[Mod] Fishing! - Mossmanikin's version [0.2.2] [fishing]

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[Mod] Fishing! - Mossmanikin's version [0.2.2] [fishing]

by Mossmanikin » Sat Jul 06, 2013 19:59

[h]FiSHiNG![/h] (Mossmanikin's version)
a modified version of wulfsdad's fishing mod

Image

Since the original mod hasn't been updated for quite a while now, and there were a few things not finished yet, I decided to try and add/change a few things.


Recommended mods:
For additional things you can catch: see "+ catch" below
If you want to fish at a river side: canyon
If you want to fish where some reedmace grows: dryplants


Changes (click on subject for more info):

[spoiler=textures]
- all textures have a resolution of 16x16 pixels
- if you like to use the original textures for some items, you can (in most cases the names are the same)
- in the folder .../fishing/textures/alternates there's some alternate textures
[/spoiler]

[spoiler=sound]
- when the bobber hits the water surface
- when the bobber moves (some catch?)
- when the bobber leaves the water surface
[/spoiler]

[spoiler=worms]
- new way to get worms (use hoe)
- the worms are mobs
- you can pick them up with rightclick
- you can kill them with leftclick
- you can eat worms (delicous)
- the healing amount is a half heart
- worms find their way (or not) when dropped or placed
- if you're more than 32 meters away from a worm it will despawn
- you can disable WORM_IS_MOB in settings.txt if you don't like mobs or wanna spare some fps

Worm in inventory:
Image

Worm in action:
Image
[/spoiler]

[spoiler=recipes]
Image Image Image
Image
Image
Image Image
Image
Image
Image Image Image Image Image
[/spoiler]

[spoiler=fishing pole]
- only one fishing pole
- you can place the fishing pole for decoration.
- you can use the fishing pole when you have worms next to it (see picture above)
- if you wanna catch a shark use a raw fish instead of a worm as bait
[/spoiler]

[spoiler=catch]
- you can catch different things (for example fish from mobf)
- you can catch sharks when using raw fish as bait (instead of worms)
- you can eat sharks (only raw for now)

Here's what you can catch (if you have the required mods installed):

[spoiler=Fish]
[h]Fish[/h]
Image
Required mod: -
[/spoiler]

[spoiler=Clownfish]
[h]Clownfish[/h]
Image
Required mod: animal_clownfish
[/spoiler]

[spoiler=Blue white fish]
[h]Blue white fish[/h]
Image
Required mod: animal_fish_blue_white
[/spoiler]

[spoiler=Northern Pike]
[h]Northern Pike[/h]
Image
Required mod: -
[/spoiler]

[spoiler=Shark]
[h]Shark[/h]
Image
Required mod: -
[/spoiler]

[spoiler=Algae]
[spoiler=#1]
[h]Seaweed[/h]
Image
Required mod: flowers_plus
[/spoiler]
[spoiler=#2]
[h]Green Kelp[/h]
Image
Required mod: seaplants
[/spoiler]
[/spoiler]

[spoiler=Waterlily]
[h]Waterlily[/h]
Image
Required mod: flowers_plus
[/spoiler]

[spoiler=Twig]
[spoiler=#1]
[h]Stick[/h]
Image
Required mod: -
[/spoiler]
[spoiler=#2]
[h]Twig[/h]
Image
Required mod: trunks
[/spoiler]
[/spoiler]

[spoiler=String]
[h]String[/h]
Image
Required mod: -
[/spoiler]

[spoiler=Old Fishing Pole]
[h]Fishing Pole[/h]
Image
Required mod: -
[/spoiler]

[spoiler=Very old Boots]
[h]Wood Boots[/h]
Image
Required mod: 3d_armor
[/spoiler]

[spoiler=Rat]
[spoiler=#1]
[h]Rat[/h]
Image
Required mod: -
[/spoiler]
[spoiler=#2]
[h]Rat[/h]
Image
Required mod: mobs
[/spoiler]
[spoiler=#3]
[h]Rat (Animals)[/h]
Image
Required mod: animal_rat
[/spoiler]
[/spoiler]

