[Mod] Yet Another Dungeon Generator [roomgen]

slemon
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[Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Tue Jan 26, 2016 01:13

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:
+ Spoiler


Git: https://github.com/slemonide/roomgen
Download: https://github.com/slemonide/roomgen/archive/master.zip
Server: slemonide.ddns.net
Last edited by slemon on Thu Jan 28, 2016 04:27, edited 7 times in total.
 

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

by slemon » Tue Jan 26, 2016 05:19

I have started a creative server with this generator at slemonide.ddns.net. Feel free to try it!
 

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

by slemon » Wed Jan 27, 2016 01:23

This is a map of a part of the maze
Image
 

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

by cd2 » Wed Jan 27, 2016 15:42

wow, looks great :D
 

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

by paramat » Wed Jan 27, 2016 23:59

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.
 

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

by slemon » Thu Jan 28, 2016 04:27

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.
 

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

by slemon » Thu Jan 28, 2016 05:57

A screenshot of one weird bug. During the night time it is dark.. in the tunnels. Darkness seem to ignore the torches.
Image
 

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

by slemon » Thu Jan 28, 2016 06:01

Update. Now there are less dead ends. All tunnels are now connected.
Image
 

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

by paramat » Thu Jan 28, 2016 06:05

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.
 

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

by slemon » Thu Jan 28, 2016 06:21

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.
 

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

by slemon » Thu Jan 28, 2016 07:42

Update. Now there are more stone.
Image
 

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

by twoelk » Thu Jan 28, 2016 12:16

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.
 

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

by slemon » Thu Jan 28, 2016 13:42

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
 

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

by benrob0329 » Thu Jan 28, 2016 20:23

This would be cool as a mtiplayer map, an underground community!
 

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

by azekill_DIABLO » Fri Jan 29, 2016 17:41

slemon wrote:Update. Now there are more stone.
Image

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

by paramat » Sat Jan 30, 2016 02:04

Nice structure.
 

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

by Krock » Sat Jan 30, 2016 08:01

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

by slemon » Sat Jan 30, 2016 09:21

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.
 


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