Axolotl #2870

Merged
cora merged 64 commits from :Axolotl into master 2022-11-23 04:18:37 +01:00
Contributor

The proposed pull request would add axolotls to Mineclone2. They have 7 variants, can be bucketed, and bring a new advancement. They are not perfect, but they are as good as I have the skills to render them in. The textures are based loosely on Pixel Perfection. I made several edits to suit my liking of course. The only major things that need adjusted are breeding and getting animations to show up. But, feel free to edit whatever you want.

Edit: apparently a few other things needed fixed. I think I got them all, but it can't hurt to check again.

The proposed pull request would add axolotls to Mineclone2. They have 7 variants, can be bucketed, and bring a new advancement. They are not perfect, but they are as good as I have the skills to render them in. The textures are based loosely on Pixel Perfection. I made several edits to suit my liking of course. The only major things that need adjusted are breeding and getting animations to show up. But, feel free to edit whatever you want. Edit: apparently a few other things needed fixed. I think I got them all, but it can't hurt to check again.
TheOnlyJoeEnderman added 29 commits 2022-10-27 06:55:52 +02:00
4683384da1 add animations to axolotl
They don't appear in game for some reason. I did everything correctly to my knowledge.
7f291aa109 add animations to axolotl
They should appear in game, but they don't.
ca0786f549 add animations to axolotl
they do not appear in-game. If you can fix it, please do.
Contributor

might squash merge it bc the commit messages are a mess frankly ^^ the code itsself looks good though. Will test in a bit <3

might squash merge it bc the commit messages are a mess frankly ^^ the code itsself looks good though. Will test in a bit <3
AFCMS added the
mobs
label 2022-10-27 09:41:49 +02:00
cora reviewed 2022-10-27 09:55:36 +02:00
@ -18,3 +18,1 @@
},
type = "Advancement",
group = "Overworld",
}
Contributor

why are you removing these ?

why are you removing these ?
Member

Merge problem ig

Merge problem ig
Contributor

I see neither a merge nor a rebase here though

I see neither a merge nor a rebase here though
Author
Contributor

I don't remember deleting anything in advancements. I added one, but nothing should be removed. I will check when I am able to access my computer. The mobile version of this onpy lets me do so much.

The only times I deleted stuff was if it was bad code on my part, or something that had to be adjusted to make room for a new mob.

I don't remember deleting anything in advancements. I added one, but nothing should be removed. I will check when I am able to access my computer. The mobile version of this onpy lets me do so much. The only times I deleted stuff was if it was bad code on my part, or something that had to be adjusted to make room for a new mob.
TheOnlyJoeEnderman marked this conversation as resolved
cora approved these changes 2022-10-27 16:05:41 +02:00
Dismissed
cora left a comment
Contributor

When adding the axolotl.lua to init.lua this works nicely.

Please add that line to init.lua and don't do these unrelated removals (unles there is a reason for it ?).

Also please add a note where the textures come from

Otherwise nice work!

When adding the axolotl.lua to init.lua this works nicely. Please add that line to init.lua and don't do these unrelated removals (unles there is a reason for it ?). Also please add a note where the textures come from Otherwise nice work!
@ -0,0 +269,4 @@
water+1)
--spawn egg
mcl_mobs:register_egg("mobs_mc:axolotl", S("Axolotl"), "mobs_mc_spawn_icon_axolotl.png", 0)
Contributor

The axolotl.lua file is not included anywhere ... you need to add it to mobs_mc/init.lua other wise it will not work.

The axolotl.lua file is not included anywhere ... you need to add it to mobs_mc/init.lua other wise it will not work.
Author
Contributor

Should be added now. Sorry I didn't check this page sooner.

Should be added now. Sorry I didn't check this page sooner.
TheOnlyJoeEnderman marked this conversation as resolved
cora dismissed cora’s review 2022-10-27 16:06:21 +02:00
Reason:

misclicked

cora requested changes 2022-10-27 16:12:28 +02:00
cora left a comment
Contributor

see above

see above
Contributor

When adding the axolotl.lua to init.lua this works nicely.

Please add that line to init.lua and don't do these unrelated removals (unles there is a reason for it ?).

I can (and will if you don't answer ^^ ) do that too of course - i'd just have to make a new PR since i can't push to your fork.

> When adding the axolotl.lua to init.lua this works nicely. > > Please add that line to init.lua and don't do these unrelated removals (unles there is a reason for it ?). I can (and will if you don't answer ^^ ) do that too of course - i'd just have to make a new PR since i can't push to your fork.
Author
Contributor

Textures are modified from Pixel perfection. I posted the axolotls here: https://www.planetminecraft.com/member/joeenderman/submissions/?morder=order_latest

Spawn icon and bucket are only in mod.

Textures are modified from Pixel perfection. I posted the axolotls here: https://www.planetminecraft.com/member/joeenderman/submissions/?morder=order_latest Spawn icon and bucket are only in mod.
TheOnlyJoeEnderman added 1 commit 2022-10-28 09:15:53 +02:00
TheOnlyJoeEnderman added 1 commit 2022-10-28 09:18:45 +02:00
TheOnlyJoeEnderman requested review from cora 2022-10-28 09:26:07 +02:00
Author
Contributor

Sorry, I think I clicked something.

Sorry, I think I clicked something.
MrRar requested changes 2022-10-28 15:26:09 +02:00
@ -123,6 +123,7 @@ minetest.register_craft({
fish_names = {
{ techname = "cod", name = "Cod" },
{ techname = "salmon", name = "Salmon" },
{ techname = "axolotl", name = "Axolotl" },
Member

Make sure to use tabs

Make sure to use tabs
Author
Contributor

done

done
TheOnlyJoeEnderman marked this conversation as resolved
Member

I guess it is OK as long as we have the .blend files somewhere but I think they should be exclusively stored in the VoxelGoodEnough repo to make things consistent.

I guess it is OK as long as we have the .blend files somewhere but I think they should be exclusively stored in the VoxelGoodEnough repo to make things consistent.
Contributor

It works now but as I said please undo the removals from 0ab82b5317

I mean is there any reason to it? Are these fields not used?

Just removing them in an unrelated PR does not seem ideal anyways.

It works now but as I said please undo the removals from https://git.minetest.land/MineClone2/MineClone2/commit/0ab82b53174ba1d1c6df5109b46117ac45906053 I mean is there any reason to it? Are these fields not used? Just removing them in an unrelated PR does not seem ideal anyways.
cora reviewed 2022-10-28 23:32:36 +02:00
@ -96,6 +96,7 @@ mobs_mc.water_level = tonumber(minetest.settings:get("water_level")) or 0
-- Animals
local path = minetest.get_modpath("mobs_mc")
dofile(path .. "/axolotl.lua") -- Mesh, Texture and animation by JoeEnderman
Contributor

Are you sure the model isn't the one from the 22i repo? even if you modified it it doesn't become completely your creation same with the textures: You said the texture is modified from pixelperfection.

In both cases you need to clearly say what it is based upon - this sounds very much like they're your original creations.

Are you sure the model isn't the one from the 22i repo? even if you modified it it doesn't become completely your creation same with the textures: You said the texture is modified from pixelperfection. In both cases you need to clearly say what it is based upon - this sounds very much like they're your original creations.
Author
Contributor

I made the model. I tried to use one from the repo that Mineclone uses, but it hhad bad normals. Due to me not being able to fix the normals, I just remade the model from scratch in a seperate Blender instance. I can add credits to the original repo and/or Pixel Perfection Legacy.

I made the model. I tried to use one from the repo that Mineclone uses, but it hhad bad normals. Due to me not being able to fix the normals, I just remade the model from scratch in a seperate Blender instance. I can add credits to the original repo and/or Pixel Perfection Legacy.
Member

A side note question, do these spawn in lush caves, too? I mean, that has been the place that I have seen them... (thinking about the minecraft purists here.)

A side note question, do these spawn in lush caves, too? I mean, that has been the place that I have seen them... (thinking about the minecraft purists here.)
Author
Contributor

A side note question, do these spawn in lush caves, too? I mean, that has been the place that I have seen them... (thinking about the minecraft purists here.)