[/spoiler]

[spoiler=bobber]
- rightclick on it after (or while) it moved up and down; before it disappears and with a bit of luck you'll catch a fish (or something else)
- when there's something on the hook there will be a sound and some particles
- leftclick on the bobber, or rightclick on it before there's something on the hook, will simply abort fishing and the bobber will disappear

The bobber with the default and alternate textures:
Image Image
[/spoiler]

[spoiler=messages]
- you can disable them (see below)
[/spoiler]

[spoiler=trophies]
You wanna perpetuate this big fish you caught? You want a souvenir which brings back wonderful memories of your heroic fishing adventures? You wanna pose in front of your friends and show what a great angler you are?
No problem!
Here's what you need:
[h]Trophies![/h]
Image Image Image Image Image
[/spoiler]

Image

You can configure some things in settings.txt:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
MESSAGES = true                 -- will you get a message saying what you caught?
FISH_CHANCE = 70                -- chance to catch something is 70%
NEW_WORM_SOURCE = true          -- get worms from using a hoe (instead of digging dirt)?
WORM_IS_MOB = true              -- do you want a mob or just an item?
WORM_CHANCE = 80                -- chance to get a worm is 80%
WEAR_OUT = true                 -- item wear out for fishing pole?
BOBBER_CHECK_RADIUS = 5         -- radius no other bobber is allowed in (0 is disabled)
BOBBER_COLOR_CHANGE = false     -- will bobber become green when you got fish on hook?
SIMPLE_DECO_FISHING_POLE = true -- sheet instead of complex node?
SHARK_CHANCE = 30               -- chance to catch something is 30%


Credit for code:
Jeija - for the mod "Throwing"
PilzAdam - for the mods "Throwing, PilzAdam version" & "Simple Mobs"
sapier - for the mod "MOB Framework"
VanessaE - for the modpack "Plantlife"
wulfsdad - for the mod "Fishing!"
and
all whom I forgot to mention, who made Minetest, modding and this mod possible

Credit for review/tips:
Bas080
Casimir
Dan Duncombe
Evergreen
Junkman
Sokomine
Topywo
Yingaya
and
all whom I forgot to mention


Dependencies: default (minetest), farming (minetest)
Supports: 3d_armor, animal_clownfish, animal_fish_blue_white, animal_rat, flowers_plus, mobs, moreblocks, rope, seaplants

[h]Downloads (direct)[/h]

latest:
fishing-0.2.2.zip

older versions:
fishing-0.2.1.zip
fishing-0.2.0.zip
fishing-0.1.9.zip
fishing-0.1.7.zip
fishing-0.1.5.zip
fishing-0.1.3.zip
fishing-0.1.2.zip
fishing-0.1.1.zip
fishing-0.1.0.zip
fishing-0.0.8.zip
fishing-0.0.7.zip
fishing-0.0.6.zip


or browse code/files

GitHub:
https://github.com/Mossmanikin/fishing


License code & textures: WTFPL,
License sound: CC BY-NC-SA 3.0
Last edited by Mossmanikin on Sat Dec 21, 2013 17:58, edited 1 time in total.

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by Dan Duncombe » Sat Jul 06, 2013 20:21

1) It should be 'you caught a fish' not 'you catched a fish'
2) Maybe I could make carbon fibre fishing rods (to go in my nanotech mod) It might have a greater casting range, if these ones do have a range.
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by Mossmanikin » Sat Jul 06, 2013 20:35

Dan Duncombe wrote:1) It should be 'you caught a fish' not 'you catched a fish'
2) Maybe I could make carbon fibre fishing rods (to go in my nanotech mod) It might have a greater casting range, if these ones do have a range.


1) Aye! Will change it. (EDIT: done)
2) No casting range implemented (yet?)
Last edited by Mossmanikin on Sat Jul 06, 2013 20:53, edited 1 time in total.

