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

PostPosted: Tue Jul 30, 2013 14:57
by Bas080
Bees
What's that buzzing?

Features
2.2
- craft for extractor
- extractor texture update
- a craft for the smoker

2.1
- bees polinate flowers nearby, causing them to multiply
- add formspec to wild and artificial hive when using grafting tool
- smoke, flying wax and bee particles
- smokers to calm down the bees before opening the hive
- a centrifuge to extract the honey and from the filled frames
- grab eatable honeycomb from wild hives
- craft a grafting tool to extract queen bees from wild hives
- craft artificial hives and frames

1.0
- spawn wild bee hives on tree leaves
- use the queen bee to populate artificial hives
- plant flowers near hives to increase their productivity
- spawning bee colonies

Future
- more realistic spawning of wild bee hives
- pipeworks compatibility (Industrial beehive)

Contributors
- bas080
- VanessaE (wild bee hive nodebox)
- Neuromancer (textures for wild bee hive and inspiration for other textures)

License
- codes is WTFPL
- textures are CC BY-SA

How honey is made
https://www.youtube.com/watch?v=F_0SyWHsYSk

Crafts

Extractor
Image

Hive frame
Image

Grafting tool (ability to remove the queen bee from wild hive)
Image

Bee-keepers hive
Image

Smoker
Image

Screeenshots
Image

Download or Github

CHANGELOG

Do you have suggestions for improving this mod?

PostPosted: Tue Jul 30, 2013 17:53
by Inocudom
Could you add bumble bees to this mod? They could make crops grow faster and could be kept as pets.

PostPosted: Tue Jul 30, 2013 17:57
by Bas080
Inocudom wrote:Could you add bumble bees to this mod? They could make crops grow faster and could be kept as pets.


I'll see what i can do when it comes to making crops and maybe flowers to grow faseter/spread. Good idea.

PostPosted: Tue Jul 30, 2013 18:49
by Sokomine
Bumble bees sound like a good idea. I'm a bit skeptical about keeping them as pets...

Water and lava can form a fountain (in combination with the pipeworks mod? Or something specific to Mauvebics server?) - maybe bees could as well? Only that the "dots" won't be waterdrops but bees.

Lettings crops grow faster also sounds very good as well.

PostPosted: Tue Jul 30, 2013 21:08
by Mossmanikin
Realy cool what you made of it.
(The sounds, the textures, the AI...)
I also like the idea to make a seperate candle mod.

I don't know if there's a way to use facedir and wallmounted at the same time, but I'd love to see Wild Bee Hives facing different directions.

PostPosted: Tue Jul 30, 2013 22:41
by Bas080
Mossmanikin wrote:Realy cool what you made of it.
(The sounds, the textures, the AI...)
I also like the idea to make a seperate candle mod.

I don't know if there's a way to use facedir and wallmounted at the same time, but I'd love to see Wild Bee Hives facing different directions.



This would help resolve that issue https://github.com/minetest/minetest/pull/641
or can it be done differently?

I'm not sure how to combine bees and farming mod.

PostPosted: Wed Jul 31, 2013 03:13
by Josh
Maybe the bees could sting you.
If you dont get an adrenaline syringe, you die from the sting.

PostPosted: Wed Jul 31, 2013 05:44
by Inocudom
Josh wrote:Maybe the bees could sting you.
If you dont get an adrenaline syringe, you die from the sting.


I was thinking that yellow jackets would be more appropriate for that role, due to the fact that they can sting more than once and... well...
http://www.youtube.com/watch?v=AYk9WU0LQSc&feature=player_detailpage
http://www.youtube.com/watch?feature=player_detailpage&v=36v-AEu7uAU
Now that's what I call a vicious insect that wants to kill.

PostPosted: Thu Aug 22, 2013 00:23
by Neuromancer
This is awesome. I finally got a queen bee, just had to harvest enough hives!

PostPosted: Sun Sep 01, 2013 22:35
by cptncatholic
This is a great idea! I keep bees IRL and was just curious if someone had made a mod for it. Low and behold!


I look forward to testing it out.

Hope we get to harvest honey out of this! ;) NOM!