I didn't know that lush caves had been added. I will change the spawn location to Lush Caves.
I just used Cod spawn location due to lack of understanding with the API. What is the technical name of lush caves so I can change it?
edit: I cannot find lush caves anywhere.

> A side note question, do these spawn in lush caves, too? I mean, that has been the place that I have seen them... (thinking about the minecraft purists here.) > I didn't know that lush caves had been added. I will change the spawn location to Lush Caves. I just used Cod spawn location due to lack of understanding with the API. What is the technical name of lush caves so I can change it? edit: I cannot find lush caves anywhere.
TheOnlyJoeEnderman requested review from MrRar 2022-10-29 05:42:45 +02:00
TheOnlyJoeEnderman changed title from Axolotl to WIP: Axolotl 2022-10-29 05:42:51 +02:00
Author
Contributor

Sorry for the request. I accidentally clicked the button trying to get context.

Sorry for the request. I accidentally clicked the button trying to get context.
TheOnlyJoeEnderman added 1 commit 2022-10-29 05:52:43 +02:00
TheOnlyJoeEnderman added 1 commit 2022-10-29 06:05:31 +02:00
0fc09c6e89 revert 0ab82b5317
revert add cutest predator advancement, Fix accidental deletions.
Author
Contributor

I just saw what I deleted. No wonder you were mad. I swear I didn't delete those 97 lines of code. I have no idea how it happened. It's reverted until I am able to add the advancement again.

I just saw what I deleted. No wonder you were mad. I swear I didn't delete those 97 lines of code. I have no idea how it happened. It's reverted until I am able to add the advancement again.
TheOnlyJoeEnderman added 1 commit 2022-10-29 06:20:17 +02:00
TheOnlyJoeEnderman added 1 commit 2022-10-29 06:29:17 +02:00
Author
Contributor

I am going to move axolotl.blend to voxelgoodenough if they'll let me.

I am going to move axolotl.blend to voxelgoodenough if they'll let me.
TheOnlyJoeEnderman added 1 commit 2022-10-29 07:40:17 +02:00
Author
Contributor

I guess it is OK as long as we have the .blend files somewhere but I think they should be exclusively stored in the VoxelGoodEnough repo to make things consistent.

moved to a pull request there.

> I guess it is OK as long as we have the .blend files somewhere but I think they should be exclusively stored in the VoxelGoodEnough repo to make things consistent. moved to a pull request there.
Member

A side note question, do these spawn in lush caves, too? I mean, that has been the place that I have seen them... (thinking about the minecraft purists here.)

I didn't know that lush caves had been added. I will change the spawn location to Lush Caves.
I just used Cod spawn location due to lack of understanding with the API. What is the technical name of lush caves so I can change it?
edit: I cannot find lush caves anywhere.

Lush caves are currently a separate mod by Cora. here's the link: https://git.minetest.land/cora/mcl_lush_caves

I beleve that after a couple of additions, this will be added in. (At least, that is the hope.)

> > A side note question, do these spawn in lush caves, too? I mean, that has been the place that I have seen them... (thinking about the minecraft purists here.) > > > > I didn't know that lush caves had been added. I will change the spawn location to Lush Caves. > I just used Cod spawn location due to lack of understanding with the API. What is the technical name of lush caves so I can change it? > edit: I cannot find lush caves anywhere. Lush caves are currently a separate mod by Cora. here's the link: https://git.minetest.land/cora/mcl_lush_caves I beleve that after a couple of additions, this will be added in. (At least, that is the hope.)
Author
Contributor

Lush caves are currently a separate mod by Cora. here's the link: https://git.minetest.land/cora/mcl_lush_caves

I beleve that after a couple of additions, this will be added in. (At least, that is the hope.)

What biomes should I set the spawn to in the meanwhile? Leave it the same as Cod? Or should I change it?

> Lush caves are currently a separate mod by Cora. here's the link: https://git.minetest.land/cora/mcl_lush_caves > > I beleve that after a couple of additions, this will be added in. (At least, that is the hope.) What biomes should I set the spawn to in the meanwhile? Leave it the same as Cod? Or should I change it?
Member

Lush caves are currently a separate mod by Cora. here's the link: https://git.minetest.land/cora/mcl_lush_caves

I beleve that after a couple of additions, this will be added in. (At least, that is the hope.)

What biomes should I set the spawn to in the meanwhile? Leave it the same as Cod? Or should I change it?

I would set it to that, yes, but only if the mod is not found.

"Spawning

Axolotls spawn underwater in the lush caves biome and when there is a clay block less than five blocks below the spawning space." -- From the fandom wiki.

it also says that the water should be a minimum of 2 nodes/blocks deep (2m). Do realize though, that placing it in with cod, it'll become the apex predator and eat them. The only aquatic that will attack back, is the puffer fish.

Ideally, though, it appears in dungeons and in lush caves.

> > Lush caves are currently a separate mod by Cora. here's the link: https://git.minetest.land/cora/mcl_lush_caves > > > > I beleve that after a couple of additions, this will be added in. (At least, that is the hope.) > > What biomes should I set the spawn to in the meanwhile? Leave it the same as Cod? Or should I change it? I would set it to that, yes, but only if the mod is not found. "Spawning Axolotls spawn underwater in the lush caves biome and when there is a clay block less than five blocks below the spawning space." -- From the fandom wiki. it also says that the water should be a minimum of 2 nodes/blocks deep (2m). Do realize though, that placing it in with cod, it'll become the apex predator and eat them. The only aquatic that will attack back, is the puffer fish. Ideally, though, it appears in dungeons and in lush caves.
Author
Contributor

Lush caves are currently a separate mod by Cora. here's the link: https://git.minetest.land/cora/mcl_lush_caves

I beleve that after a couple of additions, this will be added in. (At least, that is the hope.)

What biomes should I set the spawn to in the meanwhile? Leave it the same as Cod? Or should I change it?

I would set it to that, yes, but only if the mod is not found.

"Spawning

Axolotls spawn underwater in the lush caves biome and when there is a clay block less than five blocks below the spawning space." -- From the fandom wiki.

it also says that the water should be a minimum of 2 nodes/blocks deep (2m). Do realize though, that placing it in with cod, it'll become the apex predator and eat them. The only aquatic that will attack back, is the puffer fish.

Ideally, though, it appears in dungeons and in lush caves.

They don't attack anything yet. I forgot how aggressive axolotls were. I could list Lush Caves as a dependancy. Unless it's name changes, that would work. Is there any good documentation on the API?

> > > Lush caves are currently a separate mod by Cora. here's the link: https://git.minetest.land/cora/mcl_lush_caves > > > > > > I beleve that after a couple of additions, this will be added in. (At least, that is the hope.) > > > > What biomes should I set the spawn to in the meanwhile? Leave it the same as Cod? Or should I change it? > > I would set it to that, yes, but only if the mod is not found. > > "Spawning > > Axolotls spawn underwater in the lush caves biome and when there is a clay block less than five blocks below the spawning space." -- From the fandom wiki. > > it also says that the water should be a minimum of 2 nodes/blocks deep (2m). Do realize though, that placing it in with cod, it'll become the apex predator and eat them. The only aquatic that will attack back, is the puffer fish. > > Ideally, though, it appears in dungeons and in lush caves. They don't attack anything yet. I forgot how aggressive axolotls were. I could list Lush Caves as a dependancy. Unless it's name changes, that would work. Is there any good documentation on the API?
Author
Contributor

I checked Enderman, Zombie, and Vindicator, and could not find any aggression towards mobs. Enderman should hate Endermites, Zombies should chase and hit Villagers, even breaking doors to get to them in Hard difficulty (probably difficult to add), and Vindicators should do the same, but with an axe, and any difficulty. I would love to add mob aggresion, but there is no precedent, and I am not good at coming up with this sort of thing.