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by Topywo » Sat Jul 06, 2013 22:03

Very nice mod. It took me some practice to catch a fish :-)
 

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by Mossmanikin » Sat Jul 06, 2013 22:29

Topywo wrote:Very nice mod. It took me some practice to catch a fish :-)


Thank you. I'm glad you like it. :)

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by Evergreen » Sat Jul 06, 2013 22:53

I need to test this, it looks awesome. EDIT: Just tested it, and it is awesome.
Last edited by Evergreen on Sat Jul 06, 2013 23:00, edited 1 time in total.
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by Mossmanikin » Sun Jul 07, 2013 00:22

Evergreen wrote:I need to test this, it looks awesome. EDIT: Just tested it, and it is awesome.


Thanks. Didn't expect this kind of feedback. :)

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by Casimir » Sun Jul 07, 2013 10:07

Very nice. The first usable fishing-mod ;)

Two things: The selectionbox for the bobber is very small, it's hard to hit it when it moves. Also I don't like the use of farming to get worms, because farming is a way to get food and fishing is, but when you already started a farm why would you need to go fishing any more?
 

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by Mossmanikin » Sun Jul 07, 2013 17:32

Casimir wrote:Very nice. The first usable fishing-mod ;)

Two things: The selectionbox for the bobber is very small, it's hard to hit it when it moves. Also I don't like the use of farming to get worms, because farming is a way to get food and fishing is, but when you already started a farm why would you need to go fishing any more?


Thanks for your Feedback. :)

The selectionbox is a bit small. But you still have some time to click on it after it moved (until the bobber disappears). I might make it a bit larger though, depending on how it looks.
I thought of a new way to get worms for the following reasons:
- I didn't want the player to change the landscape just to get a worm, soil will become dirt/grass again over time
- I didn't want the player to fill the inventory with dirt, happens too soon already
- I thought of my own experience with getting worms for fishing using a spate, the player can't use a shovel like that, but a hoe comes close to that.
If you don't like to use a hoe for getting worms you can simply set "NEW_WORM_SOURCE" to "false" in "settings.txt" and you'll get worms from digging dirt with the player hand (or dirt) just like in the original mod.

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by Mossmanikin » Sun Jul 07, 2013 23:21

Small update:
- Selectionbox of bobber is a bit larger
- If player moves too far away from the bobber it disappears
- Option how near other bobbers are allowed

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by Sokomine » Tue Jul 23, 2013 23:34

Very nice mod! Can you make the worms disappear after some time? Worms left on dirt or dirt_with_grass ought to dig themselves back in.
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by Mossmanikin » Wed Jul 24, 2013 02:54

Sokomine wrote:Very nice mod!

Thank you. :)

Sokomine wrote:Can you make the worms disappear after some time? Worms left on dirt or dirt_with_grass ought to dig themselves back in.

Yeah, I wanted to do this after I read something similar in the thread of the original mod, but somehow forgot about it.
I'll see what I can do.

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by Bas080 » Wed Jul 24, 2013 04:49

Is it possible to fish in an one water node pond?

EDIT
And I thought going fishing was something you did to relax!
Last edited by Bas080 on Wed Jul 24, 2013 09:00, edited 1 time in total.
 

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by Mossmanikin » Thu Jul 25, 2013 01:00

Bas080 wrote:Is it possible to fish in an one water node pond?

I'm sure you figured out by now, but: yes, it is!

Bas080 wrote:EDIT
And I thought going fishing was something you did to relax!

Actually I think it's relaxing enough. You have a lot of time to click on the bobber.
I'm not sure if I know what you mean...
I'm open to change stuff when you can give an example of what exactly is annoying.

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by Sokomine » Thu Jul 25, 2013 01:09

Perhaps the fishing rod could be placed somewhere at the shore as a decorative item when not used.
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by Mossmanikin » Thu Jul 25, 2013 01:15

Sokomine wrote:Perhaps the fishing rod could be placed somewhere at the shore as a decorative item when not used.


