[Mod] Pyramids [0.4.2 beta] [pyramids]

paramat
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by paramat » Sat Sep 07, 2013 19:27

Yeah having a variety of semi and fully buried pyramids is an excellent idea.
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by Zaraki » Sat Sep 07, 2013 20:56

Can't find any pyramids and i really search them :

"image"

and more but can't post more than 1 link

how can I modify the number of pyramids ? To make it less rare

edit: found 1 but I can't open the chest and there's sand in the pyramid

Image
Last edited by Zaraki on Sat Sep 07, 2013 21:30, edited 1 time in total.
 

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by alisson » Sat Sep 07, 2013 21:02

this mod looks really cool
 

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by george90867 » Mon Sep 09, 2013 17:33

the same happend to me
Zaraki wrote:Can't find any pyramids and i really search them :

"image"

and more but can't post more than 1 link

how can I modify the number of pyramids ? To make it less rare

edit: found 1 but I can't open the chest and there's sand in the pyramid

http://img96.xooimage.com/files/6/1/6/screenshot_17386171-40bb2a9.png
 

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by Neuromancer » Mon Sep 09, 2013 23:59

I found a pyramid with a good amount of sand in it and mummies buried in the sand and they were struggling to get to me. This is an awesome feature.
Last edited by Neuromancer on Tue Sep 10, 2013 23:02, edited 1 time in total.
 

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BlockMen
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by BlockMen » Tue Sep 10, 2013 20:53

Zaraki wrote:Can't find any pyramids and i really search them :

"image"

and more but can't post more than 1 link

how can I modify the number of pyramids ? To make it less rare

edit: found 1 but I can't open the chest and there's sand in the pyramid

http://img96.xooimage.com/files/6/1/6/screenshot_17386171-40bb2a9.png


The sand can sometimes appear in pyramids, but IMO that is more like a feature. The issue with the chest is unknown so far. What version of Minetest and of this mod are you using?

BlockMen wrote:
Neuromancer wrote:What would I need to do to the init.lua to increase the frequency of pyramids spawning?

In version 0.2 you can lower the 17 in line 111 to spawn more pyramids. But i wouldnt recommend that...



george90867 wrote:the same happend to me


What exactly? That you cant find a pyramid or can't you open the chest?
 

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by Neuromancer » Tue Sep 10, 2013 23:04

@Blockmen: You are able to use dropbox to display images in your posts. The [url/image] syntax I used to use with omploader does not work with dropbox. What syntax do you use to get the images to appear?
Last edited by Neuromancer on Tue Sep 10, 2013 23:04, edited 1 time in total.
 

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by PilzAdam » Tue Sep 10, 2013 23:24

Neuromancer wrote:@Blockmen: You are able to use dropbox to display images in your posts. The [url/image] syntax I used to use with omploader does not work with dropbox. What syntax do you use to get the images to appear?

If you have a opened the picture to the public then rightlick on the top right on "Download", select "Copy link" and remove the "?" and everything righ to it. This gives a direct download link to the image that can be displayed with the [img tag.
 

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by chlue » Wed Sep 11, 2013 18:59

Hello,

I had the same issue with not being able to open the chest. This was with 0.4.7 and after downloading minetest git from yesterday and building 0.4.8dev the chest could still not be opened. I then erased the sql database of the map so that the map is recreated and and then everything worked fine.

--> The code which creates the chest seem to not work correctly on 0.4.7
 

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by BlockMen » Fri Sep 13, 2013 11:22

chlue wrote:Hello,

I had the same issue with not being able to open the chest. This was with 0.4.7 and after downloading minetest git from yesterday and building 0.4.8dev the chest could still not be opened. I then erased the sql database of the map so that the map is recreated and and then everything worked fine.

--> The code which creates the chest seem to not work correctly on 0.4.7


Thanks for reporting such detailed error. I will try to reproduce and see how it can be fixed
 

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by jojoa1997 » Fri Sep 13, 2013 11:27

Can I use this in overcraft origins?
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by BlockMen » Fri Sep 13, 2013 11:37

jojoa1997 wrote:Can I use this in overcraft origins?