Thanks!
TC

PostPosted: Wed Sep 04, 2013 01:14
by cptncatholic
Neuromancer wrote:This is awesome. I finally got a queen bee, just had to harvest enough hives!


I'm still having a hard time getting a queen bee. How many wild hives did you have to harvest?

PostPosted: Wed Sep 04, 2013 01:46
by Neuromancer
cptncatholic wrote:
Neuromancer wrote:This is awesome. I finally got a queen bee, just had to harvest enough hives!


I'm still having a hard time getting a queen bee. How many wild hives did you have to harvest?

A lot, probably 10. But it is random. So sometimes I go for a dry spell, and other times it is quicker.

PostPosted: Sun Sep 08, 2013 07:56
by DeamonicHero
I have good suggestion for your mod, you could the whole bee breeding system with different races of bees, similar to forestry mod *wink*. You could start with small and improve on that, kind of like the early version of forestry. Hope you consider my suggestion, cause forestry was one of my favorite mods.

PostPosted: Sun Sep 22, 2013 14:58
by Neuromancer
I love this mod, but the wild beehives seemed to jump out at you in the game. I created a new more natural texture for the beehive. I use it to replace the side, bottom, and front textures.

Image

PostPosted: Sun Sep 29, 2013 03:27
by Michael Eh?
Some things to add...

BeeKeeper head gear: traditionally a hood with netting to prevent bees stinging the face.
Game use: reduces damage when harvesting from tamed bees or gather from wild hives.

Recipe: String is some pattern

Smoker: tradition a can full of smoldering burlap or anything else that produces smoke which is blown at the hive to settle it down.

Game use: Reduces the chance of damage while harvesting hives and or increases the chances of getting a queen bee or whole hive. Must be used on a hive if you try to move it.

Suggested recipe: string or yarn with torch, maybe metal for can casing. Limited number of uses like tools.

What else I like to see? Chances if you put a hive near or have an apple orchard that a queen bee will move into the hive.

ie. test to see if a player made hive is within a certain distance.

PostPosted: Sun Sep 29, 2013 06:31
by VanessaE
I recommend changing the selection box for the bee swarms to be {0,0,0,0,0,0} so that is it not selectable at all (i.e. truly invisible).

PostPosted: Sun Sep 29, 2013 07:07
by Michael Eh?
swarms need an animated texture.

Also I tried an experiment of growing apple trees with flowers ringed around and that seem to work on attracting wild hives

PostPosted: Sun Sep 29, 2013 18:12
by Michael Eh?
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 treesbut by one outside the control area.

PostPosted: Mon Sep 30, 2013 21:51
by Michael Eh?
Okay tried moving an hive to a larger area to place more flowers and lost the hive, queen bee. Not happy.

PostPosted: Tue Oct 01, 2013 03:42
by SFFP
I like this mod! Havent got a queen yet tho :(

PostPosted: Thu Jan 02, 2014 21:59
by Azuna
how to make grafting tool?

PostPosted: Thu Jan 16, 2014 05:34
by freejack
I have 2 hives in a garden and neither are producing honey......Both have queen bees....

PostPosted: Thu Jan 16, 2014 13:52
by twoelk
freejack wrote:I have 2 hives in a garden and neither are producing honey......Both have queen bees....


enough flowers and plants in range of the bees? Look at the pictures in the first post to get an idea. Honey might not be produced if the mapchunk is not loaded so visit often.

Update alert

PostPosted: Tue Jun 03, 2014 14:05
by Bas080
Just wanted to let you know that the bees mod has updated a lot.

EDIT: Sokomine is correct about sharing what exactly is updated

2.2
- craft for extractor
- extractor texture update
- a craft for the smoker

2.1
- bees polinate flowers nearby, causing them to multiply
- add formspec to wild and artificial hive when using grafting tool
- smoke, flying wax and bee particles
- smokers to calm down the bees before opening the hive
- a centrifuge to extract the honey and from the filled frames
- grab eatable honeycomb from wild hives
- craft a grafting tool to extract queen bees from wild hives
- craft artificial hives and frames

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

PostPosted: Tue Jun 03, 2014 14:48
by Inocudom
https://forum.minetest.net/viewtopic.php?p=133024#p133024
This mod has a bee model in it, Bas080. It might be useful to you (and I would just love to have a pet male carpenter bee.)

