[MOD] Fishing! [v0.2][fishing]

Xanthin
Member
 
Posts: 121
Joined: Fri Mar 07, 2014 14:05
GitHub: Xanthin
IRC: Xanthin
In-game: Xanthin

Re: [MOD] Fishing! [v0.2][fishing]

by Xanthin » Mon Sep 15, 2014 08:48

Hahaha, I was just about to write that too :D

much slowlier Xanthin wrote: Hello RebelID,

I heared about that and maybe you want to try the fishing feature from ethereal. It works fine at Xanadu Server and has a craftable fishing rod with which you just click at the water and get a fish by chance.
The fishing feature is in the fishing.lua, for the sashimi you will also need the sealife.lua (note: you have to comment out the drop of default sand by the undersea sand "Sandy" if you want to get this special sand to plant seaweed and let it grow) and the textures of course.
Attached is this simple fishing and seaplants feature, extraced and little modified from the ethereal mod.


edit: update of simple fishing/seaplant file
Attachments
fishing.zip
(19.46 KiB) Downloaded 145 times
Last edited by Xanthin on Mon Sep 15, 2014 10:26, edited 1 time in total.
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [MOD] Fishing! [v0.2][fishing]

by Minetestforfun » Mon Sep 15, 2014 09:00

Thank you Templus1 and Xanthin for the extracted mod, i didn't know fishing is stable and possible in multiplayer ! :)
What's about compatibility problem ? with [sea], it's ok ? and with [plantlife_modpack] ?
 

Xanthin
Member
 
Posts: 121
Joined: Fri Mar 07, 2014 14:05
GitHub: Xanthin
IRC: Xanthin
In-game: Xanthin

Re: [MOD] Fishing! [v0.2][fishing]

by Xanthin » Mon Sep 15, 2014 09:21

Minetestforfun wrote:Thank you Templus1 and Xanthin for the extracted mod, i didn't know fishing is stable and possible in multiplayer ! :)
What's about compatibility problem ? with [sea], it's ok ? and with [plantlife_modpack] ?


Oh, I love Topywo´s Sea modpack. And there is no compatibility problem with both together that I noticed (I also did not noticed problems with plantlife). But maybe than you want to change or delete the sashimi recipe and sealife.lua and use only the food and seaplants from the sea mod itself?
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [MOD] Fishing! [v0.2][fishing]

by Minetestforfun » Mon Sep 15, 2014 09:40

My idea is to delete "corals"/"sea_weed" and the recipe "sashimi" from this mod, delete the ethereal dependencies, and just take a good fishing mod with worms/raw fish/cooked fish

if i haven't make mistake with my modifications, it looks like this :
(can you check please ?)
Attachments
fishing-just fish.zip
(16.62 KiB) Downloaded 125 times
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

Re: [MOD] Fishing! [v0.2][fishing]

by Topywo » Mon Sep 15, 2014 09:51

Xanthin wrote:
Minetestforfun wrote:Thank you Templus1 and Xanthin for the extracted mod, i didn't know fishing is stable and possible in multiplayer ! :)
What's about compatibility problem ? with [sea], it's ok ? and with [plantlife_modpack] ?


Oh, I love Topywo´s Sea modpack. And there is no compatibility problem with both together that I noticed (I also did not noticed problems with plantlife). But maybe than you want to change or delete the sashimi recipe and sealife.lua and use only the food and seaplants from the sea mod itself?


Thanks Xanthin :-)

A weak point of the sea-modpack is that one shouldn't plant manually seaweed and coral in the top-2 layers of water. As long as that doesn't happen the water isn't changed in the top layer, so fishing works perfectly fine.

If you want to use both mods and see the sealife coral and seaweed without being in an air bubble, and are using the sea-modpack, you can try making these changes in the minetest.register_node(s):

post_effect_color = {a=64, r=100, g=100, b=200},
-- when inside the node the view is still as if you're in the water

groups = {..., sea=1, ...}, -- + put noairblocks in the depends.txt
-- sea = 1 is used to change the water around a sea node


P.S. I saw a new post was made when trying to post above message:
"At least one new post has been made to this topic. You may wish to review your post in light of this."

Great option!

