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Re: [mod] water_life - mobs for mobkit - V210820[water_life]

Posted: Sat Aug 22, 2020 08:21
by Gundul
Adnunano wrote:
Sat Aug 22, 2020 06:41
I think you are the first modder to add a mob that gives status effect.Congratulations.
Thank you. But there are so many mods out there I really do not know if mine is the
only one.

Re: [mod] water_life - mobs for mobkit - V220820[water_life]

Posted: Sat Aug 22, 2020 08:23
by Gundul
Important bugfix update: 220820

somehow I accidently deleted the water_life.hq_swimfrom behavior.
game will crash as soon as you come near any fish trying to get away from you.

Github and ContentDB is updated

Re: [mod] water_life - mobs for mobkit - V220820[water_life]

Posted: Thu Aug 27, 2020 12:12
by Bastrabun
I need to figure out a way to tell the players about this new mechanic before they die.

Can you please make the poison configurable? Either a timer with a maximum time a player is poisoned or enable/disable?

I have not looked at the code, but a player claims he was poisoned with no Mr. Snek around, but Mr. Croc. I wasn't able to reproduce, but is it possible not only the snakes distribute poison?

Re: [mod] water_life - mobs for mobkit - V220820[water_life]

Posted: Thu Aug 27, 2020 22:42
by apercy
Bastrabun wrote:
Thu Aug 27, 2020 12:12
I need to figure out a way to tell the players about this new mechanic before they die.

Can you please make the poison configurable? Either a timer with a maximum time a player is poisoned or enable/disable?

I have not looked at the code, but a player claims he was poisoned with no Mr. Snek around, but Mr. Croc. I wasn't able to reproduce, but is it possible not only the snakes distribute poison?
In fact, I tested at Lilly in The Valley server and I was poisoned by Mr Croc

Re: [mod] water_life - mobs for mobkit - V220820[water_life]

Posted: Fri Aug 28, 2020 07:22
by Adnunano
Yes,i also experience that croc issue and dying doesn't stop the poison.

Re: [mod] water_life - mobs for mobkit - V220820[water_life]

Posted: Fri Aug 28, 2020 18:11
by Gundul
Bastrabun wrote:
Thu Aug 27, 2020 12:12
I need to figure out a way to tell the players about this new mechanic before they die.

Can you please make the poison configurable? Either a timer with a maximum time a player is poisoned or enable/disable?

I have not looked at the code, but a player claims he was poisoned with no Mr. Snek around, but Mr. Croc. I wasn't able to reproduce, but is it possible not only the snakes distribute poison?
Yes that was bug and not intended.

I made a quick fix which you can find in the dev branch of water_life.
That makes only snakes poisonous.

If you want to help your players, why not distribute free antiserum at spawn, for example.
Or change the antiserum recipe to something more easy.

Rattlesnake poison is pretty awful, so suicide or logoff/login will not cure you. That is
intended :)

Re: [mod] water_life - mobs for mobkit - V220820[water_life]

Posted: Sat Aug 29, 2020 06:19
by Adnunano
Can you change the croc's attack behaviour?It leaps like a dog on land which is unrealistic.

Re: [mod] water_life - mobs for mobkit - V220820[water_life]

Posted: Sat Aug 29, 2020 09:04
by Gundul
Adnunano wrote:
Sat Aug 29, 2020 06:19
Can you change the croc's attack behaviour?It leaps like a dog on land which is unrealistic.
It is the wolve's jump attack from wildlife mod :)
Not too bad for the beginning I think, but will change in the future.
I still have a gecko and a beaver without behaviors, they come
first.

Re: [mod] water_life - mobs for mobkit - V220820[water_life]

Posted: Sat Aug 29, 2020 09:27
by tuedel
Nice work!

It would be great if you could include some licensing info in your repository. :)
I saw some of the licenses mentioned in the first post here:
Gundul wrote:
Fri Oct 04, 2019 15:02
License:
CC BY-SA 3.0 UNPORTED. Created by D00Med for model/texture of whale
whale_1.ogg - CC0 Public Domain - https://en.wikipedia.org/wiki/File:Humpbackwhale2.ogg
MIT License - Copyright (c) 2019 TheTermos for sharks
CC-BY-NC-SA 3.0 Riverfish by Melkor (memberlist.php?mode=viewprofile&u=301)
CC-BY-SA 3.0 for coral-, clownfish and gulls by Sapier

URL: http://creativecommons.org/licenses/by- ... /legalcode
...but I can't find anything regarding your code or the rest of the models (especially the awesome piranha model by ElCeejo)

Re: [mod] water_life - mobs for mobkit - V220820[water_life]

Posted: Sun Aug 30, 2020 06:38
by Gundul
tuedel wrote:
Sat Aug 29, 2020 09:27
Nice work!

It would be great if you could include some licensing info in your repository. :)
I saw some of the licenses mentioned in the first post here:
You find the licenses in the water_life/doc folder.

Re: [mod] water_life - mobs for mobkit - V300820[water_life]

Posted: Sun Aug 30, 2020 07:32
by Gundul
Update 300820:

fixed bug where croc bites were poisonous
fixed never ending snake run away behavior
updated media licenses
updated ContentDB

Re: [mod] water_life - mobs for mobkit - V300820[water_life]

Posted: Fri Sep 04, 2020 16:40
by Gundul
Update:

bugfix, somehow hq_catchdrop behavior disappeared. Server crashes if croc searches for meat drops.
fixed now. Do not drink and code XD

ContentDB also updated.

