[Mod] Fun Caves [fun_caves]

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Jun 11, 2016 14:49

everamzah wrote: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+-.


You'd have to add a height limit to get loud walking to share. Anyway, you're basically getting more of the same with that. You already have terrestrial biomes on the ground. Integral Trees would work with Fun Caves, though it needs a good cleanup. Or if you want something completely different, how about this cloudscape?

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I've no idea what you'd put on top of them. Castles? Giants? Mi-go? The tops don't have to be white either, since no one from the ground would see them. It's at 4400 meters altitude, so water won't be a problem -- it'll never reach the ground. It might be difficult to keep mobs from walking off the edge.

Edit: If you every wondered where rain comes from... here ya go.

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sat Jun 11, 2016 15:39

Awesome!
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sat Jun 11, 2016 16:54

nice job! i love the cloudscape! it would be nice if that biome had his own weather, like smaller clouds floating :)
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Re: [Mod] Fun Caves [fun_caves]

by duane » Sun Jun 12, 2016 11:37

Moon bears... They'll kill ya, then teabag ya, then eat ya... not necessarily in that order...

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sun Jun 12, 2016 12:09

+1000
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Sky-Sea

by duane » Mon Jun 13, 2016 01:09

I've added the sky-sea (based on the superb series, Twelve Kingdoms, and hence on Chinese myth). If you ever wondered why the sky is blue, it's because there's a lot of water up there, of course.

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Someone has floated lots of wooden platforms up there with islands on them. This is all room for further development, when I (or you) get to it.

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Do not float in the water! If you drift down far enough, you'll fall right through the bottom and die! (Though I suspect you'd drown first. And you'd probably log out before you could fall the 4 km to the next layer.)

...
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Giant Trees

by duane » Mon Jun 13, 2016 08:21

I've also added some giant trees. They grow pretty much anywhere -- they're big enough to be their own biome.

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Re: [Mod] Fun Caves [fun_caves]

by D00Med » Mon Jun 13, 2016 08:42

O.o This mod just gets better and better!
Look! I have a signature :]
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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Mon Jun 13, 2016 10:31

this is so amazing!
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Re: [Mod] Fun Caves [fun_caves]

by Gael de Sailly » Mon Jun 13, 2016 19:40

I'll try it soon, seems very promising.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Tue Jun 14, 2016 05:24

I'm glad you're all enjoying the mod.

I've added killer bees to the giant trees, and changed the lighting handling to make the interiors dark. This will result in lighting artifacts on the terrain. I can't help that. Hopefully, it won't happen often. It will also create shadows around the trees, but that's as it should be.

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Fri Jun 17, 2016 21:38

How do the teleporters work? The Aquamarine one seems kinda obvious, and I haven't found any Precious Coral yet but, the blue one I only got to work once, and the red one (Garnet?) I have no idea.

I did get to the bottom of a maze once, but a dragon spawned inside a floor/wall and I couldn't get out or find an exit.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jun 17, 2016 23:28

everamzah wrote:How do the teleporters work? The Aquamarine one seems kinda obvious, and I haven't found any Precious Coral yet but, the blue one I only got to work once, and the red one (Garnet?) I have no idea.

I did get to the bottom of a maze once, but a dragon spawned inside a floor/wall and I couldn't get out or find an exit.


I'll probably take the dragons out of there. They don't do well in tight areas.

The only teleporter that actually works at the moment is the iron-aquamarine one. I've been working on the sky realms and trees, and haven't got back to teleporting yet.

*grumph* I haven't got to actually play up to a teleporter. I've been too busy ironing out bugs.

By the way, the precious coral looks a lot like staghorn, but it branches out from one root. You have to really look close to find it.
 

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by Byakuren » Sat Jun 18, 2016 06:05

duane wrote:I am not. It does in most languages, but lua is special.


I know this post was from a while ago, but vector.add is defined as part of the modding API; it is not part of Lua proper. Also I would disagree that most languages have the convention of making addition-ish functions variadic. At least most strongly, statically-typed languages discourage it or make it awkward. Lua is still "special" though, in that all functions are automatically variadic, which can cause bugs like these.
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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Sat Jun 18, 2016 07:06

Byakuren wrote:
duane wrote:I am not. It does in most languages, but lua is special.


I know this post was from a while ago, but vector.add is defined as part of the modding API; it is not part of Lua proper. Also I would disagree that most languages have the convention of making addition-ish functions variadic. At least most strongly, statically-typed languages discourage it or make it awkward. Lua is still "special" though, in that all functions are automatically variadic, which can cause bugs like these.