I checked Enderman, Zombie, and Vindicator, and could not find any aggression towards mobs. Enderman should hate Endermites, Zombies should chase and hit Villagers, even breaking doors to get to them in Hard difficulty (probably difficult to add), and Vindicators should do the same, but with an axe, and any difficulty. I would love to add mob aggresion, but there is no precedent, and I am not good at coming up with this sort of thing.
First-time contributor

Hi, for the aggressiveness of axolotl it attacks all that is in connection with. The waters: Fish (cod, salmon, tropical fish, puffer fish), Glow squid and squid, guardians, elder guardians, drowned.
Or maybe group the aquatic mobs in one category?
(The guardians on the other hand are absolutely not finished 🤣) we should add their laser! (They make so bad this is machins) besides the monuments of the ocean are in mineclone 5 but not in mineclone 2 (if I am not mistaken)

Hi, for the aggressiveness of axolotl it attacks all that is in connection with. The waters: Fish (cod, salmon, tropical fish, puffer fish), Glow squid and squid, guardians, elder guardians, drowned. Or maybe group the aquatic mobs in one category? (The guardians on the other hand are absolutely not finished 🤣) we should add their laser! (They make so bad this is machins) besides the monuments of the ocean are in mineclone 5 but not in mineclone 2 (if I am not mistaken)
TheOnlyJoeEnderman added 1 commit 2022-10-29 23:44:50 +02:00
Author
Contributor

Hi, for the aggressiveness of axolotl it attacks all that is in connection with. The waters: Fish (cod, salmon, tropical fish, puffer fish), Glow squid and squid, guardians, elder guardians, drowned.
Or maybe group the aquatic mobs in one category?
(The guardians on the other hand are absolutely not finished 🤣) we should add their laser! (They make so bad this is machins) besides the monuments of the ocean are in mineclone 5 but not in mineclone 2 (if I am not mistaken)

I know what they should attack, but not how to make them do so. If I had a look at code that made zombies chase and attack villagers, I could add the behavior.

> Hi, for the aggressiveness of axolotl it attacks all that is in connection with. The waters: Fish (cod, salmon, tropical fish, puffer fish), Glow squid and squid, guardians, elder guardians, drowned. > Or maybe group the aquatic mobs in one category? > (The guardians on the other hand are absolutely not finished 🤣) we should add their laser! (They make so bad this is machins) besides the monuments of the ocean are in mineclone 5 but not in mineclone 2 (if I am not mistaken) I know what they should attack, but not how to make them do so. If I had a look at code that made zombies chase and attack villagers, I could add the behavior.
First-time contributor

The villagers are NPCs (like our friends the Iron and Snow Golems)
And the zombies attack the NPC group

The villagers are NPCs (like our friends the Iron and Snow Golems) And the zombies attack the NPC group
Author
Contributor

The villagers are NPCs (like our friends the Iron and Snow Golems)
And the zombies attack the NPC group

We are getting warmer. Is there a function for attacking the fish or aquatic group?

> The villagers are NPCs (like our friends the Iron and Snow Golems) > And the zombies attack the NPC group We are getting warmer. Is there a function for attacking the fish or aquatic group?
First-time contributor

The aquatic mobs are put as monsters, they should be put as aquatic creatures, if we put that the axolotl attacks the monsters it will attack ALL the monsters. We should change the aquatic mobs. Then put that the axolotl attack the aquatic mobs.
The only problem is that dolphins are not attacked by axolotl (well I think), dolphins being aquatic animals... There is also a problem with the Golems, it is made to attack the monsters, so we should add the aquatic monsters for the Golems which is quite complex.

The aquatic mobs are put as monsters, they should be put as aquatic creatures, if we put that the axolotl attacks the monsters it will attack ALL the monsters. We should change the aquatic mobs. Then put that the axolotl attack the aquatic mobs. The only problem is that dolphins are not attacked by axolotl (well I think), dolphins being aquatic animals... There is also a problem with the Golems, it is made to attack the monsters, so we should add the aquatic monsters for the Golems which is quite complex.
Author
Contributor

The aquatic mobs are put as monsters, they should be put as aquatic creatures, if we put that the axolotl attacks the monsters it will attack ALL the monsters. We should change the aquatic mobs. Then put that the axolotl attack the aquatic mobs.
The only problem is that dolphins are not attacked by axolotl (well I think), dolphins being aquatic animals... There is also a problem with the Golems, it is made to attack the monsters, so we should add the aquatic monsters for the Golems which is quite complex.

I don't want to mess with anything like that until I know what I'm doing.

> The aquatic mobs are put as monsters, they should be put as aquatic creatures, if we put that the axolotl attacks the monsters it will attack ALL the monsters. We should change the aquatic mobs. Then put that the axolotl attack the aquatic mobs. > The only problem is that dolphins are not attacked by axolotl (well I think), dolphins being aquatic animals... There is also a problem with the Golems, it is made to attack the monsters, so we should add the aquatic monsters for the Golems which is quite complex. I don't want to mess with anything like that until I know what I'm doing.
TheOnlyJoeEnderman added 1 commit 2022-10-30 00:29:14 +02:00
1e003a2571 Remove cold and non-water biomes from spawn list, add "LushCaves" to biome list
I will change it to only Lush Caves if/when they are added.
Contributor

i think the specific_attack thing doesn't really work for hostile mobs idk - but you can look at wolves to see how it works

i think the specific_attack thing doesn't really work for hostile mobs idk - but you can look at wolves to see how it works
Member

Lush caves are currently a separate mod by Cora. here's the link: https://git.minetest.land/cora/mcl_lush_caves
...
They don't attack anything yet. I forgot how aggressive axolotls were. I could list Lush Caves as a dependancy. Unless it's name changes, that would work. Is there any good documentation on the API?

I would list it as an optional dependency, and use:

    if minetest.get_modpath(modname) then
        your code here...
    else
        your fallback code here...
    end

to check to see if the mod is installed. If it is, use it. If not, set it to the fall back areas.

I would look at the mobs api in mobs_mc module, and see if you can integrate it. If not, you're probably going to either have to write in the behavour or ask someone else to do it.

personally, as stated above, I would group attackable creatures, and use that to target them. I've personally not seen golems attack Axolotls, but I only have limited experience with them...

Also, it's important to note that once Axolotls are "captured" they will not be despawned by the system... so you have to put that in there too. They are meant to be a prize... so they have to be permanent (until they die due to being killed by something.)

> > > > Lush caves are currently a separate mod by Cora. here's the link: https://git.minetest.land/cora/mcl_lush_caves > > > ... > They don't attack anything yet. I forgot how aggressive axolotls were. I could list Lush Caves as a dependancy. Unless it's name changes, that would work. Is there any good documentation on the API? I would list it as an optional dependency, and use: ``` if minetest.get_modpath(modname) then your code here... else your fallback code here... end ``` to check to see if the mod is installed. If it is, use it. If not, set it to the fall back areas. I would look at the mobs api in mobs_mc module, and see if you can integrate it. If not, you're probably going to either have to write in the behavour or ask someone else to do it. personally, as stated above, I would group attackable creatures, and use that to target them. I've personally not seen golems attack Axolotls, but I only have limited experience with them... Also, it's important to note that once Axolotls are "captured" they will not be despawned by the system... so you have to put that in there too. They are meant to be a prize... so they have to be permanent (until they die due to being killed by something.)
Author
Contributor

I would list it as an optional dependency, and use:

    if minetest.get_modpath(modname) then
        your code here...
    else
        your fallback code here...
    end

to check to see if the mod is installed. If it is, use it. If not, set it to the fall back areas.

I would look at the mobs api in mobs_mc module, and see if you can integrate it. If not, you're probably going to either have to write in the behavour or ask someone else to do it.

personally, as stated above, I would group attackable creatures, and use that to target them. I've personally not seen golems attack Axolotls, but I only have limited experience with them...

Also, it's important to note that once Axolotls are "captured" they will not be despawned by the system... so you have to put that in there too. They are meant to be a prize... so they have to be permanent (until they die due to being killed by something.)

