[mod] water_life - mobs for mobkit - V210327[water_life]

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daret
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Re: [mod] water_life - mobs for mobkit - V221120[water_life]

by daret » Post

Now, I'm afraid to ask you if you would add "hunger_ng" support. :)

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Re: [mod] water_life - mobs for mobkit - V221120[water_life]

by Sokomine » Post

Gundul wrote: if you do not see them, you will hear them XD
DEATH to all moskitos! They're my sworn enemies. You don't suspect anything...and then the sound comes up at night.
A list of my mods can be found here.

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Re: [mod] water_life - mobs for mobkit - V221120[water_life]

by Gundul » Post

Sokomine wrote:
Tue Nov 24, 2020 22:53

DEATH to all moskitos! They're my sworn enemies. You don't suspect anything...and then the sound comes up at night.
Never forget your to use your moskito repellent when sunset comes near :) 100% herbal and even makes
your skin smoother XD
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Re: [mod] water_life - mobs for mobkit - V291120[water_life]

by Gundul » Post

Update 291120:

api additions to handle and permanently save
mob details, like hunger exhaustion, pregnancy,
herding and more.

You need this to run latest wildcows mod.
My servers: Jungle, Lilly in the valley click for my mods

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Re: [mod] water_life - mobs for mobkit - V061220[water_life]

by Gundul » Post

Update 061220

more additions to the api for controlling bio data of animals
you need this for the latest wildcows.
My servers: Jungle, Lilly in the valley click for my mods

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Re: [mod] water_life - mobs for mobkit - V061220[water_life]

by daret » Post

Gundul wrote:
Sun Dec 06, 2020 20:17

you need this for the latest wildcows.
Hi,

what about to split API (mobs and player influence) related staff to separate "api" mod?
You know, if someone wants to use wildcows, but doesn't want water_life.

I really like your mods.
I'm just generally against to many dependencies (dependency hell) and game related hardcoded functions (like the poison think).

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Re: [mod] water_life - mobs for mobkit - V061220[water_life]

by Gundul » Post

daret wrote:
Mon Dec 07, 2020 09:15
Gundul wrote:
Sun Dec 06, 2020 20:17

you need this for the latest wildcows.
Hi,

what about to split API (mobs and player influence) related staff to separate "api" mod?
You know, if someone wants to use wildcows, but doesn't want water_life.
Go to minetest/preferences/mods/water_life and set api_only to TRUE.
Everything else than api will vanish.
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Re: [mod] water_life - mobs for mobkit - V081220[water_life]

by Gundul » Post

Update 081220:

- fixed some snake and gecko behaviors
- crashed sea gulls will now die quickly
- added some new petz and better_fauna mobs to shark food
- add thirst and lifetime to biodata api

finally I managed to use webhooks. So from now on
after any new release ContentDB will be updated
automatically.
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Re: [mod] water_life - mobs for mobkit - V091220[water_life]

by Gundul » Post

Update 091220:

support for runs' swampz mod: viewtopic.php?p=378319#p378319
only here will spawn the new alligator, waiting in one of the water pools for someone to step in
also moskitos will spawn in swamp biome

A big thank you to ElCeejo for the alligator model, texture and animations !

Alligators and crocodiles can be fed with meat if you want to:

Image
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Re: [mod] water_life - mobs for mobkit - V091220[water_life]

by freshreplicant » Post

Gundul wrote:
Thu Dec 10, 2020 15:40
Update 091220:
only here will spawn the new alligator, waiting in one of the water pools for someone to step in
also moskitos will spawn in swamp biome
Does this mean that you need to have swampz installed to see alligators now? It feels like a bit of a regression if so. Or is there two types of alligators, e.g. the 'old one' and the 'new one' that only spawns in swampz?

