[Mod] Fun Caves [fun_caves]

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Fri May 27, 2016 14:58

a dungeon master might one shoot you with a steel armor.
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azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Fun Caves [fun_caves]

by burli » Fri May 27, 2016 15:08

duane wrote:Edit: A lesser goblin just killed me in two hits. I may have to look into armor mods.

I don't really like the mobs in minetest. They may be to strong at the beginning, but if you have a steel sword most mobs are boring. And if you have a steel armor most mobs can't really harm you. The gameplay is not really balanced
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri May 27, 2016 16:20

burli wrote:I don't really like the mobs in minetest. They may be to strong at the beginning, but if you have a steel sword most mobs are boring. And if you have a steel armor most mobs can't really harm you. The gameplay is not really balanced


Well, all mobs will have about 12x the hit points and do 12x the normal damage at -31000, scaling up gradually. If there are armor and weapon mods that trivialize that, I'll just jack it up some more.

I want it to be impossible to beat. I'm an old rogue-like fan.
 

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Re: [Mod] Fun Caves [fun_caves]

by burli » Fri May 27, 2016 17:31

duane wrote:Well, all mobs will have about 12x the hit points and do 12x the normal damage at -31000, scaling up gradually. If there are armor and weapon mods that trivialize that, I'll just jack it up some more.

I want it to be impossible to beat. I'm an old rogue-like fan.

I don't want to dig down so deep. I want other methodes to change the difficulty.

I don't want to clone Minecraft, but some things are good, like something that is called "Regional difficulty". If the player stays at the same area for a while the mobs get stronger and the spawn rate is higher. I also want to add XP and a level. Each level the mobs get a little bit stronger. I also like the idea that mobs can pick up items. And if it is a weapon or armor the mob can use the item.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat May 28, 2016 01:57

burli wrote:I don't want to dig down so deep. I want other methodes to change the difficulty.

I don't want to clone Minecraft, but some things are good, like something that is called "Regional difficulty". If the player stays at the same area for a while the mobs get stronger and the spawn rate is higher. I also want to add XP and a level. Each level the mobs get a little bit stronger. I also like the idea that mobs can pick up items. And if it is a weapon or armor the mob can use the item.


You could do all of that the same way I did the depth changes. You could even let the individual monsters gain levels slowly. (Of course, you're wasting most of the playing space.) If you do levels though, you have to have preset higher level areas. Otherwise junior characters are going to get stomped when the level of their area changes. And there's no obvious way to tell what level a monster is, since their F5 text doesn't change after they're created (annoying).

If I were going to do that, I'd probably have to base the level regions on noise and plant markers like skulls every so often. The more skulls you see, the higher the level. That would at least give people some warning. You could plant stock bones, confusing people on corpse runs (hilarious).

The goblins are assumed to be using weapons and tools, they're just not visible until they die. When would there be weapons and armor lying around for monsters to pick up anyway?
 

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Re: [Mod] Fun Caves [fun_caves]

by burli » Sat May 28, 2016 06:47

You have some nice ideas, but I will stop this discussion here because it is "slighly" off topic. But I will come back if I have finished my caves.

btw: I would like to use your cave algorithm without the decoration. Can you help me with that, please?
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat May 28, 2016 10:29

I slightly modified the promotion code to make all creatures tougher, the farther you get from origin in any axis (yes, even cows and bunnies). At the edge of the world, they'll have 5x the hit points and do 5x the damage (if any). You'll still have to travel a long way to see any real difference. Creatures in fortresses are 50% stronger than their cousins outside, no matter where they occur.

I also made a lot of abm-related changes, which seem to have helped the lag a bit.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat May 28, 2016 10:33

burli wrote:I would like to use your cave algorithm without the decoration. Can you help me with that, please?


That's easy. Just comment out the decorate_cave() and fortress() calls in mapgen (or replace those functions with your own). That's why I made them separate.
 

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sat May 28, 2016 13:05

Just for fun, I've started up a fun_caves server: viewtopic.php?f=10&t=14787
Last edited by everamzah on Thu Jun 23, 2016 16:49, edited 3 times in total.
 

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Re: [Mod] Fun Caves [fun_caves]

by swordpaint12 » Sat May 28, 2016 22:59

+10 so cool! It would be neat as the base of a subgame!
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Re: [Mod] Fun Caves [fun_caves]

by duane » Sun May 29, 2016 09:40

I've reduced the lag considerably on my system, and map generation is much faster.
 

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Re: [Mod] Fun Caves [fun_caves]

by burli » Sun May 29, 2016 11:29

duane wrote:I'm working on hidden fortresses, underground.

Hidden? Seriously? They are endless. You can't miss them, at least in my test
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon May 30, 2016 00:44

burli wrote:
duane wrote:I'm working on hidden fortresses, underground.