For the dependancy thing, this isn't a seperate mod, because I had to mess with existing code. I'd have to add lush caves to mod.conf in mobs_mc. Which, I can do if that's fine with the Mineclone 2 team.
Will an if statement work with a biome list in lua? I don't know what code can go where.
Until I can find a way to make axolotls only attack aquatic creatures, I could make them attack all hostiles since axolotls mostly only spend time underwater. If a Zombie does go underwater, it is a bug.
How do you add persistence to a mob? And, how do you make sure it is only persistent when bucketed first?
Also, how do you change the timer to 5 minutes before they take damage outside of water?

> I would list it as an optional dependency, and use: > ``` > if minetest.get_modpath(modname) then > your code here... > else > your fallback code here... > end > > ``` > to check to see if the mod is installed. If it is, use it. If not, set it to the fall back areas. > > I would look at the mobs api in mobs_mc module, and see if you can integrate it. If not, you're probably going to either have to write in the behavour or ask someone else to do it. > > personally, as stated above, I would group attackable creatures, and use that to target them. I've personally not seen golems attack Axolotls, but I only have limited experience with them... > > Also, it's important to note that once Axolotls are "captured" they will not be despawned by the system... so you have to put that in there too. They are meant to be a prize... so they have to be permanent (until they die due to being killed by something.) > > For the dependancy thing, this isn't a seperate mod, because I had to mess with existing code. I'd have to add lush caves to mod.conf in mobs_mc. Which, I can do if that's fine with the Mineclone 2 team. Will an if statement work with a biome list in lua? I don't know what code can go where. Until I can find a way to make axolotls only attack aquatic creatures, I could make them attack all hostiles since axolotls mostly only spend time underwater. If a Zombie does go underwater, it is a bug. How do you add persistence to a mob? And, how do you make sure it is only persistent when bucketed first? Also, how do you change the timer to 5 minutes before they take damage outside of water?
Contributor

If you add lush caves to the dependencies the mod simply stop working (and as it's mobs_mc it will probably break the whole game).

Lush Caves is not part of mcl2 at this point!

If you absolutely want to you can add it to the biome list but that is a lot less critical than you might think - the fact that the biome name says "underground" or "ocean" ... or indeed "lushCaves" says nothing about the terrain in that region.

A biome is essentially an area of the map (with certain heat and humidity values) at certain height levels - nothing else.

Undeground can very well be at the bottom of the ocean. And ocean can well be just normal rock below 0 - just try /findbiome Plains_ocean or whatever some time - chances are good you'll just be teleported into rock.

in any case i would recommend to just leave lush caves out of it for now as it is not part of mcl2 yet - we can add it to the spawning list when the biome gets added.

We should test the spawning and try to get it in a way that's acceptable (maybe using the can_spawn callback) - but we can well refine that in another PR and merge the mob itsself (and the current spawning settings) - it's going to be one of the more tricky mobs to get to spawn correctly in any case.

If you add lush caves to the dependencies the mod simply stop working (and as it's mobs_mc it will probably break the whole game). Lush Caves is not part of mcl2 at this point! If you absolutely want to you can add it to the biome list but that is a lot less critical than you might think - the fact that the biome name says "underground" or "ocean" ... or indeed "lushCaves" says nothing about the terrain in that region. A biome is essentially an area of the map (with certain heat and humidity values) at certain height levels - nothing else. Undeground can very well be at the bottom of the ocean. And ocean can well be just normal rock below 0 - just try /findbiome Plains_ocean or whatever some time - chances are good you'll just be teleported into rock. in any case i would recommend to just leave lush caves out of it for now as it is not part of mcl2 yet - we can add it to the spawning list when the biome gets added. We should test the spawning and try to get it in a way that's acceptable (maybe using the can_spawn callback) - but we can well refine that in another PR and merge the mob itsself (and the current spawning settings) - it's going to be one of the more tricky mobs to get to spawn correctly in any case.
Contributor

Any particular reason this is still WIP anyways ? The issues that were brought up seem to be fixed.

Any particular reason this is still WIP anyways ? The issues that were brought up seem to be fixed.
TheOnlyJoeEnderman changed title from WIP: Axolotl to Axolotl 2022-10-30 22:13:16 +01:00
TheOnlyJoeEnderman added 1 commit 2022-10-30 22:15:00 +01:00
Author
Contributor

I want to double-check the model, but it should be good.

I want to double-check the model, but it should be good.
cora approved these changes 2022-10-30 22:32:42 +01:00
cora left a comment
Contributor

This is very nice work anyways - if the spawning is the only thing you worry about let's merge it - i have verified they do indeed spawn naturally now and then (didn't have to wait too long actually).

This is very nice work anyways - if the spawning is the only thing you worry about let's merge it - i have verified they do indeed spawn naturally now and then (didn't have to wait too long actually).
First-time contributor

The axolotl were added in 1.17, the Lush caves in 1.18. While waiting for the Lush caves one could make them appear in the waters where the luminosity is weak (like the Glow squid normally) as it is done to wait for the Lush caves

The axolotl were added in 1.17, the Lush caves in 1.18. While waiting for the Lush caves one could make them appear in the waters where the luminosity is weak (like the Glow squid normally) as it is done to wait for the Lush caves
Author
Contributor

The only other things that moght need adjustment are animations (do they play for you? I never got them to show up.) And attacking aquatic creatures. I'd rather let someone who knows the API add that.

The only other things that moght need adjustment are animations (do they play for you? I never got them to show up.) And attacking aquatic creatures. I'd rather let someone who knows the API add that.
TheOnlyJoeEnderman added 1 commit 2022-10-31 01:07:36 +01:00
Contributor

mmh no haven't really seen any animations - they should automatically be activated when you supply the correct frames in the "animation" field

mmh no haven't really seen any animations - they should automatically be activated when you supply the correct frames in the "animation" field
Author
Contributor

mmh no haven't really seen any animations - they should automatically be activated when you supply the correct frames in the "animation" field

I made the animations, you can check the .blend file frome voxelgoodenough if you don't believe me. The animation field has the correct timestamps too. Do I have to change some setting in blender?

> mmh no haven't really seen any animations - they should automatically be activated when you supply the correct frames in the "animation" field I made the animations, you can check the .blend file frome voxelgoodenough if you don't believe me. The animation field has the correct timestamps too. Do I have to change some setting in blender?
Member

If you add lush caves to the dependencies the mod simply stop working (and as it's mobs_mc it will probably break the whole game).

Lush Caves is not part of mcl2 at this point!

Hence me stating as an Optional dependency, with the code to check to see if it is installed.

(just clarifying my intent there)

> If you add lush caves to the dependencies the mod simply stop working (and as it's mobs_mc it will probably break the whole game). > > Lush Caves is not part of mcl2 at this point! > Hence me stating as an Optional dependency, with the code to check to see if it is installed. (just clarifying my intent there)
Contributor

mmh no haven't really seen any animations - they should automatically be activated when you supply the correct frames in the "animation" field

I made the animations, you can check the .blend file frome voxelgoodenough if you don't believe me. The animation field has the correct timestamps too. Do I have to change some setting in blender?

No idea, maybe @MrRar can come to the rescue again.

> > mmh no haven't really seen any animations - they should automatically be activated when you supply the correct frames in the "animation" field > > I made the animations, you can check the .blend file frome voxelgoodenough if you don't believe me. The animation field has the correct timestamps too. Do I have to change some setting in blender? No idea, maybe @MrRar can come to the rescue again.
TheOnlyJoeEnderman added 1 commit 2022-10-31 19:17:19 +01:00
Member

mmh no haven't really seen any animations - they should automatically be activated when you supply the correct frames in the "animation" field

I made the animations, you can check the .blend file frome voxelgoodenough if you don't believe me. The animation field has the correct timestamps too. Do I have to change some setting in blender?

No idea, maybe @MrRar can come to the rescue again.

@TheOnlyJoeEnderman My guess is that it's not working because the bones are assigned to objects and not vertex groups. If a vertex group has the same name as a bone, the bone will control it.