WTFPL->"Do What The Fuck You Want To" includes using in a game ;)
 

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by jojoa1997 » Fri Sep 13, 2013 12:25

BlockMen wrote:
jojoa1997 wrote:Can I use this in overcraft origins?


WTFPL->"Do What The Fuck You Want To" includes using in a game ;)
OK well WTFPL means that I can ask if I want. :P
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by Zaraki » Sat Sep 14, 2013 18:21

BlockMen wrote:
Zaraki wrote:Can't find any pyramids and i really search them :

"image"

and more but can't post more than 1 link

how can I modify the number of pyramids ? To make it less rare

edit: found 1 but I can't open the chest and there's sand in the pyramid

http://img96.xooimage.com/files/6/1/6/screenshot_17386171-40bb2a9.png


The sand can sometimes appear in pyramids, but IMO that is more like a feature. The issue with the chest is unknown so far. What version of Minetest and of this mod are you using?


I use Minetest in 0.4.7 and i tested the 2 versions of pyramids, I didn't find pyramids with 1 version but find one and can't open the chest with the other version
 

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BlockMen
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by BlockMen » Mon Sep 16, 2013 09:34

Zaraki wrote:
BlockMen wrote:
Zaraki wrote:Can't find any pyramids and i really search them :

"image"

and more but can't post more than 1 link

how can I modify the number of pyramids ? To make it less rare

edit: found 1 but I can't open the chest and there's sand in the pyramid

http://img96.xooimage.com/files/6/1/6/screenshot_17386171-40bb2a9.png


The sand can sometimes appear in pyramids, but IMO that is more like a feature. The issue with the chest is unknown so far. What version of Minetest and of this mod are you using?


I use Minetest in 0.4.7 and i tested the 2 versions of pyramids, I didn't find pyramids with 1 version but find one and can't open the chest with the other version


I found out what causes the issue with chests in Minetest 0.4.7. It will be fixed in next release ;)
 

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by Wuzzy » Mon Sep 23, 2013 01:38

In depends.txt there is just “default” but your mod also depends on “farming”, because farming:bread can be found in the chest. If one plays only with default loaded but nothing else, one is gonna see that stupid “unknown item” icon.
But this dependency could easily be turned into an optional dependency if you check with minetest.get_modnames wheather farming is loaded or not and do or don’t add bread, respectively.
The depends.txt line must then read like 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
default
farming?

(question mark declares “farming” an optional dependency)

Nice idea though. :-)
Last edited by Wuzzy on Mon Sep 23, 2013 01:40, edited 1 time in total.
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by Dan Duncombe » Mon Sep 23, 2013 06:36

Wuzzy wrote:In depends.txt there is just “default” but your mod also depends on “farming”, because farming:bread can be found in the chest. If one plays only with default loaded but nothing else, one is gonna see that stupid “unknown item” icon.
But this dependency could easily be turned into an optional dependency if you check with minetest.get_modnames wheather farming is loaded or not and do or don’t add bread, respectively.
The depends.txt line must then read like 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
default
farming?

(question mark declares “farming” an optional dependency)

Nice idea though. :-)

But farming comes with minetest_game anyway...
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by PilzAdam » Mon Sep 23, 2013 11:23

Dan Duncombe wrote:
Wuzzy wrote:In depends.txt there is just “default” but your mod also depends on “farming”, because farming:bread can be found in the chest. If one plays only with default loaded but nothing else, one is gonna see that stupid “unknown item” icon.
But this dependency could easily be turned into an optional dependency if you check with minetest.get_modnames wheather farming is loaded or not and do or don’t add bread, respectively.
The depends.txt line must then read like 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
default
farming?

(question mark declares “farming” an optional dependency)

Nice idea though. :-)

But farming comes with minetest_game anyway...

