - only API
  • Player life interaction - player injury, poisoning, resistances, ...
  • Water life - only fishes, ...
  • Reptiles life - snakes, ...
  • Insects life - mosquitoes, ...
  • Flying life - seagull, ...
  • ...

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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Termos » Post

Gundul wrote:
Wed Jan 13, 2021 11:57
And I am really thinking of a function to measure dtime and to disable flying mobs at all if the machine is too weak to handle. Better no birds than ugly ever crashing ones.
The engine doesn't handle acceleration so well, 1m/s2 isn't really 1m/s2 and it acts weird when velocity changes direction, the worse the longer dtime is.
Technically that's quire easy to fix but alas trying to contribute to MT is arduous and unfun affair.

By the way, those snakes are brutal, seems to take like 20 punches to kill them by hand.

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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Gundul » Post

I experienced this when adjusting add_velocity to the takeoff behavior. You can chose between sometimes submerged or like a rocket to the sky, but a smooth bird like takeoff from sea level into the sky seems to depend on luck.

I can't tell about how it is to try contributing to minetest. But I remember you saying so once before and you are not the only one I know of. Unfortunately my knowledge of C and C++ is very little and last time I used it was 25yrs ago XD
But that is maybe going to change shortly, as I was admitted to 42 coding school. So we will see what the future is bringing.

Who kills a rattlesnake by hand ? Are you Crocodile Dundee ? :D
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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Clyde » Post

Hello Gundul.

I don't know, if someone has written about it, but:

The snakes are poison, this is good, as it is, but if you don't have an antidote, you have to die.
So far, so good, but if you was going throw the tunnel and come back from the dead, you're poisoned again.

Dangerous Situation, the account of an unexperienced player can be unplayable.
Then i find the recipe of the antidote is a little bit difficult, you need 3 snakes, but only one snake is enough to poisoned you.
My proposal would be: add an additional recipe for example with red mushrooms.

Greetings, Clyde.
Last edited by Clyde on Wed Jan 13, 2021 15:23, edited 2 times in total.

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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Clyde » Post

-- Doublepost --

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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Gundul » Post

Clyde wrote:
Wed Jan 13, 2021 15:08
Hello Gundul.

I don't know, if someone has written about it, but:
Yes it has. It is maybe the most asked question about water_life XD
Kinda feedback generator.

First page of this thread will tell you all you need to know. Or github issues, or google,
or my wife who knows even more than google :)
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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by MisterE » Post

I would really like it if you added the red flash that mob_core has to all the mobs. It is as simple as putting:

Code: Select all



water_life.flash_red = function(self)
	minetest.after(0.0, function(self)
		self.object:settexturemod("^[colorize:#FF000040")
		minetest.after(0.2, function(self)
			if mobkit.is_alive(self) then
				self.object:settexturemod("")
			end
		end,self)
	end,self)
end
in the api, and then calling it just before you call mobkit.hurt() in the on_punch

In my version of water_life, I have done this, but I will have to manually do it again every time I update water_life unless you implement it. You could even have a setting "show damage indicator", that has to be true for a mob to flash red

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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by daret » Post

Gundul wrote:
Wed Jan 13, 2021 16:32
Yes it has. It is maybe the most asked question about water_life XD
Kinda feedback generator.

First page of this thread will tell you all you need to know. Or github issues, or google,
or my wife who knows even more than google :)
Maybe it is time to implement the switch for it :D

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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by daret » Post

MisterE wrote:
Wed Jan 13, 2021 17:59
You could even have a setting "show damage indicator", that has to be true for a mob to flash red
+1

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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Gundul » Post

One by one.
The gulls first.
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Re: [mod] water_life - mobs for mobkit - V211401[water_life]

by Gundul » Post

Update 211401

introducing the new gulls (model/textures by MisterE)
floating and takeoff behavior for gulls
fast takeoff if predator comes too near
slowed down a bit speed of attacking sharks
dtime measurement, use /wl_showdtime to print avg and max on screen
-
Rattlesnake poison will not effect new players for x days (default 5)
added setting to settingtypes/client menu
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Re: [mod] water_life - mobs for mobkit - V211501[water_life]

by Gundul » Post

Update 211501

new behavior for the gulls
they may randomly chose you and fly to your position
or you hold "farming:bread" in your hand and they will come :)
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Re: [mod] water_life - mobs for mobkit - V211501[water_life]

by MisterE » Post

what files did you change in this last update?

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Re: [mod] water_life - mobs for mobkit - V211501[water_life]

by Gundul » Post

MisterE wrote:
Fri Jan 15, 2021 21:23
what files did you change in this last update?
You can always find the latest changes on github when you look at the latest commit :)
https://github.com/berengma/water_life/ ... dd4b65e5a8
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Re: [mod] water_life - mobs for mobkit - V211601[water_life]

by Gundul » Post

Update 211601

water_life.register_gull_bait(name) to register any bait to attract gulls
by default these are baits:
  • "water_life:clownfish"
  • "water_life:coralfish"
  • "water_life:riverfish"
  • "water_life:piranha"
  • "water_life:urchin_item"
  • "water_life:snake_item"
  • "water_life:meat_raw"
  • "water_life:meat"
  • "farming:bread"
If a gull finds no player with bait but a whale, it will very likely follow a whale (90%)
player without bait (10%)

fixed moskito inv item picture
set moskito default lifetime to 120s instead of 300

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Re: [mod] water_life - mobs for mobkit - V211701[water_life]

by Gundul » Post

Update 211702

Image


fixed some vector calculation errors
fixed stay by a whale behavior
api and behavior fixes
balancing
Gulls will try to steal bait from hand :)
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Re: [mod] water_life - mobs for mobkit - V211701[water_life]

by freshreplicant » Post

I'm afraid the mosquitos are totally broken for me. They are propagating like crazy, in places and ways that have no immersion or gameplay explanation. I've been troubleshooting and turning their spawn rate up and down, nothing has helped so far.

