[Mod] Bees and beekeeper [2.0] [bees]

Why do you like this version more?

epic formspecuh
6
9%
grafting tool that allows me to get the queen
12
18%
frames filled with honey
6
9%
polination and reproduction of flowers near hives
11
17%
new textures
4
6%
bees that are buzzing around
11
17%
the honey production that requires flowers nearby
15
23%
 
Total votes : 65

kerikter4of7
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by kerikter4of7 » Mon Jun 09, 2014 16:20

Thanks for the handholding guys, I ended up having to purge the version from the repositories to finally get it to pick the right game to run. The copy and paste from the link in my previous post was a godsend.

Thanks again!
 

kerikter4of7
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by kerikter4of7 » Tue Jun 10, 2014 21:07

Bas080 wrote:Bees
What's that buzzing?

Features
2.2
- craft for extractor
...
- a craft for the smoker

2.1...
- craft a grafting tool to extract queen bees from wild hives
- craft artificial hives and frames
...


Oh awesome updates! When you have a few spare minutes could you update the first (top?) post with the recipes for the things you've added?
 

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Bas080
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Bas080 » Wed Jun 11, 2014 00:41

hey kerikter4of7, i noticed the crafts where messed up. Fixed them and removed the steel dependency for now. Future updates will include steel dependency as machines should be made out of steel sheets and not steel ingots.
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by kerikter4of7 » Wed Jun 11, 2014 00:51

It's interesting you use red wool in the recipe, would have thought you'd use leaves in the smoker. Also: mese (for in the extractor) is rather hard to find unless you know where the layers are to look for it / use creative mode. Not sure what I'd recommend to supplant it though.

Edit: ah, saw the updated screenshot, the wool is for the accordion fold in the puffer, not as a "fuel". My bad.
 

kerikter4of7
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Re:

by kerikter4of7 » Sat Jun 14, 2014 07:34

Michael Eh? wrote:Experiment was an resounding success. Wild hives will appear in apple trees if you plant flowers all around....

but there is a distance which competing wild hives will spawn near each other. I have two hives on trees diagonal from each other and the bee nests are on the furthest it can get on the side of the apple tree as it can get.

And I have a second hive started but not by the planned trees but by one outside the control area.


Did you ever narrow down the minimum distance they spawn? Mine have been wonderfully sporadic until two spawned close to each other on my leaf shade for my house... swarms near my doorway made me blink a couple times in confusion.

Near my house: http://i.imgur.com/sCkF2s6.png
Oh and also out and about: http://i.imgur.com/3KknOnw.png
 

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VanessaE
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by VanessaE » Thu Jul 10, 2014 07:20

Error if a player punches while wielding the smoker, but there's no solid node in range (e.g the player hits nothing but air):
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
03:00:03: ACTION[ServerThread]: singleplayer uses bees:smoker, pointing at [nothing]
03:00:03: VERBOSE[ServerThread]: Server::deletingPeer(): peer->id=2, timeout=0
03:00:03: VERBOSE[ServerThread]: Server: Handling peer change: id=2, timeout=0
03:00:03: ACTION[ServerThread]: singleplayer leaves game. List of players:
03:00:03: ERROR[main]: ServerError: ...ssa/.minetest/games/dreambuilder_game/mods/bees/init.lua:583: attempt to index local 'pos' (a nil value)
03:00:03: ERROR[main]: stack traceback:
03:00:03: ERROR[main]:  ...ssa/.minetest/games/dreambuilder_game/mods/bees/init.lua:583: in function <...ssa/.minetest/games/dreambuilder_game/mods/bees/init.lua:579>

cheapie took a look at the code and this patch of his fixes it along with a couple of other bugs he discovered: https://github.com/cheapie/bees/commit/ ... 41ed037357
 

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Bas080
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Bas080 » Thu Jul 10, 2014 11:02

VanessaE, Implemented the fix partially. The if statement on line 596 is not complete. It forgets about other 2 hive type nodes.