Gonna post it anyway :-)
 

Xanthin
Member
 
Posts: 121
Joined: Fri Mar 07, 2014 14:05
GitHub: Xanthin
IRC: Xanthin
In-game: Xanthin

Re: [MOD] Fishing! [v0.2][fishing]

by Xanthin » Mon Sep 15, 2014 09:58

Minetestforfun wrote:My idea is to delete "corals"/"sea_weed" and the recipe "sashimi" from this mod, delete the ethereal dependencies, and just take a good fishing mod with worms/raw fish/cooked fish

if i haven't make mistake with my modifications, it looks like this :
(can you check please ?)


tested :)

Yes, thats just what I said:
Xanthin wrote: [...] delete the sashimi recipe and sealife.lua [...]
:D
And there was no ethereal dependency, it already works without it. So this too.
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [MOD] Fishing! [v0.2][fishing]

by Minetestforfun » Mon Sep 15, 2014 09:59

Indeed, the sea_modpack have this problem, i will try your changes in my server :)

@Xanthin
Sorry, I read too fast your post ^^
thank you :)
 

Xanthin
Member
 
Posts: 121
Joined: Fri Mar 07, 2014 14:05
GitHub: Xanthin
IRC: Xanthin
In-game: Xanthin

Re: [MOD] Fishing! [v0.2][fishing]

by Xanthin » Mon Sep 15, 2014 10:27

Hey, no need for a sorry. Just wanted to let you know, that of course I tested the mentioned possibilities and it should be fine with yours :)

I also uptdated the posted fishing file above, so you can decide to have just the simple fishing or both, fishing and sealife, by commenting out the dofile for sealife in the init.lua.
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [MOD] Fishing! [v0.2][fishing]

by Minetestforfun » Mon Sep 15, 2014 11:28

I can catch fish, make a "cooked fish" with a "raw_fish" in the furnace, but i can't eat the "cooked fish" or "the raw_fish", it's strange...
For the "eat values" i can see a good work in the hud mod i use :
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
if minetest.get_modpath("fishing") ~= nil then
   overwrite("fishing:fish_raw", 2)
   overwrite("fishing:fish", 4)
   overwrite("fishing:sushi", 6)
   overwrite("fishing:shark", 4)
   overwrite("fishing:shark_cooked", 8)
   overwrite("fishing:pike", 4)
   overwrite("fishing:pike_cooked", 8)
end
 

RebelD
Member
 
Posts: 30
Joined: Mon Jul 07, 2014 21:34
In-game: Dielan

Re: [MOD] Fishing! [v0.2][fishing]

by RebelD » Mon Sep 15, 2014 13:55

TenPlus1 wrote:Ethereal mod has a built in fishing feature that's simple and works fine on multiplayer servers...

https://forum.minetest.net/viewtopic.php?f=11&t=7656&start=150#p153693

okey thanks, guess it could suffice. Gonna try take a look at both cause that dobber thingie in the water and sounds are really handy to fish rather than just mining :P
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

Re: [MOD] Fishing! [v0.2][fishing]

by Evergreen » Mon Sep 15, 2014 14:05

RebelD wrote:
TenPlus1 wrote:Ethereal mod has a built in fishing feature that's simple and works fine on multiplayer servers...

https://forum.minetest.net/viewtopic.php?f=11&t=7656&start=150#p153693

okey thanks, guess it could suffice. Gonna try take a look at both cause that dobber thingie in the water and sounds are really handy to fish rather than just mining :P

Mossmanikin has a very nice fork of this fishing mod, but I haven't seen him around for about 6 months, so it might not work. https://github.com/Mossmanikin/fishing
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

RebelD
Member
 
Posts: 30
Joined: Mon Jul 07, 2014 21:34
In-game: Dielan

Re: [MOD] Fishing! [v0.2][fishing]

by RebelD » Mon Sep 15, 2014 14:24

Evergreen wrote:
RebelD wrote:
TenPlus1 wrote:Ethereal mod has a built in fishing feature that's simple and works fine on multiplayer servers...

https://forum.minetest.net/viewtopic.php?f=11&t=7656&start=150#p153693

okey thanks, guess it could suffice. Gonna try take a look at both cause that dobber thingie in the water and sounds are really handy to fish rather than just mining :P

Mossmanikin has a very nice fork of this fishing mod, but I haven't seen him around for about 6 months, so it might not work. https://github.com/Mossmanikin/fishing