I'll see what I can do.

Btw.:
Update
- worms are mobs and dig themselves in when on dirt/grass.

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by Bas080 » Thu Jul 25, 2013 23:11

Mossmanikin wrote:worms are mobs and dig themselves in when on dirt/grass.

It's alive! +1

Mossmanikin wrote:Actually I think it's relaxing enough. You have a lot of time to click on the bobber.
I'm not sure if I know what you mean...
I'm open to change stuff when you can give an example of what exactly is annoying.


There is little time to click whichmakes it hard to catch a fish. I do have suggestions for improving this mod.

Instead of only performing a mouse click at the correct moment you could also make the little bobber move slowly within the area at which you placed it.

EDIT, what about using smaller fishes that you catch with worms can be used to get bigger fishes. So the bigger the fish the more bait items you can craft
Last edited by Bas080 on Thu Jul 25, 2013 23:19, edited 1 time in total.
 

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by Mossmanikin » Fri Jul 26, 2013 00:06

Bas080 wrote:There is little time to click whichmakes it hard to catch a fish.

Of course I can give the player more time, but I'm starting to get the impression that we have a misunderstanding here: the player doesn't have to click on the bobber while it's moving, but shortly after. I'll change the first post to be more clear on this.

Bas080 wrote:Instead of only performing a mouse click at the correct moment you could also make the little bobber move slowly within the area at which you placed it.

Moving the bobber as if a fish was pulling it is a good idea. I'll see what I can do without miles of code. ;)

Bas080 wrote:EDIT, what about using smaller fishes that you catch with worms can be used to get bigger fishes. So the bigger the fish the more bait items you can craft

Yeah! Like catching sharks! Sounds fun, will work on this.

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by Casimir » Fri Jul 26, 2013 11:18

Mossmanikin wrote:the player doesn't have to click on the bobber while it's moving, but shortly after. I'll change the first post to be more clear on this.

You could change the colour during the time you have to click, so it will be clear without doubt. Also I would include the time it starts moving.
 

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by Mossmanikin » Fri Jul 26, 2013 16:55

Casimir wrote:You could change the colour during the time you have to click, so it will be clear without doubt. Also I would include the time it starts moving.

Aye, I will add the change in color, but make it optional (settings.txt).
Theoretically you already can click on the bobber while it's moving, but it's kind of hard to do. :D

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by Mossmanikin » Sat Jul 27, 2013 21:28

Many thanx to Sokomine, Bas080 and Casimir for you ideas. Feedback like yours is really motivating.
Implemented my interpretation of most of your ideas, bigger fish will follow.

Update
- placable fishing rod for decoration
- make bobber move slowly while fish on hook
- change color of bobber when fish on hook (optional)

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by Bas080 » Tue Jul 30, 2013 17:36

Make catching a shark just as likely as throwing yahtzee. yahtzee == 5 of a kind
 

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by Mossmanikin » Tue Jul 30, 2013 19:28

Bas080 wrote:Make catching a shark just as likely as throwing yahtzee. yahtzee == 5 of a kind

I agree, it should be hard to catch a shark. I'll test if it's any fun with this probability or not. Either way I'll give the player the option to change the probability in settings.txt.

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by Junkman » Sat Aug 03, 2013 12:49

Very nice mod.

When you put the fishing rod for decoration and you take it back the rod can't be used for fishing anymore and you can place an unlimited number of bugged decoration on blocks.

Otherwise, I do not understand where to find strings in the game.
 

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by Evergreen » Sat Aug 03, 2013 12:50

Junkman wrote:Very nice mod.

When you put the fishing rod for decoration and you take it back the rod can't be used for fishing anymore and you can place an unlimited number of bugged decoration on blocks.

