[Mod] Mines [0.3 beta] [mines]

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BlockMen
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[Mod] Mines [0.3 beta] [mines]

by BlockMen » Wed Jun 19, 2013 12:45

Hello everyone,

this mod adds abandoned mines to Minetest. Since version 0.2 you can find rarely chests with usefull stuff.

Screenshots:
Image
Image

Depends:
default

Download:
Version 0.3: Download (Minetest 0.4.8 or later)
Version 0.2: Download (Minetest 0.4.8 or later)

Version 0.1: Download

planned features:
- add decorations
- maybe traps
- maybe mobs

License:
WTFPL

Please give Feedback and ideas for improvement
Last edited by BlockMen on Mon Nov 25, 2013 15:23, edited 1 time in total.
 

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rubenwardy
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by rubenwardy » Wed Jun 19, 2013 12:50

Very nice!
 

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kaeza
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by kaeza » Wed Jun 19, 2013 12:59

Nice.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!

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Inocudom
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by Inocudom » Wed Jun 19, 2013 13:12

This is a very nice addition to make to Minetest. It may be inspired by Minecraft, but I love finding abandoned mines. If you want help with this, paramat is a good member to ask for it. His fissures mod, float_lands mod, mount_meru mod, and nomoon mod are very nice. You should check them out!

Should carts become bart of the base game one day, I would suggest adding some of them to the mines.

In terms of caves and dungeons, how will these interact with them?
 

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cHyper
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by cHyper » Wed Jun 19, 2013 14:39

awesome mod
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by Jordach » Wed Jun 19, 2013 15:11

How dafuq do you even DO THIS?!1!

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My image and media server is back online and is functioning as normal.
 

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Zeg9
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by Zeg9 » Wed Jun 19, 2013 18:03

Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

Nore
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by Nore » Wed Jun 19, 2013 18:14

PseudoRandom is buggy (I've seen cases where it generates always the same number, and sometimes that caused regurlarly-spaced nyan cats (one every 80 nodes)), so I use math.randomseed(seed) followed by math.random.
 

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LionsDen
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by LionsDen » Wed Jun 19, 2013 19:51

What does the outside of the mines look like? I added this to my world and spent an hour exporing and couldn't find a single mine. I also added the Glow mod which add mushrooms and Stones with worms that glow and found those just fine, but no mines. Are they extremely rare or can you only come across them when digging?
 

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by Inocudom » Wed Jun 19, 2013 20:53

It would be neat if mines had entrances to the surface.
 

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by Mito551 » Wed Jun 19, 2013 20:55

Zeg9 wrote:Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
Nore wrote:PseudoRandom is buggy (I've seen cases where it generates always the same number, and sometimes that caused regurlarly-spaced nyan cats (one every 80 nodes)), so I use math.randomseed(seed) followed by math.random.


what about taking the seed as this particular random number?
 

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BlockMen
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by BlockMen » Thu Jun 20, 2013 05:43

Zeg9 wrote:Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.


This is a good idea, altough i prefer Nore's suggestion with math.randomseed().


LionsDen wrote:What does the outside of the mines look like? I added this to my world and spent an hour exporing and couldn't find a single mine. I also added the Glow mod which add mushrooms and Stones with worms that glow and found those just fine, but no mines. Are they extremely rare or can you only come across them when digging?


They start at -64 and not deeper than -380 (you can change this at init.lua). When testing the first "layer" mines where at ~ -113. So you can mine at this deep through the ground until you find one or they are sometimes connected with caves and each other (or nearly).


Inocudom wrote:It would be neat if mines had entrances to the surface.

hmm...that could be a rarely feature someday ;)
 

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by Zeg9 » Thu Jun 20, 2013 06:31

Mito551 wrote:
Zeg9 wrote:Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
Nore wrote:PseudoRandom is buggy (I've seen cases where it generates always the same number, and sometimes that caused regurlarly-spaced nyan cats (one every 80 nodes)), so I use math.randomseed(seed) followed by math.random.


what about taking the seed as this particular random number?

randomseed with the block/world seed would have the same advantages.
I didn't know PseudoRandom was *that* buggy.
Last edited by Zeg9 on Thu Jun 20, 2013 06:32, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Sokomine » Thu Jun 20, 2013 18:30

Nice idea. Abandomed mines definitely fit into the world.
A list of my mods can be found here.
 

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by cHyper » Mon Aug 12, 2013 13:05

are there any new versions planned?

with full chests?
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by cHyper » Mon Aug 12, 2013 14:51

BlockMen wrote:They start at -64 and not deeper than -380 (you can change this at init.lua). When testing the first "layer" mines where at ~ -113. So you can mine at this deep through the ground until you find one or they are sometimes connected with caves and each other (or nearly).


simple code from me to set the min and max deep via minetest.conf:

mines_deep_max = -300
mines_deep_min = -10


LUA-code in init.lua:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
-- local MINE_DEEP_MIN = -20
-- local MINE_DEEP_MAX = -400

local MINE_DEEP_MIN = tonumber(minetest.setting_get("mines_deep_min"))
if not MINE_DEEP_MIN then
    MINE_DEEP_MIN = -20
end

local MINE_DEEP_MAX = tonumber(minetest.setting_get("mines_deep_max"))
if not MINE_DEEP_MAX then
    MINE_DEEP_MAX = -400
end
....
....
Last edited by cHyper on Mon Aug 12, 2013 14:52, edited 1 time in total.
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BlockMen
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by BlockMen » Sun Aug 18, 2013 14:21

cHyper wrote:are there any new versions planned?

with full chests?