Its still better to add all dependencies. People might use old versions of minetest_game, where default works fine with this mod but they dont have farming yet.
Last edited by PilzAdam on Mon Sep 23, 2013 11:23, edited 1 time in total.
 

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by Wuzzy » Tue Sep 24, 2013 02:57

Hooray! I found the first pyramid.

I was flying around in my U.F.O. with a shitload of fuel in my inventory searching the deserts for pyramids. I had luck; the search took less than expected.

The interesting part is: I found the pyramid half-buried in the sand! :-))) What a great luck to me.
This is what the pyramid looked like after digging a few desert sand nodes:
Image

This is what the pyramid looks like after digging out:
Image

Interestingly, the pyramid wasn’t all covered in desert sand, there were some desert stones in the way, too.
It was somehow funny/strange to hear the mummies growling all the time while I was digging on the outside. :D

The inside of the pyramid was free of any desert sand and desert stone. After I destroyed the mummies (easy with a mese sword) and the spawner, I still couldn’t open the chest.
Don’t be surprised, I used 0.4.7. I read about the known problems later. :-(

But overall I like this mod. Keep working on it!

PS: Here are the coordinates and mapgen info:
  • X=397
  • Y=24
  • Z=-69
  • seed = 4961296456521905841
  • mg_name = v6
  • mg_flags = trees, caves, v6_biome_blend, v6_jungles, dungeons

PPS: Oh my glob! Today must be my lucky day! There is another pyramid in the same desert, not far from the first one. I leave the task of finding it to the reader. :P

PPPS: In case you didn’t know, U.F.O.s can be installed with the [ufos] mod.
Last edited by Wuzzy on Sun Sep 29, 2013 15:18, edited 1 time in total.
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by BlockMen » Thu Sep 26, 2013 08:12

Update! Version 0.3 released

Changelog:
- complete reworked chamber (using 2 textures of bas080)
- reworked spawning code
- fixed chest opening issue
- fixed floating pyramids

pyramid generation is now also based on world seed


Bas080 wrote:Maybe you can use textures of gods mod i haven't finished. https://github.com/bas080/OCD/tree/master/mods/gods


I wasn't knowing the license so i made them CC-BY-SA 3.0. Is that fine for you?
Last edited by BlockMen on Thu Sep 26, 2013 08:18, edited 1 time in total.
 

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by Neuromancer » Thu Sep 26, 2013 22:55

Awesome update. Is it possible to increase the frequency of them by changing a value like in version .2?
if math.random(0,18) < 12 then return end

Maybe you could make this a setting, or at least put a comment in the lua file on how to do it, cuz I'm going to keep asking you every time there's a new release :)

I might ask sapier for camels. They would go awesome with this mod.
Last edited by Neuromancer on Thu Sep 26, 2013 22:56, edited 1 time in total.
 

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by BlockMen » Fri Sep 27, 2013 10:55

Neuromancer wrote:Awesome update. Is it possible to increase the frequency of them by changing a value like in version .2?
if math.random(0,18) < 12 then return end

Maybe you could make this a setting, or at least put a comment in the lua file on how to do it, cuz I'm going to keep asking you every time there's a new release :)

I might ask sapier for camels. They would go awesome with this mod.


no, that wouldnt work. the spawning is now more complex, easiest way to change the rate are these 3 values:

1st: change the number of trys to find a desertsand node in desert biomes #L125
2nd: change the minimum distance of pyramids (52 nodes is default) #L151
3rd: change percent value how many possible pyramids are created (64% is default) #153
 

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by VanessaE » Sat Sep 28, 2013 16:15

This crash happened today (using v0.3 of the mod, via Minetest from git pulled one or two days ago):

12:18:01: ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: LuaError: error: ...netest/worlds/Survival_World/worldmods/pyramids/init.lua:102: attempt to index a nil value

As a workaround, I changed line 102 to read:

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
while (minetest.get_node_or_nil(p2) and (minetest.get_node_or_nil(p2).name == "air")) do


This seems to have stabilized things; your coding style may vary.
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by Wuzzy » Sun Sep 29, 2013 00:31

I flew again with my UFO to the several deserts until I found a new 0.3 pyramid. Yeah, this time it was a bit different. :)
[spoiler]

I liked the new decorational nodes you introduced. I don’t like it that you called them just “Sandstone”, too. You should give them different names in order to keep them apart. Like “Sandstone with <whatever> hieroglyph”.