Otherwise, I do not understand where to find strings in the game.
Strings come from cotton. Cotton seeds come from digging junglegrass. Bam, there you go. EDIT: 800TH POST!
Last edited by Evergreen on Sat Aug 03, 2013 12:50, edited 1 time in total.
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by Mossmanikin » Sat Aug 03, 2013 19:49

Junkman wrote:Very nice mod.

When you put the fishing rod for decoration and you take it back the rod can't be used for fishing anymore and you can place an unlimited number of bugged decoration on blocks.

Otherwise, I do not understand where to find strings in the game.


Thanks for your feedback. :)

That you can't use the deco fishing rod for fishing is "on purpose", because of item wear. Otherwise the player could place a worn out fishing rod and abuse the deco rod to get a brand new fishing rod.
I would like to do it in a different way, but don't know of a better one.
If you, or someone else, happen to know of a way to code it, I'll gladly change it.

About unlimited decorations: do you mean in creative mode? If so, this is normal, because the deco is a node.
What exactly do you mean with "bugged"? The inventory image? It looks a bit strange, but I wanted it to be clear that the deco is a node and not meant for fishing.
Maybe I'll make a different inventory image for the deco.

A way off getting strings, like Evergreen said:
Evergreen wrote:Strings come from cotton. Cotton seeds come from digging junglegrass. Bam, there you go. EDIT: 800TH POST!

If you think it takes to long to get strings this way you could use the stringrecipes part of my prehistoric mod (you don't need to install the rest of the mod). Or you can use the ropes from moreblocks or maybe* rope.
(*not sure about this one, not tested lately, but the recipe is there)

And last, but not least: congratulations, Evergreen! :D

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by Junkman » Sun Aug 04, 2013 09:47

Image

It replace a block on top of the screen and didn't suit the block on the bottom of the screen.
And yes i was in creation mod when it was unlimited, apologies :p

Else, what is the probleme for having more than one fishing rod at a time ?
Because the first time i placed the fishing rod, it wasn't volontary, i had just miss clicked and lost my rod.
Last edited by Junkman on Sun Aug 04, 2013 09:50, edited 1 time in total.
 

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by Mossmanikin » Sun Aug 04, 2013 19:45

Junkman wrote:http://image.noelshack.com/fichiers/2013/31/1375609248-fish.png

It replace a block on top of the screen and didn't suit the block on the bottom of the screen.
And yes i was in creation mod when it was unlimited, apologies :p

Else, what is the probleme for having more than one fishing rod at a time ?
Because the first time i placed the fishing rod, it wasn't volontary, i had just miss clicked and lost my rod.


Now I get what you mean.
I designed the deco so it looks nice at a water's edge.
First it was inside the space of a normal node. When I placed the deco at a water's edge it just didn't look right. I wanted it to be placed on land and hanging over the water.
So what looks like a bug when you place the deco somewhere else, is actually a feature. :D
As you probably found out: you can place the deco fishing rod pointing at different directions.
I think this gives the player enough options to make it not look buggy.

I'm sorry you lost your rod. Maybe I should be more clear about such things in the first topic.

If the player were able to use the deco fishing rod for fishing again this could be used to cheat.
I'm not sure how to explain what I mean by that, but I'll give it a try:

By default the fishing rod wears out every time you try to catch a fish.
When you place a fishing rod as deco, the tool is lost and a node is placed.
Because the tool is lost, the information how many times you used it is also lost. (I don't know if it's possible to store this information when the tool is lost.)
So if you could get a tool back from the node it would be brand new, no matter if the tool you "placed" before was worn out.
This way you could use a rod forever, even if "WEAR_OUT" were enabled.
This would be cheating.
If you want to use a fishing rod forever you can set "WEAR_OUT" in settings.txt to false.
This I would not consider cheating.

I hope you get the idea. ;)

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by Junkman » Sun Aug 04, 2013 20:15

Thanks for your answer, i understand now ^^
I will set it to false.

I like this mod, keep up the good work.
 

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by Mossmanikin » Sun Aug 04, 2013 20:39

I'm glad I could help.
And thanks for your feedback. :)

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