[MOD] Fishing (Revamp) [v0.7]

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runs
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[MOD] Fishing (Revamp) [v0.7]

by runs » Post

Image

I get the old fishing mod and ethereal one and revamp them.

To fish you have to use a 'Fishing Rod (Baited)'.

Depending of your luck and type of water (sea or river) you would get a fish!

:: Fishes ::

Image
  • River fishes: Salmon, Trout

    Sea fishes: Pufferfish (poisonous), Clownfish, Gilt Head Bream, Snapper, Sole.
:: Features ::

-Single and multiplayer support.
-Splash and fish animation and sound when a fish is captured.
-Spanish translation.
-32x32 textures.

:: API ::

fishing.registerfish{name="", description="", habitat= "[sea,river]", inventory_image="", wield_image="", hp_raw_eat=±0, hp_cooked_eat=±0, cooktime=1}

Code: Select all

fishing.registerfish{name="fishing:fish_raw", description="Raw Fish", habitat= "river", inventory_image="fishing_fish_raw", wield_image="fishing_fish_raw", hp_raw_eat=2, hp_cooked_eat=3, cooktime=2}
:: Source Code ::

Github
Attachments
fishing_v0.7.zip
Fishing v0.7
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Last edited by runs on Sun Aug 18, 2019 18:32, edited 25 times in total.

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MCL
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Re: [MOD] Fishing (Revamped)

by MCL » Post

Nice
2014-02-14 - 2024-02-14 TEN YEARS OF MCL

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bosapara
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Re: [MOD] Fishing (Revamped)

by bosapara » Post

thanx for publicated mod, was looking for something similar and simple

how about to add different fishes with changes of catch probability?

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TenPlus1
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Re: [MOD] Fishing (Revamped)

by TenPlus1 » Post

Love the mod, but you will have to ask Natalia Grosner on DeviantArt yourself for permission to use her texture, she only let me use it for Ethereal at the time.

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runs
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Re: [MOD] Fishing (Revamped)

by runs » Post

TenPlus1 wrote:Love the mod, but you will have to ask Natalia Grosner on DeviantArt yourself for permission to use her texture, she only let me use it for Ethereal at the time.
OK

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runs
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Re: [MOD] Fishing (Revamped)

by runs » Post

v0.4

-Removed Natalia's sashimi texture.
-Added a credits.txt file.
-1% chance of "fish" a diamond ring instead of a fish: this could do fishing slightly attractive.
Last edited by runs on Fri Nov 09, 2018 17:10, edited 2 times in total.

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runs
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Re: [MOD] Fishing (Revamped)

by runs » Post

bosapara wrote:thanx for publicated mod, was looking for something similar and simple

how about to add different fishes with changes of catch probability?
Yes, I will do it.

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Re: [MOD] Fishing (Revamped)

by Mantar » Post

runs wrote: -1% chance of "fish" a diamond ring instead of a fish: this could do fishing slightly attractive.
I think it will encourage more people to build automatic fishing machines with technic.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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runs
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Re: [MOD] Fishing (Revamped)

by runs » Post

Mantar wrote:
runs wrote: -1% chance of "fish" a diamond ring instead of a fish: this could do fishing slightly attractive.
I think it will encourage more people to build automatic fishing machines with technic.
So I'll put as optional in the next version :-D

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runs
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Re: [MOD] Fishing (Revamped)

by runs » Post

New v0.6!!!

-3 new fishes: salmon, pufferfish & clownfish.
-API implemented.
-2 habitats: sea and river.

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runs
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Re: [MOD] Fishing (Revamp) [v0.6]

by runs » Post

Well, if the wielded animation could be changed, the texture or the animation per se, I could do a minecraft-like way of fishing.

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bosapara
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Re: [MOD] Fishing (Revamp) [v0.6]

by bosapara » Post

runs wrote:Well, if the wielded animation could be changed, the texture or the animation per se, I could do a minecraft-like way of fishing.
try this https://github.com/MinetestForFun/fishing

there are good method of fishing, player can't cheat with this way of fishing

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Re: [MOD] Fishing (Revamp) [v0.6]

by runs » Post

bosapara wrote:
runs wrote:Well, if the wielded animation could be changed, the texture or the animation per se, I could do a minecraft-like way of fishing.
try this https://github.com/MinetestForFun/fishing

there are good method of fishing, player can't cheat with this way of fishing
Well, it is not very real. But a smart solution indeed. :-)

Two possible solutions (I would better prefer):

1) Wield animation diferent to punch. Or the possibility of freezing the punch.

2) Paint a line to a water node.

Then the fish splash and one second to capture the fish.

Well, the fish splash and capture can be done, but I would like that the player would know if he is fishing or not. And unhold the mouse button at the exact time to fish.

But it is impossible by now, I believe. Some related 'issues' still not solved in Minetest:

Customizable wielditem animations for items with on_use functions
Add custom wield item animation using linear keyframes
Confusing documentation of mouse left/right click

More accurate solution:
Player pointing to the water, when a fish splash, use the fishing rod and capture the fish. But I have not idea to implement it. :-/

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DancingWombat
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Re: [MOD] Fishing (Revamp) [v0.6]

by DancingWombat » Post

Cool I will check this out.

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runs
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Re: [MOD] Fishing (Revamp) [v0.7]

by runs » Post

v0.7

-Some more river & sea fishes added.
-Cooked versions of all the fishes.
-Normal fish removed.
-Api changed: Raw & Cooked HP and Cooktime added.

wziard
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Re: [MOD] Fishing (Revamp) [v0.7]

by wziard » Post

The github link doesn't work anymore?

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runs
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Re: [MOD] Fishing (Revamp) [v0.7]

by runs » Post

wziard wrote:The github link doesn't work anymore?
Fixed link.

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Re: [MOD] Fishing (Revamp) [v0.7]

by sirrobzeroone » Post

runs wrote:
Sun Aug 18, 2019 18:32
wziard wrote:The github link doesn't work anymore?
Fixed link.
Runs links down guessing as you moved from github?

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