I recomend using Blender 2.93.5 and the new exporter https://github.com/GreenXenith/io_scene_b3d

I also wish the model were scaled down to 1/3 and rotated to face the positive Y axis.

I would also combine all the Blender objects into one.

I started making a wiki page on .b3d files: https://git.minetest.land/MineClone2/MineClone2/wiki/Recommendations-for-.b3d-files

If you want me to, I will work on getting the model to work.

> > > mmh no haven't really seen any animations - they should automatically be activated when you supply the correct frames in the "animation" field > > > > I made the animations, you can check the .blend file frome voxelgoodenough if you don't believe me. The animation field has the correct timestamps too. Do I have to change some setting in blender? > > No idea, maybe @MrRar can come to the rescue again. @TheOnlyJoeEnderman My guess is that it's not working because the bones are assigned to objects and not vertex groups. If a vertex group has the same name as a bone, the bone will control it. I recomend using Blender 2.93.5 and the new exporter https://github.com/GreenXenith/io_scene_b3d I also wish the model were scaled down to 1/3 and rotated to face the positive Y axis. I would also combine all the Blender objects into one. I started making a wiki page on .b3d files: https://git.minetest.land/MineClone2/MineClone2/wiki/Recommendations-for-.b3d-files If you want me to, I will work on getting the model to work.
Author
Contributor

mmh no haven't really seen any animations - they should automatically be activated when you supply the correct frames in the "animation" field

I made the animations, you can check the .blend file frome voxelgoodenough if you don't believe me. The animation field has the correct timestamps too. Do I have to change some setting in blender?

No idea, maybe @MrRar can come to the rescue again.

@TheOnlyJoeEnderman My guess is that it's not working because the bones are assigned to objects and not vertex groups. If a vertex group has the same name as a bone, the bone will control it.

I recomend using Blender 2.93.5 and the new exporter https://github.com/GreenXenith/io_scene_b3d

I also wish the model were scaled down to 1/3 and rotated to face the positive Y axis.

I would also combine all the Blender objects into one.

I started making a wiki page on .b3d files: https://git.minetest.land/MineClone2/MineClone2/wiki/Recommendations-for-.b3d-files

If you want me to, I will work on getting the model to work.

The size looks exactly like MC to me. I used Blender 3.1 and that exporter. The rest I have no clue about. If you feel like making the changes, that would be great.

> > > > mmh no haven't really seen any animations - they should automatically be activated when you supply the correct frames in the "animation" field > > > > > > I made the animations, you can check the .blend file frome voxelgoodenough if you don't believe me. The animation field has the correct timestamps too. Do I have to change some setting in blender? > > > > No idea, maybe @MrRar can come to the rescue again. > > @TheOnlyJoeEnderman My guess is that it's not working because the bones are assigned to objects and not vertex groups. If a vertex group has the same name as a bone, the bone will control it. > > I recomend using Blender 2.93.5 and the new exporter https://github.com/GreenXenith/io_scene_b3d > > I also wish the model were scaled down to 1/3 and rotated to face the positive Y axis. > > I would also combine all the Blender objects into one. > > I started making a wiki page on .b3d files: https://git.minetest.land/MineClone2/MineClone2/wiki/Recommendations-for-.b3d-files > > If you want me to, I will work on getting the model to work. The size looks exactly like MC to me. I used Blender 3.1 and that exporter. The rest I have no clue about. If you feel like making the changes, that would be great.
Member

The size looks exactly like MC to me.

The Axolotl mob is registered with the property visual_size = {x=3, y=3} this increases the visual size of the mesh by 3x in Minetest. It indicates that the Blender model is 3x too small.

I will try working on the model tonight. I might have it tomorrow.

> The size looks exactly like MC to me. The Axolotl mob is registered with the property visual_size = {x=3, y=3} this increases the visual size of the mesh by 3x in Minetest. It indicates that the Blender model is 3x too small. I will try working on the model tonight. I might have it tomorrow.
MrRar requested changes 2022-11-01 15:19:30 +01:00
MrRar left a comment
Member

Line 53: Needs to be indented.
Line 72 and 73: The indentation needs to be switched from spaces to tabs.
Line 50: I would recommend breaking it up into separeate lines since it is so long.

You can check the indentation on your computer by running git diff master from this branch. By default, git diff uses 8 characters per tab so any indentatin errors will be visible. In some editors it is also possible to make formating characters visible.

Line 53: Needs to be indented. Line 72 and 73: The indentation needs to be switched from spaces to tabs. Line 50: I would recommend breaking it up into separeate lines since it is so long. You can check the indentation on your computer by `running git diff master` from this branch. By default, git diff uses 8 characters per tab so any indentatin errors will be visible. In some editors it is also possible to make formating characters visible.
TheOnlyJoeEnderman added 1 commit 2022-11-02 04:25:15 +01:00
Author
Contributor

Line 53: Needs to be indented.
Line 72 and 73: The indentation needs to be switched from spaces to tabs.
Line 50: I would recommend breaking it up into separeate lines since it is so long.

You can check the indentation on your computer by running git diff master from this branch. By default, git diff uses 8 characters per tab so any indentatin errors will be visible. In some editors it is also possible to make formating characters visible.

fixed

> Line 53: Needs to be indented. > Line 72 and 73: The indentation needs to be switched from spaces to tabs. > Line 50: I would recommend breaking it up into separeate lines since it is so long. > > You can check the indentation on your computer by `running git diff master` from this branch. By default, git diff uses 8 characters per tab so any indentatin errors will be visible. In some editors it is also possible to make formating characters visible. fixed
Author
Contributor

The size looks exactly like MC to me.

The Axolotl mob is registered with the property visual_size = {x=3, y=3} this increases the visual size of the mesh by 3x in Minetest. It indicates that the Blender model is 3x too small.

I will try working on the model tonight. I might have it tomorrow.

it looks huge, but it is the same size as MC. I had both games open side-by-side, and it can't be any smaller or bigger. Unless you want it smaller than MC. Real axolotls aren't even close to a meter long.

> > The size looks exactly like MC to me. > > The Axolotl mob is registered with the property visual_size = {x=3, y=3} this increases the visual size of the mesh by 3x in Minetest. It indicates that the Blender model is 3x too small. > > I will try working on the model tonight. I might have it tomorrow. > it looks huge, but it is the same size as MC. I had both games open side-by-side, and it can't be any smaller or bigger. Unless you want it smaller than MC. Real axolotls aren't even close to a meter long.
TheOnlyJoeEnderman added 1 commit 2022-11-02 05:15:44 +01:00
Contributor

This isn't about changing it's ultimate size in the game. It's about setting this to 1 (or removing it i guess):

	visual_size = {x=3, y=3},

this field in the mob definition means that the mob is scaled up by factor 3 - this in turn means your model is 1/3 size.

What @MrRar is proposing is changing the model to full size and removing the scaling.

This will not affect how the mob looks in game.

This isn't about changing it's ultimate size in the game. It's about setting this to 1 (or removing it i guess): ``` visual_size = {x=3, y=3}, ``` this field in the mob definition means that the mob is scaled up by factor 3 - this in turn means your model is 1/3 size. What @MrRar is proposing is changing the model to full size and removing the scaling. This will not affect how the mob looks in game.
TheOnlyJoeEnderman added 1 commit 2022-11-02 05:30:12 +01:00
Author
Contributor

This isn't about changing it's ultimate size in the game. It's about setting this to 1 (or removing it i guess):

	visual_size = {x=3, y=3},

this field in the mob definition means that the mob is scaled up by factor 3 - this in turn means your model is 1/3 size.

What @MrRar is proposing is changing the model to full size and removing the scaling.

This will not affect how the mob looks in game.