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Re: [mod] water_life - mobs for mobkit - V091220[water_life]

by Gundul » Post

freshreplicant wrote:
Fri Dec 11, 2020 09:35
Gundul wrote:
Thu Dec 10, 2020 15:40
Update 091220:
only here will spawn the new alligator, waiting in one of the water pools for someone to step in
also moskitos will spawn in swamp biome
Does this mean that you need to have swampz installed to see alligators now? It feels like a bit of a regression if so. Or is there two types of alligators, e.g. the 'old one' and the 'new one' that only spawns in swampz?
It can't be a regression because something new was added which wasn't there before. :)

Water_life has crocodiles for jungle and savannah biomes. Now it has alligators, too, if you have the swampz biome.

If you know any other biomes it would fit in, I might think about adding it. :)
And yes, you can understand it as kind of advertisment for runs' swampz mod. :)
My servers: Jungle, Lilly in the valley click for my mods

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Re: [mod] water_life - mobs for mobkit - V091220[water_life]

by freshreplicant » Post

Gundul wrote:
Fri Dec 11, 2020 10:50
It can't be a regression because something new was added which wasn't there before. :)

Water_life has crocodiles for jungle and savannah biomes. Now it has alligators, too, if you have the swampz biome.
Doh, got alligators and crocodiles mixed up! Haha, ok - I get it now.

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Re: [mod] water_life - mobs for mobkit - V091220[water_life]

by otterwise » Post

Great mod but I'm not too happy about the Moskito spawn settings. I was playing in a Jungle area and had them fill up literally every empty voxel at some times. That not only made it impossible to go anywhere without dying, it also made my framerate drop. I fixed it by editing the spawn script to make their lifetime way lower (15 instead of 300, tho that may be too low, I need to experiment). Some balancing needs to be done I think.

Another issue with the Moskitos is that they enter completely closed spaces. I had to put torches everywhere in my home to stop them from spawning. I know it makes some sense to have them do that sometimes, but I think the rate should be lower in dry buildings.

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Re: [mod] water_life - mobs for mobkit - V091220[water_life]

by Gundul » Post

otterwise wrote:
Fri Dec 11, 2020 20:20
Great mod but I'm not too happy about the Moskito spawn settings. I was playing in a Jungle area and had them fill up literally every empty voxel at some times. That not only made it impossible to go anywhere without dying,
I would recommend to craft some moskito repellent. Not expensive and keeps them away half a minetest day.
Your hud will show you a status, if applied or not.
otterwise wrote:
Fri Dec 11, 2020 20:20
it also made my framerate drop. I fixed it by editing the spawn script to make their lifetime way lower (15 instead of 300, tho that may be too low, I need to experiment). Some balancing needs to be done I think.
You do not need to change the script. Much easier is changing the value in your clients mod preferences or
in you mintest.conf file. Set "water_life_moskitolifetime" to a value which suits you (default 300)
otterwise wrote:
Fri Dec 11, 2020 20:20
Another issue with the Moskitos is that they enter completely closed spaces. I had to put torches everywhere in my home to stop them from spawning. I know it makes some sense to have them do that sometimes, but I think the rate should be lower in dry buildings.
Again I would recomment to use water_life:repellant. In the future it will be possible to catch and tame the tokay gecko. It will eat all moskitos in a certain area.

Generally moskitos spread faster in humid areas than in arid. Moskito spread calculations include the humid value at every position. If you have server privs "/wl_bdata" shows all info about your actual position.

Finally you could join Sokomine's support group of moskito vitctims :D
viewtopic.php?p=384745#p384745
My servers: Jungle, Lilly in the valley click for my mods

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Re: [mod] water_life - mobs for mobkit - V091220[water_life]

by otterwise » Post

The repellent requires 2 specific plants and 1 mushroom which simply were not available anywhere nearby.

My suggestion would be to implement other ways to curb Moskito spawn in specific areas. There shouldn't really be any way for them to get into completely closed spaces, regardless of humidity, as that just seems counter-intuitive and immersion-breaking. Perhaps normal doors can't keep them out, but some doors should be able to. Also perhaps there could be multiple recipes for bug repellent. In my opinion, if they are supposed to emulate real mosquitoes, they should only spawn up to a certain distance from water nodes (their breeding grounds), perhaps with progressively reduced likelihood, but I don't how practical it is to implement that.