I am playing with the Valleys mapgen and the entire area outside my house is taken over by mosquitos. I am on top of a mountain, with snow all around me, not in a jungle or anywhere near a river.

They even inside a dungeon right next to my house, as some other players explained, it's not just one or two or even a swarm in there - they take up ALL of the space inside and never seem to go away. Wall to wall with mosquitos.

This is not a complaint of somebody who doesn't like a challenge or some immersive obstacles, there are just way too many (and in places they have no reason to be). Even if I wanted to craft repellent or tame a gecko, they are big eyesore and needlessly disruptive.

Maybe the mod expects a different mapgen or something in my world is causing this explosion, but if there's any way to toggle them on and off separately, I would really appreciate that. I tried disabling their spawning but it was quite messy and left lots of unknown nodes behind.
Last edited by freshreplicant on Wed Jan 20, 2021 09:56, edited 1 time in total.

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Re: [mod] water_life - mobs for mobkit - V211701[water_life]

by Gundul » Post

freshreplicant wrote:
Tue Jan 19, 2021 23:01


Maybe the mod expects a different mapgen or something in my world is causing this explosion, but if there's any way to toggle them on and off separately, I would really appreciate that. I tried disabling their spawning but it was quite messy and left lots of unknown nodes behind.
The mod works with any mapgen which uses temperature and humidity. Valley mapgen does. I run it myself on my server Lilly. Setting moskito lifetime to a value < 15 will make them stop from reproducing. If you just comment out the loading of moskito.lua you will get the unknown nodes.

See biome, temp and humid values with "/wl_bdata".
Moskitos spawn and live between 3pm and 5am ingame time.
Starting at 16 degrees celsuis and the more humid, the faster they spread.

In the last water_life release I already reduced moskitolifetime from 300 to 120 sec by default.
I do not know if that is already balanced as I seldom get any feedback.
If you want to keep it very low, values between 15 and 45 should do it.

I will raise spawning temp to 20 degrees celsius. Taming geckos is not yet implemented and moskitos
have not yet any other predator.
Moskito coils would be a solution, which you could place in your house to keep them off. Anyone who knows
how to make a texture or mesh for it ?
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Re: [mod] water_life - mobs for mobkit - V211701[water_life]

by freshreplicant » Post

Gundul wrote:
Wed Jan 20, 2021 08:14
The mod works with any mapgen which uses temperature and humidity. Valley mapgen does. I run it myself on my server Lilly. Setting moskito lifetime to a value < 15 will make them stop from reproducing. If you just comment out the
loading of moskito.lua you will get the unknown nodes.
Sorry, that's what I meant, not 'spawn rate'. I have it set to 1 but that dungeon and the area outside of it still totally full. They are also still spreading seemingly. Does the new lifetime only affect newly create mosquitos or all previously existing ones?
Gundul wrote:
Wed Jan 20, 2021 08:14
See biome, temp and humid values with "/wl_bdata".
Moskitos spawn and live between 3pm and 5am ingame time.
Starting at 16 degrees celsuis and the more humid, the faster they spread.
Would regional_weather perhaps throw this kind of calculation off somehow? It just seems weird to me that I am seeing mosquitos up on a mountain where I regularly get attacked by ice slimes from twm_slimes and the 'others' from hamlet's Snow Walkers mod.
Gundul wrote:
Wed Jan 20, 2021 08:14
I will raise spawning temp to 20 degrees celsius. Taming geckos is not yet implemented and moskitos
have not yet any other predator.
Moskito coils would be a solution, which you could place in your house to keep them off. Anyone who knows
how to make a texture or mesh for it ?
It would be welcome, I suppose. If the mosquitos could be nerfed and only spawn in super specific places (maybe swampz or jungles) then I suppose that they would be more bearable, otherwise a toggle would be great. As I stated in my previous post, it's not even necessarily that they bite you, but when they fill up an area totally it is also an eyesore.

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Re: [mod] water_life - mobs for mobkit - V211701[water_life]

by Gundul » Post

freshreplicant wrote:
Wed Jan 20, 2021 10:06

It would be welcome, I suppose. If the mosquitos could be nerfed and only spawn in super specific places (maybe swampz or jungles) then I suppose that they would be more bearable, otherwise a toggle would be great. As I stated in my previous post, it's not even necessarily that they bite you, but when they fill up an area totally it is also an eyesore.
I do not know if there are issues when other mods are around. But as long as they do not mess up the biome temperature and humidity map, there shouldn't. Also keep in mind that the moskitos are nodes. When you change
values in your config, the effects do not happen immediately.

In the next release they will only spawn between -10 and 100 nodes height. It must be warmer than 20 degrees celsius and I fixed an error when using os.clock() instead of os.time(). Last could lead to wrong lifetime calculations in case you start/stop your game often and do not have it run on a server.

It is on it's way.
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