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

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Bas080
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by Bas080 » Mon Aug 05, 2013 11:38

Dropping tool and remembering the wear of the tool after digging the nodebox, I think can be done.

On place
- get_wear(): returns tool wear (0-65535), 0 for non-tools
- set_int("wear", wear)

On dig
- add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
- get_int("wear")
- add_wear(wear): increases wear by amount if the item is a tool

The api functions I think you need to get it to work.
 

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by Evergreen » Mon Aug 05, 2013 13:00

Bas080 wrote:Dropping tool and remembering the wear of the tool after digging the nodebox, I think can be done.

On place
- get_wear(): returns tool wear (0-65535), 0 for non-tools
- set_int("wear", wear)

On dig
- add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
- get_int("wear")
- add_wear(wear): increases wear by amount if the item is a tool

The api functions I think you need to get it to work.
Yes, I don't know the api functions, but it should be simple as setting a variable with the wear of the tool before placing it, and when dug, setting the wear of the tool to the variable.
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by Mossmanikin » Mon Aug 05, 2013 18:11

Bas080 wrote:Dropping tool and remembering the wear of the tool after digging the nodebox, I think can be done.

On place
- get_wear(): returns tool wear (0-65535), 0 for non-tools
- set_int("wear", wear)

On dig
- add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
- get_int("wear")
- add_wear(wear): increases wear by amount if the item is a tool

The api functions I think you need to get it to work.

Evergreen wrote:
Bas080 wrote:Dropping tool and remembering the wear of the tool after digging the nodebox, I think can be done.

On place
- get_wear(): returns tool wear (0-65535), 0 for non-tools
- set_int("wear", wear)

On dig
- add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
- get_int("wear")
- add_wear(wear): increases wear by amount if the item is a tool

The api functions I think you need to get it to work.
Yes, I don't know the api functions, but it should be simple as setting a variable with the wear of the tool before placing it, and when dug, setting the wear of the tool to the variable.


Thanks folks! :)
I'll try this.

EDIT: I tried it and it works. Thank you so much! :)
Last edited by Mossmanikin on Tue Aug 06, 2013 17:49, edited 1 time in total.

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by Mossmanikin » Tue Aug 06, 2013 17:56

Update:
- If you place a worn out fishing pole the deco fishing pole "remembers" item wear
- When you pick a deco fishing pole up you get a fishing pole you can use for fishing
- When placing a fishing pole facedir works the way it should
- No more deco fishing poles in inventory

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by Bas080 » Wed Aug 07, 2013 14:35

Nicely done! I'm implementing a deco block for the deafult tools for my OCD game after seeing the end result of your work.
 

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by Mossmanikin » Wed Aug 07, 2013 23:07

Bas080 wrote:Nicely done!

Thank you. :)

Bas080 wrote:I'm implementing a deco block for the deafult tools for my OCD game after seeing the end result of your work.

Yeah, I thought it would be nice to place more tools like this too.

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by Mossmanikin » Thu Aug 08, 2013 16:34

Update:
- You can catch sharks when using raw fish as bait
- You can eat a raw shark (no cooking recipe yet)
- If you don't catch a fish there's a chance you'll get the bait back
- Some other small changes

EDIT:
Image
Freakin' Giant Shark!
Last edited by Mossmanikin on Thu Aug 08, 2013 16:40, edited 1 time in total.

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by Sokomine » Fri Aug 09, 2013 19:28

Sounds really fine :-) But...sharks...in water where you're occasionally swimming? A bit frightening...:-)
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by Mossmanikin » Fri Aug 09, 2013 20:13

Sokomine wrote:Sounds really fine :-)

Thank you. :)
Sokomine wrote:But...sharks...in water where you're occasionally swimming? A bit frightening...:-)

Don't think of them as being giant killer sharks, rather small ones which wouldn't attack humans.
Of course, if you like some adrenaline... well forget the previous sentence. :D

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by LionsDen » Fri Aug 09, 2013 21:44

Sokomine wrote:Sounds really fine :-) But...sharks...in water where you're occasionally swimming? A bit frightening...:-)


Sharks get a bad rap. More people are hit by lightning (http://news.nationalgeographic.com/news/2004/06/0623_040623_lightningfacts.html) than are attacked by sharks (http://news.nationalgeographic.com/news/2005/06/0613_050613_sharkfacts.html). It really is rare which is why when it happens it is all over the news. Now, this doesn't mean that I want to swim with sharks or tell others it's okay to swim with sharks, it just means that I like to play the Devil's Advocate. ;^)
 

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by Mossmanikin » Fri Aug 09, 2013 22:52

LionsDen wrote:Now, this doesn't mean that I want to swim with sharks or tell others it's okay to swim with sharks, it just means that I like to play the Devil's Advocate. ;^)


Well... there's nothing wrong with swimming with sharks... if you know what you're doing. Of course the latter is not very likely... :D
You'd be the Devil's Advocate if you said overhunting of sharks by humans were ok. ;)

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by Mossmanikin » Sat Aug 10, 2013 00:56

Update:
- Bobber has new shape & textures
- No more option for the bobber to change colour. Instead: particles when something on hook
- Option to get worms like in old versions: no mob, worm is just item & goes directly into inventory
- By default the colours of the bobber are more "natural". But there are alternate more modern colours.