I found a diamond pickaxe, yeah!
And this time, I mined almost the entire pyramid since sandstone bricks are expensive. It seems they are also expensive to mine, it totally cost me two mese and the diamond pickaxe, but that was worth it. I also found and destroyed the mummy spawner. :)

Oh, and before I forget again: The mummy growl is just awesome. :D
[/spoiler]

And it is great to see progress on this mod. :-)

I also recently released the Treasurer mod and I have come to the conclusion that this a perfect mod to write a treasure spawning mod (TSM) for! If you don’t understand: Treasurer is a mod to help other mods (the TSMs) to spawn treasures from a pool where mods (treasure registration mods) can register treasures into. Read more in the thread if you’re interested.

My first idea was to spawn treasures into the chests not using the default few ones but by using Treasurer.

The problem is, I thought it would be never neccessary to change existing mods if one wants to write a TSM. But for this case, how would it know where the Pyramid mod has just spawned the chests or even where the pyramid generated? I fear it can’t without changing the Pyramid mod. Bummer.

So I had to change my plans.

My new idea was to turn Pyramids itself into a treasure spawning mod. Instead of only spawning items from default, it spawns whatever items are available from the treasure pool. But this would generate a dependency to Treasurer. So my newer idea is to let the Pyramids fall back to its default treasures it already has if Treasurer is not found. If Treasurer is found, it calls the treasurer.select_random_treasures to ask it for some random high-level treasures and put these instead into the chests. This way, Treasurer would just be an optional dependency. :-)

How do you like my idea? Do you want the Pyramids mod to become a TSM?
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by BlockMen » Mon Sep 30, 2013 10:40

Update! Version 0.4 released

Changelog:
- added something like "lava-traps"
- fixed reported error
- fixed floating spawner mummie of destroyed pyramids


--

VanessaE wrote:This crash happened today (using v0.3 of the mod, via Minetest from git pulled one or two days ago):
-snip-


Thanks for reporting, its fixed now

Wuzzy wrote: I don’t like it that you called them just “Sandstone”, too. You should give them different names in order to keep them apart.

Ah, forgot to add the variable, its fixed now

To your tresure idea: I'm not a fan of dependencies, but your mod looks fine so far, so i will think about it. But dont expect to much ;)
 

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by Wuzzy » Mon Sep 30, 2013 14:02

1.: On Gameplay
[spoiler]Just to reiterate it, this is a damn, damn spoiler.
[spoiler]I do not like the lava trap, it’s kinda lame. Firstly, there are so many broken stones that is becomes obvious soon. One “bad” stone would probably have been enough. Secondly, there is not much of the floor left after it has been successfully robbed, even if no stone has been taken. Looks kinda strange. But this could also be just a matter of taste. Thirdly, the falling stones can be dug with a shovel. (I guess this is an easy fix) Lastly, and most important, it causes the mummies to fall into the lava sometimes, so the pyramid kind of defeats itself. :D

I consider the mummies are kind of a trap by themselves and should not or only rarely (as a failed trap design by the architects) appear together with the lava trap.
If you’re gonna add other traps as well, you could make the game roll a dice to choose a random trap for each pyramid. Or even more than one, as long these are not traps which defeat each other (like lava + mummies).

Maybe there could be different variants of the lava trap. One variant of it works like now. But it should be rare. Another variant only would have just one lava node and one breakable stone right above it. This would come much more as a surprise, I hope.