That seems easy enough. I don't want to mess with the model until I see the edits from @MrRar though. I tried to make the changes and got all but the scale, and attaching the vertexes to the bones. But, Blender decided to remove pose mode from the drop-down menu. It has to be some sort of bug that keeps causing random features to dissapear. (pose mode is the only way I know to parent objects to bones)

> This isn't about changing it's ultimate size in the game. It's about setting this to 1 (or removing it i guess): > > ``` > visual_size = {x=3, y=3}, > ``` > > this field in the mob definition means that the mob is scaled up by factor 3 - this in turn means your model is 1/3 size. > > What @MrRar is proposing is changing the model to full size and removing the scaling. > > This will not affect how the mob looks in game. That seems easy enough. I don't want to mess with the model until I see the edits from @MrRar though. I tried to make the changes and got all but the scale, and attaching the vertexes to the bones. But, Blender decided to remove pose mode from the drop-down menu. It has to be some sort of bug that keeps causing random features to dissapear. (pose mode is the only way I know to parent objects to bones)
Member

@TheOnlyJoeEnderman
My version of the Axolotl model is in the voxelgoodenough repo.

For some reason I can't make a PR on your branch. But here is my branch so you can get my code: https://git.minetest.land/MrRar/MineClone2/src/branch/Axolotl

Looks like only the standing animation is used.

@TheOnlyJoeEnderman My version of the Axolotl model is in the voxelgoodenough repo. For some reason I can't make a PR on your branch. But here is my branch so you can get my code: https://git.minetest.land/MrRar/MineClone2/src/branch/Axolotl Looks like only the standing animation is used.
Member

The translation template for the buckets mod needs to be updated and I think the bucket texture should be in the buckets mod not mobs_mc.

The translation template for the buckets mod needs to be updated and I think the bucket texture should be in the buckets mod not mobs_mc.
Member

The spawn egg needs to be registed with colors. I thought it was working for me before?

The spawn egg needs to be registed with colors. I thought it was working for me before?
Author
Contributor

The spawn egg uses a texture, not a color pallete. I'll have to check the translation thing. I could not understand how it worked last time I checked it out. (Edit: I fixed it)
I wish I could add gravity when it is not in water. Also, I wish it could use the other animations. Is there a way to make the head animated by the game so a random look at player event can be added? And, how can you make a mob breedable?

The spawn egg uses a texture, not a color pallete. I'll have to check the translation thing. I could not understand how it worked last time I checked it out. (Edit: I fixed it) I wish I could add gravity when it is not in water. Also, I wish it could use the other animations. Is there a way to make the head animated by the game so a random look at player event can be added? And, how can you make a mob breedable?
TheOnlyJoeEnderman added 1 commit 2022-11-02 23:54:28 +01:00
Member

The spawn egg uses a texture, not a color pallete.

That won't work anymore. Checkout how other mobs register eggs. I'm getting this error:

2022-11-03 12:50:09: ERROR[Main]: generateImage(): Failed to generate "[multiply:mobs_mc_spawn_icon_axolotl.png"
2022-11-03 12:50:09: ERROR[Main]: Invalid color: "0"
2022-11-03 12:50:09: ERROR[Main]: generateImage(): Failed to generate "[multiply:0"

If you're feeling ambitious, you can add a mob spawner image like mobs_mc_spawn_icon_axolotl.png. The images can optionally be enabled in settings. The image is optional, the colors are mandatory.

I'll have to check the translation thing.

Also update the translation template for buckets.

Also, I wish it could use the other animations.

This is Mobs Redo so nothing works right.

Is there a way to make the head animated by the game so a random look at player event can be added?

Checkout how the other mobs do it.

And, how can you make a mob breedable?

Usually you just feed two of them an item from the follow property. But it does not seem to work so I don't know.

> The spawn egg uses a texture, not a color pallete. That won't work anymore. Checkout how other mobs register eggs. I'm getting this error: ``` 2022-11-03 12:50:09: ERROR[Main]: generateImage(): Failed to generate "[multiply:mobs_mc_spawn_icon_axolotl.png" 2022-11-03 12:50:09: ERROR[Main]: Invalid color: "0" 2022-11-03 12:50:09: ERROR[Main]: generateImage(): Failed to generate "[multiply:0" ``` If you're feeling ambitious, you can add a mob spawner image like mobs_mc_spawn_icon_axolotl.png. The images can optionally be enabled in settings. The image is optional, the colors are mandatory. > I'll have to check the translation thing. Also update the translation template for buckets. > Also, I wish it could use the other animations. This is Mobs Redo so nothing works right. > Is there a way to make the head animated by the game so a random look at player event can be added? Checkout how the other mobs do it. > And, how can you make a mob breedable? Usually you just feed two of them an item from the follow property. But it does not seem to work so I don't know.
Contributor

And, how can you make a mob breedable?

call this in on_rightclick:

if mcl_mobs:feed_tame(self, clicker, 1, true, false) then return end

> And, how can you make a mob breedable? call this in on_rightclick: if mcl_mobs:feed_tame(self, clicker, 1, true, false) then return end
TheOnlyJoeEnderman added 1 commit 2022-11-04 02:58:10 +01:00
TheOnlyJoeEnderman added 1 commit 2022-11-04 03:22:03 +01:00
TheOnlyJoeEnderman added 1 commit 2022-11-04 03:33:04 +01:00
Author
Contributor

Somehow the UVs of gill.R got mirrored horizontally. Now that I've seen the new spawn icons, I think I should just remove my original spawn icon. I tried to copy chicken breeding, but changing the breed item from seeds to tropical fish. It did not work. I have no way to test if the mob is made persistent, but the code snippet I borrowed (not on mesehub yet) looks to include persistence.

Somehow the UVs of gill.R got mirrored horizontally. Now that I've seen the new spawn icons, I think I should just remove my original spawn icon. I tried to copy chicken breeding, but changing the breed item from seeds to tropical fish. It did not work. I have no way to test if the mob is made persistent, but the code snippet I borrowed (not on mesehub yet) looks to include persistence.
Author
Contributor

Re-adding WIP tag until it is in a more stable state.

Re-adding WIP tag until it is in a more stable state.
TheOnlyJoeEnderman changed title from Axolotl to WIP: Axolotl 2022-11-04 04:51:08 +01:00
Author
Contributor

Llamas have the random look feature. I don't know how to copy it or if copying it would work, but they have it. I can't find another mob that has it though. But, it might not hurt to add that feature to most passive mobs for parity reasons.

Llamas have the random look feature. I don't know how to copy it or if copying it would work, but they have it. I can't find another mob that has it though. But, it might not hurt to add that feature to most passive mobs for parity reasons.
Contributor

sheep and horses have it too i think .. and yeah it would "hurt" to add that feature to all mobs - as it would just mean copying code to places where it is not needed.

sheep and horses have it too i think .. and yeah it would "hurt" to add that feature to all mobs - as it would just mean copying code to places where it is not needed.
Contributor

We could think about putting something for it in the api but at this point it might not be worth it.

We could think about putting something for it in the api but at this point it might not be worth it.
Member

@cora to be fair here, I want rabbits to do this too - when they stop, look at you... this is a most excellent taunt for when hunting them. lol.

Dunno if that adds any weight to things, but, it's out there.

@cora to be fair here, I want rabbits to do this too - when they stop, look at you... this is a most excellent taunt for when hunting them. lol. Dunno if that adds any weight to things, but, it's out there.
Author
Contributor

I agree that blindly adding code here, there, and everywhere is a bad idea. But, Minecraft has most mobs randomly look at the player. I think it's a 0.1% chance every tick. That probably should be implemented into the API like Cora said so that all mobs that have a head bone look at the nearest player.

I agree that blindly adding code here, there, and everywhere is a bad idea. But, Minecraft has most mobs randomly look at the player. I think it's a 0.1% chance every tick. That probably should be implemented into the API like Cora said so that all mobs that have a head bone look at the nearest player.
Contributor

wasn't this just added like a few weeks ago by @epCode ?

wasn't this just added like a few weeks ago by @epCode ?
Member

wasn't this just added like a few weeks ago by @epCode ?