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

PostPosted: Sat Jun 07, 2014 19:28
by kerikter4of7
Heya, new to Minetest but not new to gaming and realllly looking forward to using this mod, however I keep running into an error:

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
Loaded mesh: character.x
Unsupported texture format
Loaded texture: /usr/share/minetest/textures/base/pack/sunrisebg.png
Font size: 8 15
12:19:17: ERROR[main]: ServerError: /home/a/.minetest/mods/bees/init.lua:409: bad argument #-1 to 'add_particle' (number expected, got nil)
12:19:17: ERROR[main]: stack traceback:
12:19:17: ERROR[main]:    [C]: in function 'add_particle'
12:19:17: ERROR[main]:    /home/a/.minetest/mods/bees/init.lua:409: in function </home/a/.minetest/mods/bees/init.lua:408>


Which then pops up an empty dialog box and then MT quits to the game list.

This happens whether I have particles on (I usually do) or off, on a new game made specifically to test it out.

Let me know where to poke it and I'll see what I can do.

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

PostPosted: Mon Jun 09, 2014 01:39
by Sokomine
Bas080 wrote:Just wanted to let you know that the bees mod has updated a lot.

You ought to say more about it than just add a strange survey :-) Those new textures look fine, and I'm looking forward to that honey extractor. I'm a bit suspicious of the particles used by the bees mod as those did cause trouble with my rather basic graphics hardware in the past (framerate dropped). But the bees and their hives are really fine to have around!

kerikter4of7 wrote:Heya, new to Minetest but not new to gaming and realllly looking forward to using this mod, however I keep running into an error:

Try using a newer built of Minetest. There are always changes and improvements, and it is quite likely that this mod needs some of those. It runs fine with a version compiled from current github.

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

PostPosted: Mon Jun 09, 2014 09:09
by kerikter4of7
Sokomine wrote:Try using a newer built of Minetest. There are always changes and improvements, and it is quite likely that this mod needs some of those. It runs fine with a version compiled from current github.


I'll be doing that shortly, but I do know I'm running 0.4.9 atm... have things shifted that fast? What version / nightly are we on now?

Edited to add: Grabbed the 0.4.9-261-gc6a9eae from the https://forum.minetest.net/viewtopic.php?f=3&t=3837 instructions and ran only the bees mod, still the same result: threw some errors (I watch it in terminal) and etc just like before. I'm rather bummed out, I guess I get to play with other mods until this one is updated.

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
02:52:43: ERROR[main]: ServerError: /home/a/.minetest/mods/bees/init.lua:409: bad argument #-1 to 'add_particle' (number expected, got nil)
02:52:43: ERROR[main]: stack traceback:
02:52:43: ERROR[main]:    [C]: in function 'add_particle'
02:52:43: ERROR[main]:    /home/a/.minetest/mods/bees/init.lua:409: in function </home/a/.minetest/mods/bees/init.lua:408>

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

PostPosted: Mon Jun 09, 2014 10:00
by Topywo
kerikter4of7 wrote:
Sokomine wrote:Try using a newer built of Minetest. There are always changes and improvements, and it is quite likely that this mod needs some of those. It runs fine with a version compiled from current github.


I'll be doing that shortly, but I do know I'm running 0.4.9 atm... have things shifted that fast? What version / nightly are we on now?


0.4.9 stable is from 1st of January 2014. If I read it correctly there have been 15 dev's and 261 commits since then. Here's a post to the GitHub of minetest: https://github.com/minetest/minetest

Look under branch/tag.


Edit: Ninjaed by the edit.


Edit 1: The latest from GitHub, minetest-minetest-c6a9eae, works fine with bees.

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

PostPosted: Mon Jun 09, 2014 13:39
by Bas080
kerikter4of7, you could always remove the add_particle api function from the mod init.lua file. It won't alter the mod in a big way.