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

BlueTangs Rock
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Re: [mod] water_life - mobs for mobkit[water_life]

by BlueTangs Rock » Post

Gundul wrote:

A starfish would be a cool addition. First, because I like starfish :D and second because some of them like to eat
sea urchins X)

Or maybe dugongs ! For sea areas with lots of kelp :)

Or maybe you have an other idea ?
(ngak usah malu2 XD)
Prehaps there could be sea otters to deal with the sea urchins because in Californian kelp forests the otters help keep the urchin population in check or else the urchins would eat all of the kelp.
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Gundul
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Post

BlueTangs Rock wrote:
Prehaps there could be sea otters to deal with the sea urchins because in Californian kelp forests the otters help keep the urchin population in check or else the urchins would eat all of the kelp.
Sea otters are funny animals. But maybe not easy to design and animate. :)
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Post

Update:
  • - fixed some errors concerning the sea urchins
    - water_life.water_depth(pos,max) now uses raytracing
    this function work with any liquid not only water
    now also returns table.type specifying the found liquid source node name
    . updated api documentation
    - whale spawn checks now also with raytracing
+ Spoiler
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BlueTangs Rock
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Re: [mod] water_life - mobs for mobkit[water_life]

by BlueTangs Rock » Post

Gundul wrote:
BlueTangs Rock wrote:
Prehaps there could be sea otters to deal with the sea urchins because in Californian kelp forests the otters help keep the urchin population in check or else the urchins would eat all of the kelp.
Sea otters are funny animals. But maybe not easy to design and animate. :)
True, otters would end up having too many moving parts.

Alternatively, a sea urchin's second major predators are Californian sheepshead wrasses which would be a more practical animal to design compared to sea otters.

I know that I currently don't have a stable version of blender on my computer to make a 3D model of the fish yet, but I could draw up a concept art for the possibility that someone else may volunteer to make the 3D model a reality if you'd like.
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Extex
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Re: [mod] water_life - mobs for mobkit[water_life]

by Extex » Post

BlueTangs Rock wrote:
Gundul wrote:
BlueTangs Rock wrote:
Prehaps there could be sea otters to deal with the sea urchins because in Californian kelp forests the otters help keep the urchin population in check or else the urchins would eat all of the kelp.
Sea otters are funny animals. But maybe not easy to design and animate. :)
True, otters would end up having too many moving parts.

Alternatively, a sea urchin's second major predators are Californian sheepshead wrasses which would be a more practical animal to design compared to sea otters.

I know that I currently don't have a stable version of blender on my computer to make a 3D model of the fish yet, but I could draw up a concept art for the possibility that someone else may volunteer to make the 3D model a reality if you'd like.
You could do a crab.
Google wrote:The main predators of the sea urchin are crabs, large fish, sea otters, eels, birds and humans
You could also do the Eagles XD
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Bastrabun
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Re: [mod] water_life - mobs for mobkit[water_life]

by Bastrabun » Post

Hi,

this just happened:

Code: Select all

[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'water_life' in callback environment_Step(): /home/mt/.minetest/mods/water_life/api.lua:470: attempt to index a nil value
2020-02-13 21:49:18: ERROR[Main]: stack traceback:
2020-02-13 21:49:18: ERROR[Main]: 	/home/mt/.minetest/mods/water_life/api.lua:470: in function 'water_depth'
2020-02-13 21:49:18: ERROR[Main]: 	/home/mt/.minetest/mods/water_life/spawn.lua:33: in function </home/mt/.minetest/mods/water_life/spawn.lua:7>
2020-02-13 21:49:18: ERROR[Main]: 	/home/mt/1/bin/../builtin/game/register.lua:429: in function </home/mt/1/bin/../builtin/game/register.lua:413>
2020-02-13 21:49:18: ERROR[Main]: stack traceback:
I don't know about the circumstances though. I wasn't close enough to water to observe what was going on, but there are shallow ocean parts nearby.

If you need more info, I'll be glad to help :)

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

by Gundul » Post

Bastrabun wrote:Hi,

this just happened:

I don't know about the circumstances though. I wasn't close enough to water to observe what was going on, but there are shallow ocean parts nearby.

If you need more info, I'll be glad to help :)
Thanks for reporting. I had that error once, too. Did you already download the latest update from github ?
water_depth now using raytracing.
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Post

BlueTangs Rock wrote:
Alternatively, a sea urchin's second major predators are Californian sheepshead wrasses which would be a more practical animal to design compared to sea otters.
These guys are sooo ugly X), at least the californian not as ugly as the asian wrass
+ Spoiler
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Post

Extex wrote: You could do a crab.