I have an (not really working) idea for another trap: Hide some some in the upper part of the pyramid and drop it on the player when the trap is activated. This trap would make sense if the player suffered from being stuck in sand or whatever but as for now it would be just a minor inconvenience. :-/

If possible, this mod should use lava rarely, since lava is a precious resource, needed to make obsidian.[/spoiler][/spoiler]



2.: On Treasurer

Oh, it would not be a dependency, it would be an optional dependency. It means that the mod still works without Treasurer. Iff Treasurer is present, it uses it.

To add Treasurer support, pyramids.fill_chest (of v0.4) has to be changed. 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
for i=0,2,1 do
    local stuff = chest_stuff[math.random(1,#chest_stuff)]
    if stuff.name == "farming:bread" and not minetest.get_modpath("farming") then stuff = chest_stuff[1] end
    local stack = {name=stuff.name, count = math.random(1,stuff.max)}
    if not inv:contains_item("main", stack) then
        inv:set_stack("main", math.random(1,32), stack)
    end
end

(the part below “math.random(1,10)” …)

To 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
local stacks
if minetest.get_modpath("treasurer") ~= nil then
    stacks = treasurer.select_random_treasures(3,7,9)
else
    for i=0,2,1 do
        local stuff = chest_stuff[math.random(1,#chest_stuff)]
        if stuff.name == "farming:bread" and not minetest.get_modpath("farming") then stuff = chest_stuff[1] end
        stacks = {{name=stuff.name, count = math.random(1,stuff.max)}}
    end
end
for s=1,#stacks do
    if not inv:contains_item("main", stacks[s]) then
        inv:set_stack("main", math.random(1,32), stacks[s])
    end
end

The code does what I proposed in my previous post in this thread.

I tested it myself in a rush and found no bugs so far. But more testing is welcome, of course. :-) If you tested it, please tell me what you think.
To test: Activate Treasurer, the modified Pyramids mod and trm_default_example. I plan to add “real” TRMs in the future.

Of course “treasurer?” has to be added to depends.txt then (“?” denotes optional dependency).

3.: Technical stuff
[spoiler]You mod has (right now) an optional dependency on farming because of the bread. It is optional because you check for farming’s existance, which is good. The optional dependency is not mentioned in depends.txt. Add “farming?”.[/spoiler]
[spoiler]
I like the idea of the mummie spawners very much. Especially that it is hidden. Is there a generalized version of monster spawners (spawns any kind of monsters) or is this spawner truly uniqe to this mod?[/spoiler]
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by Michael Eh? » Fri Oct 25, 2013 18:41

Liking this mod. Makes me want to see more Egyptian style constructs. Temples? Plazas? Statues? Makes me want to change my player skin to Indy Jones. =) Having to dig out the structures make deserts worth crossing.
 

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by Michael Eh? » Mon Oct 28, 2013 20:13

Actually I started building an Egyptian style temple from some layouts I found online.
Image
Image
Image

Series of images I'm using for the build... though it works out to be huge. I'm building the prototype on Vanessa Creative server beside Okean's chessboard (500,x,500). Plenty of rooms for traps and hordes of mummies though I can't do that on creative. I've gotten as far as layout with rising floors per section. I'm placing chests. Trying my hand at statues with circular saw with limited results. Trying to keep to the limits of the mod so it might be of some use.

Of course, if it were to be part of this mod it would have to be super rare. I can already see it as a monster to get through once the mummies are set loose. The hall and pronaos are typical ambush locations.
 

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by Gorilla » Tue Oct 29, 2013 10:05

I played this mod (version 0.4) and enjoyed looking around, though the process of finding the door into the pyramid was annoying as it was buried in the sand and desert stone.

I don't have any details to offer of that bug. On the other hand, I did like the idea of a long lost pyramid.


Mod Idea: Inca Pyramid in Jungle biome. ;-)
 

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by Jouster27 » Tue Oct 29, 2013 15:14

I like the pyramids being partially buried. It's an element of realism that I enjoy.

I really, REALLY dig (pardon the pun) the idea of Incan-style pyramids in Jungle biomes. Great idea!
 

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