Hives
- Wild
- Artificial
- Industrial

Cheapie, It might be better to use groups for this.
 

freejack
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by freejack » Sun Jul 13, 2014 23:05

I am receiving this error on server startup:

18:02:49: ERROR[main]: Error loading mod "bees-master": modname does not follow naming conventions: Only chararacters [a-z0-9_] are allowed.
18:02:49: ERROR[main]: Server: Failed to load and run /home/dtruesdale/.minetest/mods/bees-master/init.lua
18:02:49: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /home/dtruesdale/.minetest/mods/bees-master/init.lua

running 0.4.10 and latest mod.

I got it working so far...... Maybe not........ got this.....

ERROR[main]: ERROR: An unhandled exception occurred: /home/dtruesdale/.minetest/mods/bees/init.lua:437: bad argument #3 to 'add_particle' (number expected, got nil)
18:16:00: ERROR[main]: stack traceback:
18:16:00: ERROR[main]: [C]: in function 'add_particle'
18:16:00: ERROR[main]: /home/dtruesdale/.minetest/mods/bees/init.lua:437: in function </home/dtruesdale/.minetest/mods/bees/init.lua:436>

server runs on opnesuse 13.1 and I compiled it from source.
 

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VanessaE
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by VanessaE » Sun Jul 13, 2014 23:18

Rename the folder to just "bees".
 

freejack
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by freejack » Sun Jul 13, 2014 23:22

Did that right off the bat from previous experience.
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Megaf » Wed Sep 17, 2014 11:17

We love this mod in my server, is really fun. But it adds LOTS of lag! Without the mod at times max_lag is 0.2 and with this mod it goes as high as 156 seconds!!

So very unfortunately I had to disable it =/
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by mojuave » Fri Sep 19, 2014 16:12

what do we do with the honey after we have it in bottles
 

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aldobr
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by aldobr » Sat Sep 20, 2014 03:52

Now that we have bees, why not ants ?

Make it so that the antscolony spawns ant groups (random black dots) at all 8 directions. If you step over any of the 9 times (8 + the colony itself) you get a half heart damage per minute.

And thinking along same lines, maybe termites ?

What about termite infection on wooden ?
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Sokomine » Sat Sep 20, 2014 04:50

aldobr wrote:Now that we have bees, why not ants ?

Anthills would be fine. The molehills from undergrowth (or one of the related mods?) combined with another texture might work. Ants as such might be too small. They could be an animated texture, dropped on the ground (raillike drawtype), and thus imitating ants moving about. That's also cheaper than lots of tiny entities.
A list of my mods can be found here.
 

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aldobr
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by aldobr » Sat Sep 20, 2014 16:44

Thats exactly my idea when i posted...

a new pacific mob : http://en.wikipedia.org/wiki/Anteater

Goes around searching for anthills to eat.
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by qwrwed » Sun Sep 21, 2014 14:25

The industrial hive added a few months ago still doesn't have a crafting recipe.
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Tril » Wed Oct 08, 2014 16:23

Hello,

I have animals modpack 2.4.2 (stable) installed from the zip here: viewtopic.php?f=11&t=629

When I try to drink honey with this animals modpack loaded, it crashes my server. This could be a bug in either mod but I'm guessing it's in bees since this post wasn't updated for a while, and animals was edited in August.
I tried the git head version of animals modpack (assuming in development) but it doesn't actually load most of the mod due to unsatisified dependencies on its own pieces, so the honey works fine then.

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
08:38:26: ACTION[ServerThread]: Tril uses bees:bottle_honey, pointing at [nothing]
08:38:26: ERROR[main]: ERROR: An unhandled exception occurred: ...inetest/mods/animals_modpack-2.4.2/mobf/fighting.lua:1383: attempt to call method 'get_name' (a nil value)
08:38:26: ERROR[main]: stack traceback:
08:38:26: ERROR[main]:  ...inetest/mods/animals_modpack-2.4.2/mobf/fighting.lua:1383: in function 'callback'
08:38:26: ERROR[main]:  /usr/local/share/minetest/builtin/game/item.lua:363: in function </usr/local/share/minetest/builtin/game/item.lua:361>