Hidden? Seriously? They are endless. You can't miss them, at least in my test


That's odd. I barely find any.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon May 30, 2016 00:52

I'm considering this change to the giant mushrooms, which would prevent falling glitches around them. What do you think?

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Re: [Mod] Fun Caves [fun_caves]

by burli » Mon May 30, 2016 04:40

duane wrote:
burli wrote:
duane wrote:I'm working on hidden fortresses, underground.

Hidden? Seriously? They are endless. You can't miss them, at least in my test


That's odd. I barely find any.


No, really, I just had to go deep enough, then there was nothing else. Don't know how deep I was, but not extremely deep
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon May 30, 2016 10:27

I've got the fortress monsters running pretty much the way I want them. They spawn on the levels players are in, up to a maximum of five at any time. Getting to the bottom of a fortress is difficult. Sadly, there's nothing there when you do... yet.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon Jun 06, 2016 07:32

everamzah has added a number of interesting changes, including a more aggressive version of dmobs' elephant.

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Mon Jun 06, 2016 11:12

:) i love them!!
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azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Infernal Realms

by duane » Tue Jun 07, 2016 12:29

For those who like nether realms, I'm adding six -- one every 5000 meters or so. They're loosely based on the Inferno. See the main post.

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Re: [Mod] Fun Caves [fun_caves]

by burli » Tue Jun 07, 2016 12:40

This is getting more and more an awesome subgame
 

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Rewards

by duane » Wed Jun 08, 2016 11:03

Now I have to come up with some rewards to encourage me to explore all this new terrain, and of course, the most obvious type are ways to get to new places. These should not be reliable -- if you want guarantees, use your boots and pick. They should not be available to others, unless you choose to share them -- no gates. And, they should be difficult to obtain.

I think transportation rewards will have (at least) two components -- a perfect gem and a pure metal. The metals can be found in dangerous places, or created from refining lots of regular metal. The gems must be found -- either very rarely in the ground or more commonly in fortresses. The type of gem determines your destination, so one for the hells, one for the overworld, one for the underworld, one for fortresses, etc. The metals determine how far from origin you're sent, with more precious metals taking you deeper or farther.

Once assembled, a device will teleport you to a random example of the subset it specializes in and back to your origin... most of the time. Only the latest origin will be retained, no matter how many times you use the device(s).
 

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Re: [Mod] Fun Caves [fun_caves]

by D00Med » Wed Jun 08, 2016 20:36

That's a cool idea. This mod is so awesome!
Look! I have a signature :]
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Re: Rewards

by duane » Thu Jun 09, 2016 12:55

The Aquamarine and Iron Tesseract. This is fun to play with.

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Recipe:
{'fun_caves:sky_iron', 'default:copper_ingot', 'fun_caves:sky_iron'},
{'fun_caves:perfect_aquamarine', 'fun_caves:perfect_aquamarine', 'fun_caves:perfect_aquamarine'},
{'fun_caves:sky_iron', 'default:obsidian_shard', 'fun_caves:sky_iron'},
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Re: Rewards

by duane » Fri Jun 10, 2016 08:08

The prerequisites for the first reward are in place. Sky iron occurs in fortresses. It can also be made from meteorites. (When you see a flash in the sky, look around for a crater.) You'll need 32 meteorites to make a tesseract. Your best bet for perfect gems is at the bottom of a fortress, unless you like digging a lot.
 

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Re: [Mod] Fun Caves [fun_caves]

by burli » Fri Jun 10, 2016 09:28

Did you had this idea before you convert the v6 caves or is it my fault that you started this mod? ;-)

This is amazing. I vote this mod for defaut subgame delivered with minetest
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Fri Jun 10, 2016 14:25

yes me also!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jun 10, 2016 15:21

burli wrote:Did you had this idea before you convert the v6 caves or is it my fault that you started this mod? ;-)


Yes, I blame you for this. You gave me an excuse to dump all the cruft I'd collected previously and focus on the underworld (which was always my favorite part).

When I started playing minetest, I was a little surprised that a game with mining in the name had such a dull underground by default.
 

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Re: [Mod] Fun Caves [fun_caves]

by burli » Sat Jun 11, 2016 05:00

I'm only sad that you dumped valleys helper. Found some issues

But you are right, the underground is really dull and boring.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Jun 11, 2016 09:46

I've added treasure chests and the first two trophies. (No, you won't see this many.) The chests need more filler treasure.

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sat Jun 11, 2016 11:12

What do you think about something generated high above in the sky? The Loud Walking pods looked really interesting, and having something up there would give a special purpose to the teleporters. Them possibly being the only way to get up there. Something like Y 10,000+-.

On the other hand a separate mod to manage sky realms may be just as well. I haven't tried Loud Walking yet, perhaps I'll give it a go and see what happens when I mash the two together! :)
 

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