-- Chunks above will either be pure air or hard to predict mountains.
-- lets just keep the entrance generation in ground-level chunks
if (maxp.y > 80) and (math.random(100)>10)then return end
minetest.register_abm( {
nodenames = {"dungeon_rooms:room_spawner"},
interval = 1,
chance = .5,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.set_node(pos, {name="air"})
dungeon_rooms.spawn_room(pos)
end,
})
Agreed. I think what you want is to leave the dungeons as indestructable and un-buildable. Make it like the villages Modpack that says "The villagers prevent you from modifying the village." That being said, I ran into the situation where I was unable to place blocks anywhere in the world even on the surface. So if you make the dungeons configurably rare, the user will still be able to do mining and cave exploring outside of them, but be limited when they are in the dungeons themselves. That way you have the best of both worlds. When outside the dungeon, the player can do anything they normally do. When inside, they play by your rules.Ferk wrote:Yes, it's doable, but many rooms and puzzles would make very little sense without established constrains.
If everything is destructible a lot of puzzles would make no sense. And at the same time, maybe people making new rooms may assume that you can destroy the nodes which would result in their rooms being unsolvable obstacles whenever destructible==false.
In essence, this means that if we want to support both types of rooms we will have to end up splitting the collection of rooms, which would be a pity, since a single big common repository of dungeon rooms could be much richer and varied if we stuck together. One of the problems there is with Dungeontest at the moment is precisely that there's often a lot of repetition.. IMHO, if we turn this into a modpack it should have established guidelines to get the most out of it. The destructible true/false flag, for example, is too game-changing to be switchable.
Ferk wrote:There are other aspects, like crafting. Most of the stuff in the dungeon doesn't even have a crafting recipe.
I think you are on the right track. You are going to need a core group of dungeon items/blocks without which you simply can't have any decent dungeon. So there needs to be a core set of items that simply must be included for this modpack to make sense. A bunch of stuff from x-decor, and castles, and just a few things from Home Decor. What you could do is make these mods optional. If HomeDecor is included by the user, then use its nodes. If not then spin up the nodes yourself in the DungeonTest core objects. (This prevents clashing/duplication of items). If someone creates a room outside of the core then you could create a configuration for the player to either include all rooms minus the missing stuff, or exclude the rooms that are missing stuff. You will find users that will want variety above all else, and others that want only rooms that are missing nothing. I think you are going to find that this Modpack is going to be so popular that you are going to have more rooms than you could possibly imagine even just ones using the core items/blocks.Ferk wrote:Also some rooms might want to use nodes or items from other mods, which results in the "unknown" node/item problems that you found. Whenever there's such a problem you only have two options:
a) Strip the mod from the modpack, and possibly perhaps the entire room, as well as any other room that might rely on the item/node to do something (like if you remove the scrolls you have to remove the rooms that may have a big pit only crossable by flying, for example)
b) Include the mod, because maybe it'd be cool to have that item, node or spell in the dungeon and use it for puzzles to engross the collection of dungeon rooms.
The problem with "a" is that your collection of rooms will be limited then, because you won't have complete freedom on what can you add.
The problem with "b" is that you end up having a modpack that will quickly become huge.. it'll start including huge amounts of mods, to the point that you will basically be turning it into a game on its own. And then it makes very little difference between having it as a modpack than as a game. Except that as a game you have more freedom to change other things.
Then there's the problem of incompatibilities... in the dungeon_* mods there's also a slightly modified mobs redo, also xdecor and some other mods. The modpack will also become huge, and as you've seen, the performance would be affected.
Ferk wrote:...all that said, perhaps you are right and making a modpack would expose Dungeontest more and would in turn result in more people making rooms and having a cooler dungeon.
Ferk wrote:But for this to work I should probably embrace the fact that the repository of rooms would get split. I should probably have several different directory paths where to look for rooms, to organize them better. This is also something I have thought of doing in the past already.
Ferk wrote:About your attempts at adding the probability. The place where you were changing it would only have affected it per-room.. I might have to do some changes in the code so that a whole dungeon can be disabled, maybe I'll have a look at it later today.
If dungeons aren't rare, then you lose all the other underground activities that the other mods give you (mining, underground realms, caves, ores, goblins, etc. ) Dungeon rarity should be a configurable parameter so the player gets as much dungeon as they want and no more.Glorfindel wrote:My personal opinion: Make it so everything is dig-able and etc, but disable crafting of picks or something, that way it would be like in nethack: if you find a pick or mattock, you can dig down to the next level, but if not you have to go through the one you are on.
And I would prefer it the way it is right now, you start this world and go on a quest through the dungeons, i.e. dungeons not "rare" at all.
Neuromancer wrote:If dungeons aren't rare, then you lose all the other underground activities that the other mods give you (mining, underground realms, caves, ores, goblins, etc. ) Dungeon rarity should be a configurable parameter so the player gets as much dungeon as they want and no more.Glorfindel wrote:My personal opinion: Make it so everything is dig-able and etc, but disable crafting of picks or something, that way it would be like in nethack: if you find a pick or mattock, you can dig down to the next level, but if not you have to go through the one you are on.
And I would prefer it the way it is right now, you start this world and go on a quest through the dungeons, i.e. dungeons not "rare" at all.
I get where you're coming from, I think there are going to be folks like you that want a more focused experience, and people like me that want a rich and varied world where we can experiment with different mods and create interesting experiences. That's why I suggest using DungeonTest both ways by making the rarity configurable. As Ferk stated, because the dungeons are 5x5xinfinite depth, it is definitely possible to allow for any rarity of dungeons including infinite which is your preference.Glorfindel wrote:Yes, I understood that, but personally, I would rather build in one world and do dungeon exploring on a completely different one.
Again, this is just my opinion ;)
That makes sense based on your like for natural, chaotic, fractal, map generation. Though I can see why Ferk went this route. He's focused on gameplay, interesting puzzles, and community created rooms, and had he chosen a less regular pattern it definitely would have complicated things if not made them impossible. I like both kinds of dungeons. But this fills a glaring need of Minetest, fun gameplay. I think that Terraria could teach us a lot about fun gameplay, but DungeonTest dungeons are much more fun than Terriaria dungeons by a long shot. If he does manage to turn this into a Modpack, I can't imagine a world I would create without it going forward. Plus I think it will be great fun to attempt to create challenging rooms of my own.paramat wrote:Neuromancer i'm not interested in working on a mod similar to this, my only interest is in dungeon generation methods and this uses a fairly regular grid generation which doesn't interest me.
Ferk wrote:I plan to continue working on this, but at the moment it's in a dormant state. I'm busy with some things IRL.
But I don't think it would be a problem if you wanted to make your own implementation or if you like the design and wanted to join and help me with it, together we might be able to make a better dungeon than separate.
What ideas did you have in mind?
linushsao wrote:a little question,why i could only dig,buy could'nt put down anything?
Don wrote:linushsao wrote:a little question,why i could only dig,buy could'nt put down anything?
This game is not like minetest_game. Game play is very different. Building and mining are not a part of the game play.
The game is still a work in progress as the title suggests. It is meant as an adventure type game instead of a minetest_game like game. The goal(goals not completed yet) will be to make it to the end of the dungeon maze. Each level gets harder. I know Ferk had a few ideas for advancing to the next level but they are not done yet.
Wuzzy wrote:Hi, I think you should update the HUD bars mod since currently the HUD bars are displayed incorrectly (probably because of an old bug in the mod, sorry).
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