Re: [mod] water_life - mobs for mobkit - V050920[water_life]

Posted: Sat Sep 05, 2020 17:07
by Gundul
Update 050920:

Tokeh (a big thank you again to MisterE for model and texture !)
Image
https://en.wikipedia.org/wiki/Tokay_gecko

these guys spawn in rainforst and savanna biomes, above 20 degree celsius.
a shy animal with many foes
you can hear it's famous mating call from evening until early morning.
can live in water and on land, but spares more time on land.


There will be additions in the future, like moskitos and tamed tokehs which can
help you to keep your house in rainforest and savanna moskito free :)

(ContentDB updated)

Re: [mod] water_life - mobs for mobkit - V050920[water_life]

Posted: Sun Sep 06, 2020 14:48
by Gundul
MineClone2 support

Quiet a bunch of people requested a compatibility
to MineClone2. I do not know if that works well together
as it looks to me like mcl2 uses mobs_redo as api base
for it's mobs.
Water_life uses mobkit which you have to install additionally.

try it out, it is not yet 100% supported, but maybe like 80%.
Let me know if it is worth to continue and invest time in this


Download zip: https://github.com/berengma/water_life/archive/mcl.zip
Code: https://github.com/berengma/water_life/tree/mcl

Re: [mod] water_life - mobs for mobkit - V050920[water_life]

Posted: Sat Sep 12, 2020 10:22
by Gundul
Coming up next: beavers (model/texture by MisterE)

Image

Re: [mod] water_life - mobs for mobkit - V050920[water_life]

Posted: Sun Sep 13, 2020 05:43
by Adnunano
The textures look better and realistic than petz's beaver,also with your coding it will behave better.You two are great.

Re: [mod] water_life - mobs for mobkit - V050920[water_life]

Posted: Sun Sep 13, 2020 17:00
by Gundul
Adnunano wrote:
Sun Sep 13, 2020 05:43
The textures look better and realistic than petz's beaver,also with your coding it will behave better.You two are great.
Thank you very much.

Re: [mod] water_life - mobs for mobkit - V050920[water_life]

Posted: Sun Sep 13, 2020 17:04
by Gundul
Update 13/09/20: meet the beavers

- beavers will spawn in coniferous biomes between -5 and 20 degree celsius
- shy animal which will run on sight, preferable reach water
- updated ContentDB


todo:
- add behavior when attacked
- add beaver fur to craft clothes
- beavers cut trees and maybe build something with it

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

Posted: Sat Sep 19, 2020 20:03
by Bastrabun
Can you make it that when hitting water_life mobs with something, toolwear is applied?

Currently they are in the immortal group, while eg mobs_monster are in the fleshy group. Fleshy group monster and players add toolwear properly.

Mobs from petz show the same behaviour, maybe it is a mobkit thing? I'll ask runz the same thing :)

This may relate to the toolwear-issue from mtg:

https://github.com/minetest/minetest_game/issues/2650

https://github.com/minetest/minetest/issues/5844

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

Posted: Sun Sep 20, 2020 07:34
by Gundul
I will check if there is something I can do. What I found so far is in minetest lua_api.txt:

Code: Select all


Entity damage mechanism
=======================
[...]
The group `immortal` completely disables normal damage.
[...]

To punch an entity/object in Lua, call:

  object:punch(puncher, time_from_last_punch, tool_capabilities, direction)

* Return value is tool wear.
* Parameters are equal to the above callback.
* If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
  will be automatically filled in based on the location of `puncher`.
In water_life I only call "mobkit.hurt(self,tool_capabilities.damage_groups.fleshy or 1)"

In my entity definitions no immortal group is defined. So I guess it is mobkit thing, which
does the above object:punch and gets the return value of toolwear.

[Edit]
It is mobkit. It does not use object:punch, but only changes the hp values of the entity:

Code: Select all


function mobkit.hurt(luaent,dmg)
	if not luaent then return false end
	if type(luaent) == 'table' then
		luaent.hp = max((luaent.hp or 0) - dmg,0)
	end
end

So please ask Termos in the mobkit thread to add tool wear to the mobkit.hurt function or open an
issue on his github project page. :)

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

Posted: Sun Sep 20, 2020 12:23
by timsoft
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.

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

Posted: Sun Sep 20, 2020 13:26
by timsoft
I just found out, i need bug net, craft [string,string,empty][string,string,empty]
[stick,empty,empty] rather than regular net. I did notice that the poison was damaging my armour which is a little odd. is that intentional?

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

Posted: Sun Sep 20, 2020 13:47
by Gundul
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.

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

Posted: Sun Sep 20, 2020 13:49
by Gundul
timsoft wrote:
Sun Sep 20, 2020 13:26
I just found out, i need bug net, craft [string,string,empty][string,string,empty]
[stick,empty,empty] rather than regular net. I did notice that the poison was damaging my armour which is a little odd. is that intentional?
This is not intended nor do I know of. I never used it together with an armour mod. Maybe also
depends on armour mod.

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

Posted: Sun Sep 20, 2020 18:06
by Termos
Gundul wrote:
Sun Sep 20, 2020 07:34
In my entity definitions no immortal group is defined. So I guess it is mobkit thing
Yup, all entities get the immortal group in order to bypass the default damage handling which is just unacceptable.
But in addition to that one any other group can be set as well via armor_groups={..., including fleshy.