In thread 7f1993b16740:
/home/tril/src/minetest/src/main.cpp:1955: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f1993b16740:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  virtual void ServerMap::save(ModifiedState))
(Leftover data: #3  void ItemStack::serialize(std::ostream&) const)
Aborted
 

MTDad
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by MTDad » Wed Oct 08, 2014 20:38

Trill, I get the same thing, the problem is actually with the animal modpack. You'll get the same thing with any item that tries to give you back the empty container when you consume it. I've reported it to Sapier, hopefully he gets it fixed. I found that by going into mobf/fighting.lua and commenting out ":get_name" on line 1383 fixed it. I get the empty bottle back, both when I consume it, or when I use it to heal an animal (which is what that section of mobf/fighting pertains to) and no more server crash.
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by Tril » Wed Oct 08, 2014 23:39

MTDad wrote: mobf/fighting.lua and commenting out ":get_name" on line 1383


Thanks! This worked.
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by ThatGraemeGuy » Tue Oct 14, 2014 14:54

Maybe I'm dumb, but I can't figure out how to use any of these things? Like I find wild hives in trees, how do I go from there to building a few hives? Is there a guide? I want to place some hives nears flowers to help them grow quicker.
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by vitalie » Fri May 06, 2016 10:40

Bas080 wrote:Do you have suggestions for improving this mod?

Let me share my variation of the bees mod. Comments welcome.

Changes:
  • ABM spawning of new hives reduced. Now new wild hives appear mostly by swarming (see below).
  • Swarming introduced. Now, if an existing hive run out of space to store honey, a new wild hive appears nearby.
  • Honey/comb generation now depends not just on the number of flowers around, but also on the number of other hives.
  • More informative infotext (displays the number of full frames + current progress)
  • More realistic extractor textures and nodebox (see screenshot).
  • Pollination removed to prevent circular dependency (more bees -> more flowers -> more bees).
  • Setting variables to control swarming conditions, growth rate etc.
  • Compatibility with intllib (translations welcome).
  • Other changes (see readme.txt).

Download: https://github.com/ciubotaru/bees/archive/unstable.zip
GitHub: https://github.com/ciubotaru/bees (all changes are currently in 'unstable' branch)
License: GPL 3.0 or later

Image
Attachments
2016-05-06-192305_1280x1024_scrot.png
2016-05-06-192305_1280x1024_scrot.png (184.14 KiB) Viewed 4609 times
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by BBmine » Sun May 15, 2016 21:08

I found my first hive without even looking for it!
Image
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Hive.png
Hive.png (427.04 KiB) Viewed 4609 times
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by rpgsniper2452 » Mon May 16, 2016 15:35

I have noticed there is a problem with this mod. When I place the empty honey frames into the artificial hive and then insert the queen bee the game crashes and it does not display any text. Maybe you can see how to fix this problem?
 

vitalie
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by vitalie » Mon May 16, 2016 15:40

rpgsniper2452 wrote:I have noticed there is a problem with this mod. When I place the empty honey frames into the artificial hive and then insert the queen bee the game crashes and it does not display any text. Maybe you can see how to fix this problem?
Try my version of the mod.
 

cy
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Re: [Mod] Bees and beekeeper [2.0] [bees]

by cy » Sun Jun 26, 2016 09:14

vitalie wrote:Pollination removed to prevent circular dependency (more bees -> more flowers -> more bees).
Y'know that's how pollination works, right?

What you ought to do is just limit how many bees there can be. bees limited -> same rate of flowers -> no positive reinforcement.
 

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Re: [Mod] Bees and beekeeper [2.0] [bees]

by vitalie » Sun Jun 26, 2016 12:58

cy wrote:
vitalie wrote:Pollination removed to prevent circular dependency (more bees -> more flowers -> more bees).
Y'know that's how pollination works, right?

What you ought to do is just limit how many bees there can be. bees limited -> same rate of flowers -> no positive reinforcement.
Why go halfway only? If you know how pollination work, you can make a realistic model. Something like this might do. Care to prepare a patch?

P.S.: It's just a game. It doesn't have to be realistic.
 

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