I thought that he did, not sure though

> wasn't this just added like a few weeks ago by @epCode ? I thought that he did, not sure though
Contributor

you can add something like

head_swivel = "head.control",
bone_eye_height = 4,
head_eye_height = 1.5,
horrizonatal_head_height = -.3,
curiosity = 10,
head_yaw="z",

to the mob def as seen in https://git.minetest.land/MineClone2/MineClone2/pulls/2716/files

you can add something like ``` head_swivel = "head.control", bone_eye_height = 4, head_eye_height = 1.5, horrizonatal_head_height = -.3, curiosity = 10, head_yaw="z", ``` to the mob def as seen in https://git.minetest.land/MineClone2/MineClone2/pulls/2716/files
Contributor

i think that probably does it .. curiosity determines how often they will look at the player ig

i think that probably does it .. curiosity determines how often they will look at the player ig
Member

The head swivel system works, but the curiosity system could work better.

The head swivel system works, but the curiosity system could work better.
TheOnlyJoeEnderman added 1 commit 2022-11-05 22:44:56 +01:00
c22997db09 Add persistence, attempt to fix breeding, add random look at player event
They look away from the player randomly for some reason. I think the rotation needs to be mirrored, but I am unsure how one would do that.
Author
Contributor

Can confirm head rotation works. But, the head of the axolotl looks away from the player. I think either me or mrRar rotated the model 180 from what it should be.

Can confirm head rotation works. But, the head of the axolotl looks away from the player. I think either me or mrRar rotated the model 180 from what it should be.
Contributor

it kinda funny that they look away though hehe

maybe the collisonbox should be a bit larger .. they seem to swim with their heads into walls a lot

but looks very nice now

it kinda funny that they look away though hehe maybe the collisonbox should be a bit larger .. they seem to swim with their heads into walls a lot but looks very nice now
Author
Contributor

I don't know te size it should be. I think it is close to MC though.

I don't know te size it should be. I think it is close to MC though.
Contributor

well right now the head basically completely sticks out of the cb so when it runs in a wall the head is in the wall

well right now the head basically completely sticks out of the cb so when it runs in a wall the head is in the wall
TheOnlyJoeEnderman added 1 commit 2022-11-05 23:05:53 +01:00
Author
Contributor

I looked at MC's hitbox. it goes about 2 pixels further in all directions than mine.

I looked at MC's hitbox. it goes about 2 pixels further in all directions than mine.
Contributor

mmmh do you think having the hitbox look similar to minecraft is more important than .. yk not having their head in the wall?

I mean i honestly don't care a whole lot but like why ?

mmmh do you think having the hitbox look similar to minecraft is more important than .. yk not having their head in the wall? I mean i honestly don't care a whole lot but like why ?
Author
Contributor

It was smaller than MC. I fixed it to be only a tiny bit bigger than Minecraft. I doubt I could get it closer to the right size. When I said pixels, I meant 16ths of a block

It was smaller than MC. I fixed it to be only a tiny bit bigger than Minecraft. I doubt I could get it closer to the right size. When I said pixels, I meant 16ths of a block
TheOnlyJoeEnderman added 1 commit 2022-11-06 02:47:36 +01:00
TheOnlyJoeEnderman added 1 commit 2022-11-06 03:00:32 +01:00
TheOnlyJoeEnderman added 1 commit 2022-11-06 03:05:18 +01:00
432e196794 code cleaning
fixed some messy tabs/spaces, removed old comments.
TheOnlyJoeEnderman added 1 commit 2022-11-06 03:15:03 +01:00
TheOnlyJoeEnderman added 1 commit 2022-11-06 03:18:50 +01:00
Author
Contributor

How do I set the light level they spawn in to zero? And why don't wolves attack sheep? And are tropical fish broken?

How do I set the light level they spawn in to zero? And why don't wolves attack sheep? And are tropical fish broken?
Member

Two issues I'm seeing are that the spawn egg image should be removed and the bucket image should be in the buckets mod.

I think either me or mrRar rotated the model 180 from what it should be.

I don't know what this issue is but if you can't figure it out I will work on it.

Two issues I'm seeing are that the spawn egg image should be removed and the bucket image should be in the buckets mod. > I think either me or mrRar rotated the model 180 from what it should be. I don't know what this issue is but if you can't figure it out I will work on it.
TheOnlyJoeEnderman added 1 commit 2022-11-07 09:13:31 +01:00
TheOnlyJoeEnderman added 1 commit 2022-11-07 09:19:49 +01:00
TheOnlyJoeEnderman added 1 commit 2022-11-07 09:20:18 +01:00
Author
Contributor

Let me try to fix the backwards head thing, and if my idea doesn't work I'll come back to you.

Let me try to fix the backwards head thing, and if my idea doesn't work I'll come back to you.
Author
Contributor

If I reverse the whole mesh, the head looks the right way, but the mob walks in reverse. But, if I reapply the model rotation in the lua file, the axolotl walks forward and randomly looks at the player. If MrRar is fine with me undoing his changes, I will go ahead and fix the issue. Otherwise I am stumped.

If I reverse the whole mesh, the head looks the right way, but the mob walks in reverse. But, if I reapply the model rotation in the lua file, the axolotl walks forward and randomly looks at the player. If MrRar is fine with me undoing his changes, I will go ahead and fix the issue. Otherwise I am stumped.
Member

If I reverse the whole mesh, the head looks the right way, but the mob walks in reverse. But, if I reapply the model rotation in the lua file, the axolotl walks forward and randomly looks at the player. If MrRar is fine with me undoing his changes, I will go ahead and fix the issue. Otherwise I am stumped.

I will play around with it and see what I can do. Rotating the mesh in Minetest is not the end of the world either.

> If I reverse the whole mesh, the head looks the right way, but the mob walks in reverse. But, if I reapply the model rotation in the lua file, the axolotl walks forward and randomly looks at the player. If MrRar is fine with me undoing his changes, I will go ahead and fix the issue. Otherwise I am stumped. I will play around with it and see what I can do. Rotating the mesh in Minetest is not the end of the world either.
Author
Contributor

I will play around with it and see what I can do. Rotating the mesh in Minetest is not the end of the world either.

I'll wait and see. I am really happy with the progress made on the axolotl. You guys have helped a lot.

> I will play around with it and see what I can do. Rotating the mesh in Minetest is not the end of the world either. I'll wait and see. I am really happy with the progress made on the axolotl. You guys have helped a lot.
Member

I will play around with it and see what I can do. Rotating the mesh in Minetest is not the end of the world either.

I'll wait and see. I am really happy with the progress made on the axolotl. You guys have helped a lot.

I was not able to figure out what was causing the problem in a reasonable amount of time so go ahead and rotate the model in Minetest as you proposed.

I was hoping to find the root cause of this issue. I don’t understand why head rotations work one way for the sheep and another way for the axolotl when they have very similar head code and models. I was able to change but not fix the behavior. I changed the tail of the body bone to point toward the positive Y axis. Before it was pointing to the negative Y axis. This resulted in not only the yaw being backwards but also the pitch was backwards.

I also noticed that some of the head code properties don’t function according to their name. Maybe they do for some models because I did not test all of them.

The MCL5 head code has extra flexibility for situations like this but I think the simplest thing to do is rotate the model in the Lua.

> > I will play around with it and see what I can do. Rotating the mesh in Minetest is not the end of the world either. > > I'll wait and see. I am really happy with the progress made on the axolotl. You guys have helped a lot. I was not able to figure out what was causing the problem in a reasonable amount of time so go ahead and rotate the model in Minetest as you proposed. I was hoping to find the root cause of this issue. I don’t understand why head rotations work one way for the sheep and another way for the axolotl when they have very similar head code and models. I was able to change but not fix the behavior. I changed the tail of the body bone to point toward the positive Y axis. Before it was pointing to the negative Y axis. This resulted in not only the yaw being backwards but also the pitch was backwards. I also noticed that some of the head code properties don’t function according to their name. Maybe they do for some models because I did not test all of them. The MCL5 head code has extra flexibility for situations like this but I think the simplest thing to do is rotate the model in the Lua.
Author
Contributor

I'll apply the changes soon.