You could also do the Eagles XD
Yes a crab would also be nice as semi aquatic animal.
But you are better at blender :) I can only paint a cube, because it is already there one, when you open blender XD

eagles would be possible. But I have not done a fishing function yet. So far it can only hunt land animal.
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BlueTangs Rock
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Re: [mod] water_life - mobs for mobkit[water_life]

by BlueTangs Rock » Post

Gundul wrote: These guys are sooo ugly X), at least the californian not as ugly as the asian wrass
+ Spoiler
Indeed, they are quite goofy looking fish, lol.

I have fond memories of painting one for an AP Art project.
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Re: [mod] water_life - mobs for mobkit[water_life]

by BlueTangs Rock » Post

If things worked good, this link should lead to a concept image I made of a Californian Sheepshead Wrasse 3D model:

https://imgur.com/6jxBabY

In the concept art the fish has four major parts:
Main Torso, Secondary Torso, Tail Base, and Tail, as well as the two side fins, and a few other fin appendages that don't move like the other parts.

Also each square in the grid paper would be a pixel on the texture.
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Gundul
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Re: [mod] water_life - mobs for mobkit[140220][water_life]

by Gundul » Post

Update:
  • - this is still wip, but kind of version numbers are introduced now
    - ingame version number you get with chatcommand /wl_version
    - added most petz to shark and piranha menu list
    - piranha and sharks do not care about ownerships, if hungry they bite :)
    - added new hq attack behavior
    - added checks for unloaded blocks (ignore)
    - updated lua_api.txt
    - fixed muddy_river_water not waving
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Gundul
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Post

BlueTangs Rock wrote:
Also each square in the grid paper would be a pixel on the texture.
Now all what is needed is a blender artist :)
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Post

180220
Update:

fixed shark and piranha not touching food when player was near
some api and entity fine tuning
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update 200220

by Gundul » Post

Update 200220

today added shark_buoys,

these items can be crafted from tin_ingots, orange dye and a diamond.
They can be placed underwater in depths between 2 and 10 nodes.
Once placed they help you to keep off any sharks in a radius of 10 nodes
around the buoy. Safe your beaches or your coral reefs or when you look for clay.
But these do not help you to avoid piranha.

And please no comments about my buoy blender model and its texture XD
If anyone can do it better, I am waiting :D
+ Spoiler
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BlueTangs Rock
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Re: update 200220

by BlueTangs Rock » Post

Gundul wrote:Update 200220

today added shark_buoys,

these items can be crafted from tin_ingots, orange dye and a diamond.
They can be placed underwater in depths between 2 and 10 nodes.
Once placed they help you to keep off any sharks in a radius of 10 nodes
around the buoy. Safe your beaches or your coral reefs or when you look for clay.
But these do not help you to avoid piranha.

And please no comments about my buoy blender model and its texture XD
If anyone can do it better, I am waiting :D
+ Spoiler
The buoy looks quite decent tbh, I like it. Especially with the chains texture.
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Bastrabun
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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Bastrabun » Post

I had the error from before again, but with the old version:

Code: Select all

2020-02-20 23:01:39: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'water_life' in callback environment_Step(): /home/mt/.minetest/mods/water_life/api.lua:470: attempt to index a nil value
2020-02-20 23:01:39: ERROR[Main]: stack traceback:
2020-02-20 23:01:39: ERROR[Main]:       /home/mt/.minetest/mods/water_life/api.lua:470: in function 'water_depth'
2020-02-20 23:01:39: ERROR[Main]:       /home/mt/.minetest/mods/water_life/spawn.lua:33: in function </home/mt/.minetest/mods/water_life/spawn.lua:7>
2020-02-20 23:01:39: ERROR[Main]:       /home/mt/1/bin/../builtin/game/register.lua:429: in function </home/mt/1/bin/../builtin/game/register.lua:413>
2020-02-20 23:01:39: ERROR[Main]: stack traceback:
Looks like I didn't apply the update correctly. Is there a way to debug this and see where the spawn fails? Like add some minetest.log calls somewhere near that?

Bastrabun
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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Bastrabun » Post

On latest version it happened again. I put two lines in because I wanted to know where it happens and which node it tries to spawn on. That's what I got.

