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[Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Tue Jan 26, 2016 01:13
by slemon
This mod creates an infinite dungeon world.
License: WTFPL
Mod dependencies: default
Known bugs: - Some rooms don't connect properly [fixed; some still don't connect properly]
- Bright light in some areas [fixed] (now there are darkness in some areas)
- Some areas are not generated (happens extremely rarely)
- Memory leaks on some clients (https://github.com/minetest/minetest/issues/3566)
Planned features:- Treasure rooms
- Workshops
- Bedrooms (like in dwarf fortress)
- Tombs
- Underground farming plots
- Monsters
- Custom blocks
- Magic
- Mechanisms
- Dining rooms
- Traps
- ... and more stuff from dwarf fortress
WARNING: Watch out for the memory leak, it can be 2GB per minute, so if you want to try the mod, keep your system monitor open to check memory use. Memory leaks on the client side, so it is safe to run a standalone server.
Screenshots:
Git: https://github.com/slemonide/roomgenDownload: https://github.com/slemonide/roomgen/archive/master.zipServer: slemonide.ddns.net
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Tue Jan 26, 2016 05:19
by slemon
I have started a creative server with this generator at slemonide.ddns.net. Feel free to try it!
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Wed Jan 27, 2016 01:23
by slemon
This is a map of a part of the maze

Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Wed Jan 27, 2016 15:42
by cd2
wow, looks great :D
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Wed Jan 27, 2016 23:59
by paramat
Watch out for the memory leak, it can be 2GB per minute, if you try the mod keep your system monitor open to check memory use.
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Thu Jan 28, 2016 04:27
by slemon
paramat wrote:Watch out for the memory leak, it can be 2GB per minute, if you try the mod keep your system monitor open to check memory use.
Thank you for reminding. I added a warning to the main post.
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Thu Jan 28, 2016 05:57
by slemon
A screenshot of one weird bug. During the night time it is dark.. in the tunnels. Darkness seem to ignore the torches.

Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Thu Jan 28, 2016 06:01
by slemon
Update. Now there are less dead ends. All tunnels are now connected.

Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Thu Jan 28, 2016 06:05
by paramat
Wow lovely.
Because you are using singlenode you can now set the 'nolight' flag and remove 'vm:set lighting(day = 0, night = 0)'. This will speed up mapgen because you eliminate the first unnecessary lighting calculation and the resetting of light.
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Thu Jan 28, 2016 06:21
by slemon
paramat wrote:Wow lovely.
Because you are using singlenode you can now set the 'nolight' flag and remove 'vm:set lighting(day = 0, night = 0)'. This will speed up mapgen because you eliminate the first unnecessary lighting calculation and the resetting of light.
That doesn't really work. And that also that brings spots with abnormal illumination back.
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Thu Jan 28, 2016 07:42
by slemon
Update. Now there are more stone.

Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Thu Jan 28, 2016 12:16
by twoelk
that looks really interesting
I wonder wether you could use the algorithm to build other structures convincingly
The grid structure looks as if it might be usefull to build town like structures.
It would be cool if these blobs of "dungeon-biomes" would be connected by long winding paths, with the odd dead end of course. Maybe a network overlay.
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Thu Jan 28, 2016 13:42
by slemon
twoelk wrote:that looks really interesting
Thank you.
twoelk wrote:I wonder wether you could use the algorithm to build other structures convincingly
Should be possible. All that has to be modified are schematics for cells and a function that connects these schematics to each other
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Thu Jan 28, 2016 20:23
by benrob0329
This would be cool as a mtiplayer map, an underground community!
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Fri Jan 29, 2016 17:41
by azekill_DIABLO
slemon wrote:Update. Now there are more stone.

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wat is the poor little tunnel lost in the stone
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Sat Jan 30, 2016 02:04
by paramat
Nice structure.
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Sat Jan 30, 2016 08:01
by Krock
Looks great!
Did you plan to add a feature for embedding it into another mapgen yet? I would like to see those dungeons as a mod to extend another mapgen, v6, as example.
Re: [Mod] Yet Another Dungeon Generator [roomgen]

Posted:
Sat Jan 30, 2016 09:21
by slemon
Krock wrote:Looks great!
Did you plan to add a feature for embedding it into another mapgen yet? I would like to see those dungeons as a mod to extend another mapgen, v6, as example.
I do plan to add such feature, but not yet. It is still too buggy.
EDIT: But you are free to send commits of course.