[mod] water_life - mobs for mobkit - V212301[water_life]

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Gundul
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Re: [mod] water_life - mobs for mobkit - V060620[water_life]

by Gundul » Post

Update 060620:
  • - very basic fish school behavior for coralfish
    - clownfish own a homecoral and stick to it
    - coralfish do the same if no other coralfish around
    - coralfish spawn in groups of 3 to 7 fishes
    - rewritten water_life.count_objects function, see lua_api.txt
    - less checks with new above function for spawning
    - organized mod folder
Updated also in ContentDB.
Last edited by Gundul on Sun Jun 07, 2020 17:06, edited 1 time in total.
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Re: [mod] water_life - mobs for mobkit - V060620[water_life]

by Gundul » Post

Life in aquarium

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Re: [mod] water_life - mobs for mobkit - V060620[water_life]

by Gundul » Post

With a new model from "apercy", maker of not_so_simple_helicopter,
coming up next:

Mr. Croc

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Re: [mod] water_life - mobs for mobkit - V060620[water_life]

by Adnunano » Post

Looks like its time to say goodbye to crocodiles from mobs redo.
NfAPhpmGaVphBjK8NIr9Mit5xNW2emD2

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Re: [mod] water_life - mobs for mobkit - V060620[water_life]

by Gundul » Post

This Weekend
Crocs will spawn in Rainforest and Savanna biomes.
And they are hungry !
And they are amphibious. Do not feel too save on shore !


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Last edited by Gundul on Mon Jun 15, 2020 18:26, edited 1 time in total.
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Re: [mod] water_life - mobs for mobkit - V060620[water_life]

by apercy » Post

Mr Croc!!!! What you done at the shore...
Oh Mr. Crock, did you eat them to dead...
Your lifestyle to me seemed so magic...
When you eat them all...

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Re: [mod] water_life - mobs for mobkit - V060620[water_life]

by Gundul » Post

First new behaviors are made. Only a few things left, like moving on ground.
But hunting for prey works :D

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Re: [mod] water_life - mobs for mobkit - V140620[water_life]

by Gundul » Post

Update 140620

(updated ContentDB also)

Thanks to APercy for model and texture !

- crocodiles will spawn in savanna and rainforest biomes
- they spawn in any kind of water
- they are amphibious and change between shore and water
- different behaviors if on land or on sea
- attack any prey or player
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Re: [mod] water_life - mobs for mobkit - V140620[water_life]

by Bastrabun » Post

Can't wait to have the crocs on my server :D

Some things:

- Can the crocs and sharks also prey on mobs of other mods? I have xocean dolphins and petz dolphins. Any maybe sharks could help keep the overflowing jellyfish population in check?
- Players reported, not only the lasso causes confusion, also the meat. Could you make an alias or something, if mobs_redo ist installed? I take it most servers that have mobs also somehow have mobs_redo on it, maybe there are even more duplicate things we didn't encounter yet?
- Is there a way to boost performance? That's what the profiler looks like on my server:

Code: Select all

water_life:                                             |         1 |    234580 |      1961 |   0.0 |  99.2 |  26.4
  - on_activate[8] ....................................  |        19 |       736 |        51 |   0.1 |   1.0 |   0.4
  - on_step[8] ........................................  |        23 |     20340 |       122 |   0.0 |  49.1 |   1.1
  - on_activate[6] ....................................  |        47 |       237 |        86 |   0.3 |   3.0 |   1.0
  - on_activate[9] ....................................  |        13 |        13 |        13 |   0.1 |   0.1 |   0.1
  - on_activate[4] ....................................  |        24 |       269 |        55 |   0.1 |   3.5 |   0.6
  - on_step[10] .......................................  |        29 |    199869 |       608 |   0.0 |  92.7 |   6.2
  - on_punch[10] ......................................  |         5 |        17 |        12 |   0.0 |   0.2 |   0.1
  - get_staticdata[8] .................................  |        17 |       173 |        44 |   0.0 |   0.8 |   0.3
  - on_activate[10] ...................................  |        12 |     19395 |       147 |   0.0 |  70.9 |   1.0
  - on_step[9] ........................................  |         1 |        50 |         2 |   0.0 |   0.6 |   0.0
  - ABM[1] ............................................  |       310 |     19150 |      4314 |   1.9 |  56.4 |  16.9
  - on_activate[11] ...................................  |        48 |      1808 |       193 |   0.2 |   3.6 |   1.0
  - on_punch[3] .......................................  |         7 |      2008 |       143 |   0.0 |   7.0 |   1.1
  - on_step[11] .......................................  |        25 |     89381 |      1142 |   0.0 |  93.4 |  10.3
  - globalstep[1] .....................................  |         1 |     97097 |        10 |   0.0 |  93.1 |   0.2
  - on_step[13] .......................................  |        25 |     73706 |       198 |   0.0 |  96.5 |   2.0
  - on_activate[3] ....................................  |        27 |      2642 |       102 |   0.0 |  14.7 |   0.7
  - on_activate[13] ...................................  |         8 |       198 |        23 |   0.0 |   0.4 |   0.1
  - on_step[6] ........................................  |        32 |     45342 |       365 |   0.0 |  91.7 |   5.4
  - on_step[4] ........................................  |        26 |     41510 |       145 |   0.0 |  86.3 |   2.0
  - get_staticdata[9] .................................  |         8 |     27831 |       118 |   0.0 |  45.8 |   0.7
  - on_step[3] ........................................  |        43 |    234577 |      1611 |   0.0 |  99.2 |  22.9
- Maybe the performance thing is connetect to "too many mobs"? Is there a way to limit the amount of jellyfish in an area? wl_objects gave me a count of 115 jellyfish:

Code: Select all

{
	sharks = 2,
	fish = 0,
	all = 124,
	["xocean:fish3"] = 1,
	["water_life:shark"] = 2,
	["xocean:fish4"] = 4,
	name = 0,
	["petz:dolphin"] = 1,
	["water_life:jellyfish"] = 115,
	whales = 0
}
- Could you add a killswitch? Like when I need to disable water_life for tests, I'd like to remove all of them first. I tried my hand on a custom killswitch by having the object removed as soon as a waterlife mob gets loaded

If I can help resolving that stuff, I'll be glad to help. Especially the sharks have been most entertaining when we built a tunnel on the bottom of the sea. I died 14 times.

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Re: [mod] water_life - mobs for mobkit - V140620[water_life]

by Gundul » Post

Bastrabun wrote:
Mon Jun 15, 2020 13:07

- Can the crocs and sharks also prey on mobs of other mods? I have xocean dolphins and petz dolphins.
Petz are already on shark and croc menu.
Please look in init.lua and check also lua_api.txt in the doc folder.
With the command "water_life.register_shark_food(name)" you can add any mob of any mod you would like to.
for example: water_life.register_shark_food("xocean:fish1")

- Players reported, not only the lasso causes confusion, also the meat. Could you make an alias or something, if mobs_redo ist installed? I take it most servers that have mobs also somehow have mobs_redo on it, maybe there are even more duplicate things we didn't encounter yet?
The lasso issue is already fixed, including that one from petz mod. (please see your post earlier)
I forgot about the meat. Will fix that soon.
- Is there a way to boost performance?
Looks like you run an older version. Better stick to github than using ContentDB.
I run water_life on my server ZombieTest. Which is in fact a Raspi2. And I do not have that
high values showing up in the profiler. How long did the profiler ran ?
[edit] lol I did not see that the average values are shown when you scroll code to the right :)
It is pretty good. That should not make any perfomence problems.

The jellyfish problem was an older version where they could spawn freely around.
Maxmobs is limited to 60 per ABR and jellyfish to 5 animals per ABR.
You can change in the settings of your minetest gui or see settingtypes.txt to use which vars in minetest.conf
Last edited by Gundul on Mon Jun 15, 2020 18:19, edited 2 times in total.
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Re: [mod] water_life - mobs for mobkit - V060620[water_life]

by Extex » Post

Gundul wrote:
Fri Jun 12, 2020 16:58
And they are amphibian. Do not feel too save on shore !
Crocodiles are reptiles!
Frogs, newts, toads, and salamanders are the only amphibians
Player of PK, RIP. Creator of the light_tool and motorbike mods. Working on another mod which should be coming soon!

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Re: [mod] water_life - mobs for mobkit - V060620[water_life]

by Gundul » Post

Extex wrote:
Mon Jun 15, 2020 18:08
Gundul wrote:
Fri Jun 12, 2020 16:58
And they are amphibian. Do not feel too save on shore !
Crocodiles are reptiles!
Frogs, newts, toads, and salamanders are the only amphibians
I did write it wrong in the first post. The last post was right saying
amphibious :)

https://www.dictionary.com/browse/amphibious
amphibious
[ am-fib-ee-uh s ]

adjective

living or able to live both on land and in water; belonging to both land and water.
Also amphibian. capable of operating on both land and water: amphibious vehicles.
of or relating to military operations by both land and naval forces against the same object, especially to a military attack by troops landed by naval ships.
trained or organized to fight, or fighting, on both land and sea: amphibious troops.
combining two qualities, kinds, traits, etc.; of or having a mixed or twofold nature.
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Re: [mod] water_life - mobs for mobkit - V140620[water_life]

by Bastrabun » Post

That's what the crocs have to say about the new version:

Code: Select all

2020-06-16 21:05:24: WARNING[Server]: Assignment to undeclared global "ground" inside a function at /home/mt-test/.minetest/mods/water_life/spawn.lua:129.
2020-06-16 21:05:24: WARNING[Server]: Assignment to undeclared global "coraltable" inside a function at /home/mt-test/.minetest/mods/water_life/spawn.lua:140.
2020-06-16 21:19:25: WARNING[Server]: Assignment to undeclared global "showit" inside a function at /home/mtlive1/.minetest/mods/water_life/api.lua:995.
Ofcs I tested how the crocs would react to their prey. Boy, are they fast :D I like!

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Re: [mod] water_life - mobs for mobkit - V140620[water_life]

by Gundul » Post

Undeclared global vars are fixed now in the dev branch.
Together with some other little things, like a model and texture update
of Mr.Croc it is verly likely to be merged into master next weekend.
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Re: [mod] water_life - mobs for mobkit - V140620[water_life]

by Gundul » Post

Update 200620
  • fixed global vars
    fixed model and texture of Mr.Croc
    new chatcommand "wl_kill <name>" to kill each mob of name in abr
    fixed meat_raw and meat if mobs_redo is present
    drop meat (raw or cooked) to use as bait for crocs
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Re: [mod] water_life - mobs for mobkit - V200620[water_life]

by Gundul » Post

Update to V210620
  • Mr.Croc does have sounds now
    some other fixes
    updated ContentDB
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Re: [mod] water_life - mobs for mobkit - V210620[water_life]

by apercy » Post

How I feel

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Re: [mod] water_life - mobs for mobkit - V210620[water_life]

by Gundul » Post

apercy wrote:
Tue Jun 23, 2020 16:49
How I feel
I'll add a clock sound for crocs when following you X)
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Re: [mod] water_life - mobs for mobkit - V210620[water_life]

by Gundul » Post

Feeding Mr.Croc :D

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Remember. Do not come too near or you will be the food XD
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Re: [mod] water_life - mobs for mobkit - V210620[water_life]

by BlueTangs Rock » Post

Gundul wrote:
Thu Jun 25, 2020 17:10
Feeding Mr.Croc :D

Image

Remember. Do not come too near or you will be the food XD
This kinda reminds me of the "Interior Crocodile Alligator" meme;
https://youtu.be/kZwhNFOn4ik

Lol.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Re: [mod] water_life - mobs for mobkit - V280620[water_life]

by Gundul » Post

Important update 280620

Spawning did not work for every mob in the last two releases !
This is fixed now.

- fix spawn of whales,sharks,jellyfish and clams
- fix bug with water depth calculation
- updated in ContentDB, so latest from there now also have croc sounds
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Re: [mod] water_life - mobs for mobkit - V190720[water_life]

by Gundul » Post

Update 190720

added burli's pathfinding code viewtopic.php?f=9&t=17406
to the water_life api.
This will make mobs smarter finding their way. So far it is only for movement on dry land, but I will
try to add calculations for mobs in water or which are capable of moving on land and sea.

There is a new function and two new bahaviors available:

water_life.hq_findpath(self,prty,tpos, dist)
is an hq behavior which stopps when no way is found or distance to target (dist)
is reached

water_life.hq_path_attack(self,prty,tgtobj)
is a copy of mobkit.hq_attack but only does so if a path is there. Usually used after
water_life.hq_findpath has found it's target

water_life.find_path(pos, tpos, self, self.dtime)
returns a table of positions or false if no way was found or
timed out.


I tried it so far in two mods:
fork of termos wildlife (the wolves): https://github.com/berengma/wildlife/tree/pathfinder
fork of termos zombiestrd: https://github.com/berengma/zombiestrd/tree/pathfinder

or you can see the zombies in action here:
viewtopic.php?f=10&t=22667
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Re: [mod] water_life - mobs for mobkit - V190720[water_life]

by Gundul » Post

Coming up next:

Seagulls

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Re: [mod] water_life - mobs for mobkit - V190720[water_life]

by FreeLikeGNU » Post

Gundul wrote:
Tue Jul 21, 2020 17:05
Coming up next:

Seagulls
Nice!

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Re: [mod] water_life - mobs for mobkit - V190720[water_life]

by FrostRanger » Post

Would you consider adding spawn eggs for sharks, crocs, whales and any other mob that doesn't have one? Would be useful for player who wish to make an aquarium
Sole ranger and ruler of the frozen realms of Cabin Fever and seeker of the ever elusive Dungeon Master...

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