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Adds ocean creatures. Part 1: Infrastructure + Fish. #70202
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Why are you just adding all the fish to the ocean? Please only add those that actually live in saltwater, otherwise this is just more work for people cleaning this mongroup up in the future. |
Absolutely none of those fish nor the naiads are saltwater animals. |
The eel and the salmon can be in the ocean, but anything else out. I'd add lobsters too, given we already have them in the code. |
Hi.
This is WIP. I just copied over the lake monster group. I will refine this
over the next few days.
…On Wed, 13 Dec 2023 at 10:45 PM, Karol1223 ***@***.***> wrote:
Why are you just adding all the fish to the ocean? Please only add those
that actually live in saltwater, otherwise this is just more work for
people cleaning this mongroup up in the future.
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You should draft the PR, then. |
Off the top of my head: Giant stinging anemone with a reach grab-and-drag attack. Stationary, but still dangerous. Gigantic starfish with too many arms. Real slow, but don't get grabbed. Return of the Jawed Terror. Zombie Orca All the existing octopus/kraken/scylla stuff should be moved out to the ocean. This would require relocating their lair, not just letting them roam free. Regular animals include seabass, bluefin tuna, common octopus, two species of dolphin, harbor porpoise, crabs, mahi-mahi, flounder, weakfish, and shrimp. We might want to also try and implement foraging. That would cover sessile or nearly sessile animals like clams, scallops, mussels, quahogs, periwinkles, and sea urchins. These would be items, not monsters, the same as the snails you can forage from underbrush in forests. The best way to do those guys would probably be making tide pools or underwater rock clusters that can be examined, the same as you examine underbrush. |
Just for the love of god don't do it all in one PR or this will be a nightmare to review. What I think is valid for this PR, though, is differentiating between coastal spawns and pelagic spawns that start some time into the ocean (0.5 OM? I'm eyeballing) for possible future whales and shit like that. Also on the topic of whales, I'd refrain from adding any animals that weigh over 1 ton, because we can't properly simulate them with 1000l tile volume limit. |
I'd suggest just starting with real fish for the first PR and then adding whatever you feel like on top of that, also I'm not sure how bird AI works but they might not like the lack of anywhere to land |
Oyster Toadfish are another local marine fish. They're nasty enough by nature. I went on a fishing trip in the Chesapeake Bay and was told to just cut the line if you catch one. They're not big but they have a venomous spine and a toothy maw made to crack open shellfish, very dangerous to handle. They could be a serious threat after some mutation. |
I'd recommend keeping this one small and doing more in a follow-up, a lot of the ideas suggested would work best isolated to lower z-levels for example. While copying lake mapgen, make sure not to overspawn like lakes do. That needs to be audited at some point |
I have included some C++ changes within the mongroup placer so that ocean shore vs deep ocean monster groups are placed depending on their proximity to the shore. |
Largemouth bass is not a saltwater fish, but the Striped Bass (mon_fish_pbass), which also already exists, is a saltwater fish that migrates to freshwater to spawn. I would recommend replacing the largemouth spawns you have with striped ones. |
Co-authored-by: Jianxiang Wang (王健翔) <qrox@sina.com>
Co-authored-by: Jianxiang Wang (王健翔) <qrox@sina.com>
Co-authored-by: Jianxiang Wang (王健翔) <qrox@sina.com>
Can you organize the fish JSON so that the fry of the respective species are right next to their adult form instead of at the bottom of the file? This will be uncomfortable to work with otherwise, and in the future PRs this wouldn't be allowed to preserve git blame. |
Co-authored-by: Karol1223 <68503002+Karol1223@users.noreply.github.com>
Failing test does not seem to be related to my changes. |
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This seems ready to merge. |
Can we get some Mutant Sea Bass rep? |
Summary
Content "Added creatures to populate the new edge ocean."
Purpose of change
Added multiple creatures to populate the new ocean. Currently focused on just normal (unmutated) sea-life.
Current list:
These creatures will be split onto 2 groups: ocean shore and deep ocean. I have added some C++ changes to the mongroup placer that facilitates this. It currently uses the place_oceans noise generator with a higher threshold, which works well. The actual number may need to be rebalanced.
Please give me more ideas for "monsters" that I can add. It would be cool to see some mutated versions of ocean creatures perhaps.
Describe the solution
Some small code infrastructure work to add the monster spawn groups to the ocean.
I simply replicated the lake/river code. It might be better to JSONify this and not use C++ at all for it. Please let me know if that is the case.
Describe alternatives you've considered
Not adding any monsters.
Testing
Teleported to ocean, verified that ocean shore and ocean deep mongroups spawn appropriately.
Additional context