Yes, planned but currently not working on it.


cHyper wrote:
BlockMen wrote:They start at -64 and not deeper than -380 (you can change this at init.lua). When testing the first "layer" mines where at ~ -113. So you can mine at this deep through the ground until you find one or they are sometimes connected with caves and each other (or nearly).


simple code from me to set the min and max deep via minetest.conf:

mines_deep_max = -300
mines_deep_min = -10


LUA-code in init.lua:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
-- local MINE_DEEP_MIN = -20
-- local MINE_DEEP_MAX = -400

local MINE_DEEP_MIN = tonumber(minetest.setting_get("mines_deep_min"))
if not MINE_DEEP_MIN then
    MINE_DEEP_MIN = -20
end

local MINE_DEEP_MAX = tonumber(minetest.setting_get("mines_deep_max"))
if not MINE_DEEP_MAX then
    MINE_DEEP_MAX = -400
end
....
....



Thanks. I will add this to the code
 

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by BlockMen » Thu Aug 22, 2013 14:00

Update Version 0.2 beta released

Changelog:
- Mines are generated much faster by using VoxelManip
- chest with usefull stuff spawn rarely in mines
- min and max deep of mines can be changed via minetest.conf now (by cHyper)
cHyper wrote:set the min and max deep via minetest.conf:
mines_deep_max = -300
mines_deep_min = -10


Notice that you need one of the lastest dev builds, e.g. my builds or one of the other win-builds on General Discussion
 

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by cHyper » Thu Aug 22, 2013 15:27

Image

this is a screenshot of a part of mines generated in the sky with filled chests. just a testmap for me!!

mines are hard to find at the moment, because there are generated deep under the earth.

what can we do now?

maybe every mine-entry should be visible? but how? we could make an entry by generate a shaft - or stairs? - upwards when the mine system is close to the surface or a dungeon?

are there any other ideas?



Image
Last edited by sfan5 on Thu Aug 22, 2013 17:37, edited 1 time in total.
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by CraigyDavi » Thu Aug 22, 2013 17:32

I like this mod and will definitely install it on my server. :)

Am I the only one getting this? When I clicked on this topic this came up!
Danger Malware Ahead!
Google Chrome has blocked access to this page on forum.minetest.net.
Content from chyper.at, a known malware distributor, has been inserted into this web page. Visiting this page now is very likely to infect your computer with malware.
Malware is malicious software that causes things like identity theft, financial loss, and permanent file deletion.
 

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by BlockMen » Thu Aug 22, 2013 17:40

CraigyDavi wrote:I like this mod and will definitely install it on my server. :)

Am I the only one getting this? When I clicked on this topic this came up!
Danger Malware Ahead!
Google Chrome has blocked access to this page on forum.minetest.net.
Content from chyper.at, a known malware distributor, has been inserted into this web page. Visiting this page now is very likely to infect your computer with malware.
Malware is malicious software that causes things like identity theft, financial loss, and permanent file deletion.



Nice to hear :)

And yes, the message is caused by the first image in cHyper's last post. I have already asked one of the moderators to fix that image
 

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by cHyper » Thu Aug 22, 2013 19:00

BlockMen wrote:And yes, the message is caused by the first image in cHyper's last post. I have already asked one of the moderators to fix that image


sorry 4 that...
i dont know why my webspace should host malware! thats strange... 4 the future i use another space for pictures...
--------------------------------------------------------
 

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by BlauerEisRegen » Thu Aug 22, 2013 19:46

Mod seems very cool... what about crashed ways, with cobblestone in the ways? this would makeit more "dangerous"
 

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by paramat » Thu Aug 22, 2013 23:59

Don't know how i missed this mod, i look forward to trying it alongside my fissure and chasm mods, the combination should be interesting. I always loved the mines of MC.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

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by BlockMen » Fri Aug 23, 2013 09:25

BlauerEisRegen wrote:Mod seems very cool... what about crashed ways, with cobblestone in the ways? this would makeit more "dangerous"


That is a very nice suggestion. I think i will add it in next release...


paramat wrote:Don't know how i missed this mod, i look forward to trying it alongside my fissure and chasm mods, the combination should be interesting. I always loved the mines of MC.


I have to try that with your mod too. But i guess you need to set the mines a bit higher for that, like cHyper's default values.
 