Well, I've been using python, ruby, lua and C most lately (many of the languages I used when I was working are extinct). In python and ruby, vectors behave intuitively, and you can add as many as you like. Obviously, you can add more than two in C, because that's where I ported the v6 cave code from. (And you have to weight C heavily just because it's so widely used.)

Lua is special in that it has almost no library to speak of. Don't get me wrong -- I enjoy working with lua -- but it's missing so many library functions that I still can't use it for general scripting, as much as I'd like to. (For example, I have yet to find even a very basic web server library, something I've used a lot for interacting with python/ruby scripts on my server.) It was designed to be lightweight. It didn't occur to me to check whether the vector functions could be used the same way since I'd never encountered vectors that had that limitation -- my error.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Jun 18, 2016 12:06

Many changes... The iron moonstone and coral tesseracts work and are buildable. The abms should be more efficient. Ice goblins now plant a nasty trap (which is a bit harder to see). Almost all of the mobs on the dependency list have been adjusted to have more realistic hit points, armor, and damage (based on the log of their mass), which makes elephants much tougher than foxes. (Previously, the opposite was true.) Bees will now swarm when you get them mad, but they also tend to injure themselves when they attack.

There is a sort of asteroid belt above the sky where you can breathe the water, but not the "air" (since there is none). You get from planetoid to planetoid by leaping, and there are beautiful but deadly mobs, which thanks to a recent change to mobs redo, can attack you. You must be running the very latest version of mobs redo, otherwise they just sort of wander around without noticing you're there.

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sat Jun 18, 2016 15:22

!+11111!
so awesomeness here thatr i'll die!!
:) thx for this wonderous mod duane!
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sat Jun 18, 2016 17:56

I can't wait to try the teleporters again. I found my first precious coral yesterday. The screenshots look amazing!
 

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Re: [Mod] Fun Caves [fun_caves]

by paramat » Sat Jun 18, 2016 22:59

Nice ideas in this.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sun Jun 19, 2016 01:59

I've updated the first post with recipes and hints.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sun Jun 19, 2016 05:20

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sun Jun 19, 2016 10:43

in the mod?
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Re: [Mod] Fun Caves [fun_caves]

by duane » Sun Jun 19, 2016 12:49

azekill_DIABLO wrote:in the mod?


Yes... and the recipe list now.
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sun Jun 19, 2016 12:55

liquid steel?after golden apples?what it will be next?diamond bread?Copper steak?
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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon Jun 20, 2016 01:03

I got sick of going around caves as I descend, so I added rope ladders. I also fixed the goblin trap drops, which I'd commented out for reasons I can't remember.

Edit: I also added the wall hammer. Extremely useful.

In my latest game, I've picked up two moonstones already, but I haven't found a single meteorite.
 

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Mon Jun 20, 2016 10:30

I can find the gems okay, it's the precious corals that are hard for me. Not only do I run out of breath, the sharks keep attacking me! Add to that precious coral is found among regular coral and looks similar, with a 1-in-100 chance of generating. Very awesome!

Now the meteorites on the other hand, I don't know because it used to take a really long time. However, after a bit of wandering I would be able to find a few. Since the interval and chance went up for the meteor-strike ABM, I haven't found a single one. I've even tried staying idle in one place and waiting. Ha!
 

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by alucard112 » Mon Jun 20, 2016 22:18

duane wrote:I've gone in a new direction with this mod. (See the first post.) It's now a fairly complete underworld environment. There's no surface at all, and anything you'd find there has an equivalent underground. Goblins, spiders, and fungi dominate the caves.

I never found spiders and goblins. as I find?
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Re: [Mod] Fun Caves [fun_caves]

by alucard112 » Mon Jun 20, 2016 22:22

as I find a giant tree?
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Re: [Mod] Fun Caves [fun_caves]

by duane » Tue Jun 21, 2016 01:04

alucard112 wrote:as I find a giant tree?


Keep looking. Spiders and goblins are fairly common underground, especially in areas with mushrooms. Giant trees just grow where they grow. Sometimes you'll find a lot, sometimes none at all. In my latest game, I haven't seen any yet.

Edit: Do make sure you're running mobs_redo and mobs_monster (see the first post). You won't get any mobs without that.
 

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Tue Jun 21, 2016 07:32

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