I'll apply the changes soon.
TheOnlyJoeEnderman added 1 commit 2022-11-11 04:50:10 +01:00
TheOnlyJoeEnderman added 1 commit 2022-11-11 04:50:43 +01:00
TheOnlyJoeEnderman requested review from MrRar 2022-11-13 16:24:23 +01:00
Member

Here are the issues I am seeing:

  • Space indentation is used on lines: 40, 67, 71

  • Comment on 42 is no longer correct.

  • The axolotl only looks at the player if the player is facing the axolotl's back side. I'm not sure this is fixable without modifying Mobs Redo.

Other issues that probably can’t be fixed without modifying Mobs Redo:

  • Axolotl does not attack fish and stuff. It looks like the axolotl is using the specific_attack property but it has no effect.
  • Only one animation is ever used.
Here are the issues I am seeing: - Space indentation is used on lines: 40, 67, 71 - Comment on 42 is no longer correct. - The axolotl only looks at the player if the player is facing the axolotl's back side. I'm not sure this is fixable without modifying Mobs Redo. Other issues that probably can’t be fixed without modifying Mobs Redo: - Axolotl does not attack fish and stuff. It looks like the axolotl is using the specific_attack property but it has no effect. - Only one animation is ever used.
TheOnlyJoeEnderman added 1 commit 2022-11-16 08:58:13 +01:00
50e6dd94b2 Code cleaning
Remove outdated comment. Fix spaces on lines 40, 67, 70.
TheOnlyJoeEnderman added 1 commit 2022-11-16 09:00:38 +01:00
9e73c2cd46 Remove spaces on line 70 (71)
Actually delete the spaces this time.
Author
Contributor

Sorry about the spaces. I use Xed for editing. Apparently it uses spaces to create tabs. I never add random spaces when I am editing. I really like Xed, and it has presets for several code formats including json and lua.

About the attacking mobs, I don't get why it doesn't work. It doesn't work for wolves either though. I spawned maybe 30 wolves, and 30 sheep to see of any of the wolves were aggressive. They didn't ever attack. Maybe Mobs redo has a serious bug?

Sorry about the spaces. I use Xed for editing. Apparently it uses spaces to create tabs. I never add random spaces when I am editing. I really like Xed, and it has presets for several code formats including json and lua. About the attacking mobs, I don't get why it doesn't work. It doesn't work for wolves either though. I spawned maybe 30 wolves, and 30 sheep to see of any of the wolves were aggressive. They didn't ever attack. Maybe Mobs redo has a serious bug?
Contributor

yo guys what's taking so long we want axothingys

yo guys what's taking so long we want axothingys
Member

One more thing I forgot about: breeding.

The problem is that there is two on_rightclick hooks. Only the last one is used.

Remove mcl_mobs:protect, mcl_mobs:capture_mob because those do nothing.

All you need is the bucket code and mcl_mobs:feed_tame.

Edit: Before I said keep mcl_mobs:capture_mob it should be mcl_mobs:feed_tame

One more thing I forgot about: breeding. The problem is that there is two on_rightclick hooks. Only the last one is used. Remove mcl_mobs:protect, mcl_mobs:capture_mob because those do nothing. All you need is the bucket code and mcl_mobs:feed_tame. Edit: Before I said keep mcl_mobs:capture_mob it should be mcl_mobs:feed_tame
AFCMS requested review from AFCMS 2022-11-18 20:45:39 +01:00
Author
Contributor

One more thing I forgot about: breeding.

The problem is that there is two on_rightclick hooks. Only the last one is used.

Remove mcl_mobs:protect, mcl_mobs:capture_mob because those do nothing.

All you need is the bucket code and mcl_mobs:capture_mob.

I thought that the protect thing would make them persistent. But, I should remove it?

> One more thing I forgot about: breeding. > > The problem is that there is two on_rightclick hooks. Only the last one is used. > > Remove mcl_mobs:protect, mcl_mobs:capture_mob because those do nothing. > > All you need is the bucket code and mcl_mobs:capture_mob. I thought that the protect thing would make them persistent. But, I should remove it?
Contributor

no that's for the mtg / mobs_redo capture function - the lasso thingy .. it is just a stub in mcl_mobs - so basically that part does absolutely nothing but provide function compatibility - and yeah not needed here.

no that's for the mtg / mobs_redo capture function - the lasso thingy .. it is just a stub in mcl_mobs - so basically that part does absolutely nothing but provide function compatibility - and yeah not needed here.
Member

no that's for the mtg / mobs_redo capture function - the lasso thingy .. it is just a stub in mcl_mobs - so basically that part does absolutely nothing but provide function compatibility - and yeah not needed here.

so the stub function will become useful when we make the lasso/lead, then?

> no that's for the mtg / mobs_redo capture function - the lasso thingy .. it is just a stub in mcl_mobs - so basically that part does absolutely nothing but provide function compatibility - and yeah not needed here. so the stub function will become useful when we make the lasso/lead, then?
Contributor

not exactly - the mobs_redo lasso works completely differently.

not exactly - the mobs_redo lasso works completely differently.
Contributor

@TheOnlyJoeEnderman I'd love to merge this before release. If you don't want to do the mcl_mobs:capture thing just remove the WIP and ignore the code police ^^

@TheOnlyJoeEnderman I'd love to merge this before release. If you don't want to do the mcl_mobs:capture thing just remove the WIP and ignore the code police ^^
TheOnlyJoeEnderman changed title from WIP: Axolotl to Axolotl 2022-11-23 02:39:19 +01:00
Author
Contributor

@TheOnlyJoeEnderman I'd love to merge this before release. If you don't want to do the mcl_mobs:capture thing just remove the WIP and ignore the code police ^^

It should not cause any issues. If anyone dislikes it, they can remove it.

> @TheOnlyJoeEnderman I'd love to merge this before release. If you don't want to do the mcl_mobs:capture thing just remove the WIP and ignore the code police ^^ It should not cause any issues. If anyone dislikes it, they can remove it.
cora approved these changes 2022-11-23 04:18:18 +01:00
cora left a comment
Contributor

works

works
cora merged commit 53c1ed9fbf into master 2022-11-23 04:18:37 +01:00

Great stuff @TheOnlyJoeEnderman !

Most IDE's have configuration on whitespace and you can change it to work with what you need.

If Cora is happy, I'm happy and it's great to see a new feature in.

Thanks for your contibution! <3

Great stuff @TheOnlyJoeEnderman ! Most IDE's have configuration on whitespace and you can change it to work with what you need. If Cora is happy, I'm happy and it's great to see a new feature in. Thanks for your contibution! <3
Member

I'm very happy that these are in the game!!!

Thank you, @TheOnlyJoeEnderman for doing this!

I'm very happy that these are in the game!!! Thank you, @TheOnlyJoeEnderman for doing this!
Author
Contributor

I'm very happy that these are in the game!!!

Thank you, @TheOnlyJoeEnderman for doing this!

Glad to do it! I might start on goats sometime soon.

> I'm very happy that these are in the game!!! > > Thank you, @TheOnlyJoeEnderman for doing this! Glad to do it! I might start on goats sometime soon.

I'm very happy that these are in the game!!!

Thank you, @TheOnlyJoeEnderman for doing this!

Glad to do it! I might start on goats sometime soon.

Nice. If you keep this up, you'll be on your way towards being a GOAT! (greatest of all time)

ba dum tish

Sorry, I'll get my coat.

> > I'm very happy that these are in the game!!! > > > > Thank you, @TheOnlyJoeEnderman for doing this! > > Glad to do it! I might start on goats sometime soon. Nice. If you keep this up, you'll be on your way towards being a GOAT! (greatest of all time) *ba dum tish* Sorry, I'll get my coat.
Contributor

you dont get your coat you are the COAT haha

you dont get your coat you are the COAT haha
Author
Contributor

What is COAT? Crafter of all time?

What is COAT? Crafter of all time?
Member
  • Coolest
* Coolest
Sign in to join this conversation.
No reviewers
No Milestone
No project
No Assignees
8 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: VoxeLibre/VoxeLibre#2870
No description provided.