Code: Select all

2020-02-21 21:00:27: [Server]: pos={
	y = 20.184999465942,
	x = 1950.4538853397,
	z = 987.78299506346
} max=25
2020-02-21 21:00:27: [Server]: node.name=air

Code: Select all

2020-02-21 21:00:27: ACTION[Main]: Server: Shutting down
2020-02-21 21:00:39: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'water_life' in callback environment_Step(): /home/mt/.minetest/mods/water_life/api.lua:536: attempt to index a nil value
2020-02-21 21:00:39: ERROR[Main]: stack traceback:
2020-02-21 21:00:39: ERROR[Main]: 	/home/mt/.minetest/mods/water_life/api.lua:536: in function 'water_depth'
2020-02-21 21:00:39: ERROR[Main]: 	/home/mt/.minetest/mods/water_life/spawn.lua:33: in function </home/mt/.minetest/mods/water_life/spawn.lua:7>
2020-02-21 21:00:39: ERROR[Main]: 	/home/mt/1/bin/../builtin/game/register.lua:429: in function </home/mt/1/bin/../builtin/game/register.lua:413>
2020-02-21 21:00:39: ERROR[Main]: stack traceback:
The area looks like this, with the mese block indicating the position mentioned above. I'm not much wiser. Can you make something out of it?

Image
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Gundul
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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Gundul » Post

[quote="Bastrabun"]On latest version it happened again. I put two lines in because I wanted to know where it happens and which node it tries to spawn on. That's what I got.

Code: Select all

2020-02-21 21:00:27: [Server]: pos={
	y = 20.184999465942,
	x = 1950.4538853397,
	z = 987.78299506346
} max=25
2020-02-21 21:00:27: [Server]: node.name=air
Are you sure that is version 200220 ? It would crash every each and then, when there was a problem with air nodes. Try starting your game and enter "/wl_version" to see which one you are using.
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Bastrabun
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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Bastrabun » Post

It does say "Your water_life version # is: 200220

I also have the shark buoys in creative inventory.

The error comes back every now and then, about once or twice a day. The server is not public yet, so I can try out next to everything to find the issue. There was another error close to the first one, so I suspect it has something to do with the area the air node is in. I'll mark all those positions with a mese block.

Second reading was

Code: Select all

2020-02-21 23:33:47: [Server]: pos={
        y = 20.184999465942,
        x = 1955.2824854385,
        z = 999.61236819453
} max=25
2020-02-21 23:33:47: [Server]: node.name=air
Because I oput those two debugging lines in before, line 536 is

Code: Select all

local type = minetest.registered_nodes[node.name]["liquidtype"]
When I execute it "manually" it says "none" in the chat:

Code: Select all

//lua minetest.chat_send_all(dump(minetest.registered_nodes["air"]["liquidtype"]))

Gundul
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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Gundul » Post

Bastrabun wrote:It does say "Your water_life version # is: 200220
You said you were using which version of minetest ?
I added some checks to the newest version, still I cannot reproduce that error. Maybe your modlist would help.
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Gundul
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Re: [mod] water_life - mobs for mobkit[220220][water_life]

by Gundul » Post

Update:

- fixed buoy chain length calculation
- buoys now always sink to lowest place possible if you click on a side of an other
node to place it
- added checks for node is nil in water_depth function
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Bastrabun
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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Bastrabun » Post

I'll try to reproduce the water_depth bug with the new version. Meanwhile something minor:

Code: Select all

2020-02-25 00:53:34: WARNING[Server]: Assignment to undeclared global "under" inside a function at /home/mt/.minetest/mods/water_life/api.lua:572.
2020-02-25 00:53:48: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug.
Sorry to bother you with all that stuff, but I like that mod a lot and want it to succeed :)

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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Gundul » Post

Bastrabun wrote:I'll try to reproduce the water_depth bug with the new version. Meanwhile something minor:

Code: Select all

2020-02-25 00:53:34: WARNING[Server]: Assignment to undeclared global "under" inside a function at /home/mt/.minetest/mods/water_life/api.lua:572.
2020-02-25 00:53:48: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug.
Sorry to bother you with all that stuff, but I like that mod a lot and want it to succeed :)
It would be still of interest which Minetest version you are using.

The undeclared global var will be fixed in next version. The second is minetest engine related I guess, not my mod.
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Bastrabun
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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Bastrabun » Post

I'm using Minetest version 5.1.0 and with your new version the bug has not resurfaced.

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