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Re: [mod] water_life - mobs for mobkit - V091220[water_life]

by Gundul » Post

Easiest way is to visit hot and humid biomes only well equipped. Like in real life you will not succeed in buying moskito repellent once you entered the jungle :)

calculating closed rooms or the distance of each moskito to the next node x:x is something I want to avoid for performance reasons. Tame a gecko and it will eat all moskitos in radius x around it. I could add a function to api so other mods can register food or craftitems which work as a repellent as well.
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Re: [mod] water_life - mobs for mobkit - V121220[water_life]

by Gundul » Post

Update 121220

- implemented mintest.find_path
this is not as good as burli's pathfinding code, but it is faster

- alligators and crocs smell meat from longer distances

- api additions
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Re: [mod] water_life - mobs for mobkit - V151220[water_life]

by Gundul » Post

Update 151220:

-rewritten water_life.hq_find_path behavior from scratch

instead of calculation the path over and over again, it now does it only once and
checks for unwalkable nodes while following the path.
That should make path calculations a lot faster (the snake and the aurochses from wildcow mod)
default is now burli's pathfinder algorythm, so keep your doors shut if you do not want to be
surprised by a snake in your house :D
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Re: [mod] water_life - mobs for mobkit - V181220[water_life]

by Gundul » Post

Update 181220:

add player knockpack to api

Important notice:
If you think the antiserum is too difficult too craft or whatever
problem you have with the rattlesnake and it's poison :)

apply "antiserum" group to any craftitem or node which you can use as food
look in the definition and search for something like this:

groups = {xxx = 1, yyy = 2, ....}
there you just add "antiserum = 1"

This will cause you food to work as antiserum to cure snake bites.
So just add to your favorite choice of food yourself or ask nicely the maker
of your favorite mod to add it to that food. Or you build your own
antiserum in a mod by yourself :)
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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Gundul » Post

Update 271220:

added check_for_pool to the api. No more sharks and crocodiles spawn in small water pools
added water_life.hq_die behavior which can show die animations (not only mobkit turn on side and die)
sound fixes for croc attack sound
now you can catch small animals like snakes, fish, sea urchins etc also with mobs:net


You like playing with water_life ? I like drinking beer :D
Maybe you might consider buying me one (or two, or three XD)
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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by runs » Post

Cool update.

And you bring me the idea to create a Patreon of mine, hey. I never realized before.
🤑 Patreon |Minetest Chat | 👧 Samantha | ⛏️ Juanchi Game | 🐱 Petz

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

by MisterE » Post

I made a better seagull model! Now you can implement seagulls which fly, soar, land, take off, float, swim, walk, attack, preen, jump, dive, and catch fish. Smooth transition animations also.

Image

Image

Image

Image

can't wait to see them flying around and mobbing players for bread!

3 textures for variation

viewtopic.php?f=9&t=25134&start=25
same place as always, same license

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

by Gundul » Post

Wow cool. Finally something to break my Corona lethargy XD
Will start testing this afternoon :)
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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by Gundul » Post

A first basic implementation of the new model from MisterE can be seen
in the dev branch.
Next will be adding the other animations and start writing behaviors accordingly.
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Re: [mod] water_life - mobs for mobkit - V271220[water_life]

by freshreplicant » Post

MisterE wrote:
Tue Jan 05, 2021 21:07
I made a better seagull model! Now you can implement seagulls which fly, soar, land, take off, float, swim, walk, attack, preen, jump, dive, and catch fish. Smooth transition animations also.

can't wait to see them flying around and mobbing players for bread!

3 textures for variation

viewtopic.php?f=9&t=25134&start=25
same place as always, same license
These are brilliant Mr E, can't wait to see the final implementation. I love your models.

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