I'll try it again , thanks. Hope it works on multiplayer hehe :)
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [MOD] Fishing! [v0.2][fishing]

by Minetestforfun » Mon Sep 22, 2014 10:13

@Xanthin

With the extracted version of fishing you link, we need to modify a line in hunger.lua of the "hud" mod, see below :

if minetest.get_modpath("fishing") ~= nil then
overwrite("fishing:fish_raw", 2)
overwrite("fishing:fish", 5) -- change it to => "overwrite("fishing:fish_cooked", 5)"
overwrite("fishing:sushi", 6)
overwrite("fishing:shark", 4)
overwrite("fishing:shark_cooked", 8)
overwrite("fishing:pike", 4)
overwrite("fishing:pike_cooked", 8)
end

 

User avatar
Nathan.S
Member
 
Posts: 679
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [MOD] Fishing! [v0.2][fishing]

by Nathan.S » Tue Jun 02, 2015 16:02

I had enabled your mod and was playing my world just fine for a while until I got this error that crashed the game.

2015-06-02 10:02:30: ERROR[main]: ServerError: /usr/share/minetest/builtin/game/item.lua:341: attempt to call method 'get_count' (a nil value)
2015-06-02 10:02:30: ERROR[main]: stack traceback:
2015-06-02 10:02:30: ERROR[main]: /usr/share/minetest/builtin/game/item.lua:341: in function 'item_drop'
2015-06-02 10:02:30: ERROR[main]: /home/nathan/.minetest/mods/fishing/init.lua:264: in function 'callback'
2015-06-02 10:02:30: ERROR[main]: /usr/share/minetest/builtin/game/item.lua:485: in function
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

wulfsdad
Member
 
Posts: 43
Joined: Tue Dec 04, 2012 10:38

Re: [MOD] Fishing! [v0.2][fishing]

by wulfsdad » Tue Jun 02, 2015 16:26

This was made for Minetest 0.4.4 and I havn't been keeping up with versions after that. There is a fork of this mod which may work better for you: viewtopic.php?id=6480
 

BlueTangs Rock
Member
 
Posts: 62
Joined: Sun Jul 10, 2016 05:00

Re: [MOD] Fishing! [v0.2][fishing]

by BlueTangs Rock » Sun Jul 17, 2016 20:22

So I can't seem to get the worms in my inventory, and they have 299 health for some reason. I have MineTest 0.4.14.
 

wulfsdad
Member
 
Posts: 43
Joined: Tue Dec 04, 2012 10:38

Re: [MOD] Fishing! [v0.2][fishing]

by wulfsdad » Sun Jul 17, 2016 20:39

I haven't updated this since 0.4.4--I'm sure many things have changed since then, which make this mod obsolete. I have too many projects to work on this right now, but I'll add it to my queue. There is a fork of this mod, but I don't know if it has been kept up to date either.
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [MOD] Fishing! [v0.2][fishing]

by Minetestforfun » Sun Jul 17, 2016 21:38

Hi,

The MinetestForFun dev team also created this up-to-date fishing mod with many improvments and added features like new types of fishes, baits, different poles, etc... You can also create a "Contest Game" and craft some decorations with what you bait ! :)

viewtopic.php?f=9&t=13659&p=199910#p199910
 

hisforeverkid
New member
 
Posts: 4
Joined: Fri Aug 29, 2014 22:16
In-game: Hisforever

Re: [MOD] Fishing! [v0.2][fishing]

by hisforeverkid » Sun Jul 17, 2016 22:46

Hi I'm sorry if this is the wrong place to post this. My fishing mod is giving me this error. ERROR[Main]: ModError: Failed to load and run script from /home/hisforever/.minetest/mods/fishing/init.lua:
2016-07-17 18:16:44: ERROR[Main]: /home/hisforever/.minetest/mods/fishing/init.lua:127: attempt to index global 'default' (a nil value)
2016-07-17 18:16:44: ERROR[Main]: stack traceback:
2016-07-17 18:16:44: ERROR[Main]: /home/hisforever/.minetest/mods/fishing/init.lua:127: in main chunk

This is my first error report

Thanks

Hisforever
Attachments
fishing mod error.png
fishing mod error.png (45.22 KiB) Viewed 3327 times
 

Previous

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 60 guests

cron