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by jojoa1997 » Fri Aug 23, 2013 10:56

MAybe you could add lava to the mines sometimes.
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by LionsDen » Fri Aug 23, 2013 15:56

jojoa1997 wrote:MAybe you could add lava to the mines sometimes.


I have found a few mines that cut through or just clip lava caverns. It's interesting when it happens. I don't think anything needs to be added because the mines will do this already occasionally.
 

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by amayameda » Thu Oct 03, 2013 00:43

Hello,

Thank you for the awesome mod! I'm super excited to try it out, but am having a problem. Every time I enable the mod and try to start a game, I get this:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
16:59:31: ERROR[main]: ========== ERROR FROM LUA ===========
16:59:31: ERROR[main]: Failed to load and run script from
16:59:31: ERROR[main]: C:\Users\Amaya\Desktop\minetest-0.4.7\bin\..\mods\mines\i
nit.lua:
16:59:31: ERROR[main]: ...\Amaya\Desktop\minetest-0.4.7\bin\..\mods\mines\init.l
ua:29: attempt to call field 'get_content_id' (a nil value)
16:59:31: ERROR[main]: stack traceback:
16:59:31: ERROR[main]:  ...\Amaya\Desktop\minetest-0.4.7\bin\..\mods\mines\init.
lua:29: in main chunk
16:59:31: ERROR[main]: =======END OF ERROR FROM LUA ========
16:59:31: ERROR[main]: Server: Failed to load and run C:\Users\Amaya\Desktop\min
etest-0.4.7\bin\..\mods\mines\init.lua
16:59:31: ERROR[main]: ModError: Failed to load and run C:\Users\Amaya\Desktop\m
inetest-0.4.7\bin\..\mods\mines\init.lua
Could not open file of texture:


Any help would be greatly appreciated!

~Amaya
 

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by LionsDen » Thu Oct 03, 2013 02:56

amayameda wrote:Hello,

Thank you for the awesome mod! I'm super excited to try it out, but am having a problem. Every time I enable the mod and try to start a game, I get this:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
16:59:31: ERROR[main]: ========== ERROR FROM LUA ===========
16:59:31: ERROR[main]: Failed to load and run script from
16:59:31: ERROR[main]: C:\Users\Amaya\Desktop\minetest-0.4.7\bin\..\mods\mines\i
nit.lua:
16:59:31: ERROR[main]: ...\Amaya\Desktop\minetest-0.4.7\bin\..\mods\mines\init.l
ua:29: attempt to call field 'get_content_id' (a nil value)
16:59:31: ERROR[main]: stack traceback:
16:59:31: ERROR[main]:  ...\Amaya\Desktop\minetest-0.4.7\bin\..\mods\mines\init.
lua:29: in main chunk
16:59:31: ERROR[main]: =======END OF ERROR FROM LUA ========
16:59:31: ERROR[main]: Server: Failed to load and run C:\Users\Amaya\Desktop\min
etest-0.4.7\bin\..\mods\mines\init.lua
16:59:31: ERROR[main]: ModError: Failed to load and run C:\Users\Amaya\Desktop\m
inetest-0.4.7\bin\..\mods\mines\init.lua
Could not open file of texture:


Any help would be greatly appreciated!

~Amaya


Are you using one of the indev versions of minetest from BlockMen, sfan5 or fess's? If not and you haven't compiled the latest from github, that is likely your problem. If you do a google search for minetest a space and one of the names above, the forum thread should pop out in the first few results. Just go to the last page of results and look backwards until you find their last link to their latest build and I think your troubles will be over for this.
 

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by BlockMen » Sun Oct 06, 2013 11:56

amayameda wrote:Hello,

Thank you for the awesome mod! I'm super excited to try it out, but am having a problem. Every time I enable the mod and try to start a game, I get this:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
16:59:31: ERROR[main]: ========== ERROR FROM LUA ===========
16:59:31: ERROR[main]: Failed to load and run script from
16:59:31: ERROR[main]: C:\Users\Amaya\Desktop\minetest-0.4.7\bin\..\mods\mines\i
nit.lua:
16:59:31: ERROR[main]: ...\Amaya\Desktop\minetest-0.4.7\bin\..\mods\mines\init.l
ua:29: attempt to call field 'get_content_id' (a nil value)
16:59:31: ERROR[main]: stack traceback:
16:59:31: ERROR[main]:  ...\Amaya\Desktop\minetest-0.4.7\bin\..\mods\mines\init.
lua:29: in main chunk
16:59:31: ERROR[main]: =======END OF ERROR FROM LUA ========
16:59:31: ERROR[main]: Server: Failed to load and run C:\Users\Amaya\Desktop\min
etest-0.4.7\bin\..\mods\mines\init.lua
16:59:31: ERROR[main]: ModError: Failed to load and run C:\Users\Amaya\Desktop\m
inetest-0.4.7\bin\..\mods\mines\init.lua
Could not open file of texture:


Any help would be greatly appreciated!

~Amaya


Like LionsDen already said you need a dev version of Minetest or you use version 0.1 of this mod, but there are no chests in it.
 

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