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by hammergil » Tue Aug 13, 2013 19:21

How to fish? I have constructed a fishing pole, put worms next to just like the instructions say. If i right click pointing at water nothing happens, if I left click it plants my fishing pole into the water. how do you fish? am i missing something? thanks
 

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by Mossmanikin » Wed Aug 14, 2013 05:02

hammergil wrote:How to fish? I have constructed a fishing pole, put worms next to just like the instructions say. If i right click pointing at water nothing happens, if I left click it plants my fishing pole into the water. how do you fish? am i missing something? thanks


Doesn't look like you did anything wrong.
It's perfectly normal that nothing happens when you right click on water.
But when you left click on water there should appear a bobber.

I'm not able to reproduce this bug.
I'd like to help you, but first I need some more information.

Which minetest version do you use? (I only tested on stable 0.4.7)
Which version of the mod do you use? (I only checked 0.1.5)
Did you change anything in settings.txt?
Did you try this mod without any other mods installed?

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by hammergil » Thu Aug 15, 2013 18:50

figured it out. well, sort of...I reinstalled minetest and now mods work fine. thanks for trying to help me.
 

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by Mossmanikin » Sat Aug 17, 2013 03:19

Update
- one can catch a Northern Pike (with a fish as bait)
- one can catch a Waterlily (if the bobber and a Waterlily share the same space)
- new & different recipes

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by Mossmanikin » Sat Aug 17, 2013 07:33

Update
- Trophies
- 16x16 textures for Clownfish & Blue white fish

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by Mossmanikin » Mon Aug 19, 2013 23:21

Small update to support the new version of plantlife

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by Neuromancer » Sat Aug 24, 2013 13:33

I see you've expanded this Mod quite bit. I have some ideas to have it so it works with swimming fish from the Mob framework mod. Here's my post there. See if you like any of the ideas.

https://forum.minetest.net/viewtopic.php?pid=107242#p107242
 

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by Mossmanikin » Sat Aug 24, 2013 14:14

Neuromancer wrote:I see you've expanded this Mod quite bit. I have some ideas to have it so it works with swimming fish from the Mob framework mod. Here's my post there. See if you like any of the ideas.

https://forum.minetest.net/viewtopic.php?pid=107242#p107242


Read your post and left a comment.

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by Neuromancer » Fri Oct 04, 2013 23:43

MM, you need to check out this exciting news: Sapier has added some support for your mod. Maybe further integration is possible!
https://forum.minetest.net/viewtopic.php?pid=113172#p113172
 

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by Mossmanikin » Sat Oct 05, 2013 18:59

Neuromancer wrote:MM, you need to check out this exciting news: Sapier has added some support for your mod. Maybe further integration is possible!
https://forum.minetest.net/viewtopic.php?pid=113172#p113172


Yeah, just read it. :)

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by Mossmanikin » Fri Oct 18, 2013 19:44

Update (0.2.1)

New water lilies and seaweed (plantlife) can be caught when they share
the same space with the bobber.
A chance to catch a blue white fish (mobf) when it's near to the bobber.

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by Mossmanikin » Sat Oct 26, 2013 19:52

Small update (0.2.2)

Twigs (undergrowth) can be caught.
Updated support for sea modpack.

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by Topywo » Sun Oct 27, 2013 10:44

Mossmanikin wrote:Small update (0.2.2)

Twigs (undergrowth) can be caught.
Updated support for sea modpack.


Great :-)


P.s. Digging seaplants:kelpgreenmiddle drops a seaplants:kelpgreen, so the 3rd sushi crafting recipe could be left out.
 

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by Mossmanikin » Sun Oct 27, 2013 13:50

Topywo wrote:P.s. Digging seaplants:kelpgreenmiddle drops a seaplants:kelpgreen, so the 3rd sushi crafting recipe could be left out.


Thanks for info. Must've overseen that. Will change it. :)

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by jenova99sephiros » Mon Oct 28, 2013 06:05

I want to add a Mob of small fish in this alone
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by Mossmanikin » Mon Oct 28, 2013 21:45

jenova99sephiros wrote:I want to add a Mob of small fish in this alone


I thought about that too. If you want to do it, feel free. :)
Otherwise I'll put it on the long(!) to-do-list.

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

by nvrsbr » Fri Jun 12, 2015 22:41

How do you fish?
Do you need worms?
I cannot seem to cast the rod?
 

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

by nvrsbr » Sat Jun 13, 2015 13:01

nvrsbr wrote:How do you fish?
Do you need worms?
I cannot seem to cast the rod?


Anyone?
 

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