[Mod] Fun Caves [fun_caves]

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Re: [Mod] Fun Caves [fun_caves]

by duane » Thu Jul 14, 2016 02:54

Robsoie wrote:On my quick test i started in a nice little village with friendly villagers that were all running at me to show how welcoming they were :D


Those knuckleheads get so excited about visitors. Just wait until you spawn inside a pyramid. I would have said it would never happen until it did. Fortunately, there was a sand monster there to lend a helping hand.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Thu Jul 14, 2016 03:01

The newest line of elixirs adds to the damage you do when hitting mobs with a weapon. Drink Dr Robertson's Patented Boar Strength Elixir, to get that fit, fighting, frame of mind and body. It can turn the weakest milksop into a virile specimen of manhood!

All you need are a meteorite and either syrup or a slimeball and bottle.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jul 15, 2016 01:40

I've added wooden buckets (not recommended for lava), chainsaws, and jackhammers.

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Fri Jul 15, 2016 11:56

this is going weird
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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 Jul 15, 2016 15:25

azekill_DIABLO wrote:this is going weird


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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Fri Jul 15, 2016 15:47

even more weird now... you should rename fun_caves to weird_world
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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)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Fri Jul 15, 2016 17:37

duanes_world, party time
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Jul 16, 2016 00:14

everamzah wrote:duanes_world, party time


Heh, that's what people used to call my D&D campaign. I suppose I really need to rename the mod. "Fun Caves" doesn't apply all that well. Anyone have any suggestions? If I name it "weird" anything, people will complain that it isn't weird enough.
 

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Flares

by duane » Sun Jul 17, 2016 06:24

I got tired of stumbling around in the dark, so I made a flare gun. Let there be light!

Image

Combine the following to produce Flare Gun:
[empty], [empty], [empty]
Steel Ingot, Steel Ingot, Steel Ingot
[empty], Gun Powder, group:stick
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Re: [Mod] Fun Caves [fun_caves]

by TumeniNodes » Sun Jul 17, 2016 06:55

duane wrote:
everamzah wrote:duanes_world, party time


Heh, that's what people used to call my D&D campaign. I suppose I really need to rename the mod. "Fun Caves" doesn't apply all that well. Anyone have any suggestions? If I name it "weird" anything, people will complain that it isn't weird enough.

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sun Jul 17, 2016 13:21

yep that a real great idea! very funny! and i love waffles!
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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)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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Re: [Mod] Fun Caves [fun_caves]

by TheReaperKing » Sun Jul 17, 2016 14:57

I keep getting:

mods\fun_caves\init.lua:71: attempt to call field 'get_mapgen_setting' (a nil value)


I'm using minetest 0.4.14 What am I doing wrong? Thank you!!
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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sun Jul 17, 2016 16:05

weird, i don't use the lastest version but i've never got this error... ask evermzah, he is using it on his server so he may know what happened :)
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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)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sun Jul 17, 2016 17:09

Yeah, I told duane that it was deprecated. I use the dev version, though. Oops!
 

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Re: [Mod] Fun Caves [fun_caves]

by TheReaperKing » Sun Jul 17, 2016 18:29

Tested with the newest dev binary and it works! I should have tried that first whoops. I did at least try the new minetest_game :) If new dev versions are required would it be possible to mention it in the requirements? Thanks for your hard work as always, I'm super pumped to test this!

EDIT Wow even just after trying it for a little bit I'm super impressed!! I especially love how flawlessly the chainsaw works, awesome work!!!
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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon Jul 18, 2016 02:51

azekill_DIABLO wrote:yep that a real great idea! very funny! and i love waffles!


Is there really no waffle mod? This cannot stand!
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon Jul 18, 2016 02:52

TheReaperKing wrote:I keep getting:

mods\fun_caves\init.lua:71: attempt to call field 'get_mapgen_setting' (a nil value)


I'm using minetest 0.4.14 What am I doing wrong? Thank you!!


I think I've got that working now.
 

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Re: [Mod] Fun Caves [fun_caves]

by KzoneDD » Mon Jul 18, 2016 16:07

Hiya,

Quick question: do the realms spawn at random spots or can I teleport to them as admin?

And if I missed this, sorry, but does mapgen v6 versus v7 make a difference?
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon Jul 18, 2016 23:24

KzoneDD wrote:Hiya,

Quick question: do the realms spawn at random spots or can I teleport to them as admin?

And if I missed this, sorry, but does mapgen v6 versus v7 make a difference?


It should work with any mapgen, but I generally use valleys, so v6 and v7 may have issues.

The sky realms and hellscapes are always created at the same altitude. The easiest way to get to them as admin is to give yourself the appropriate tesseract (coral for hellscapes and moonstone for the sky), but you can see the altitudes in the mapgen.lua code, in the underzones table and the if statements after 'aster = false'.

At the moment they are greater than 4000, 8400, 11000, and less than -4852, -9892, -14914, -19812, -29812. There isn't a whole lot in most of the realms except for cloudscape and Caina, because I've been focused on getting the game to work up to the point where you can go to them.
 

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Re: [Mod] Fun Caves [fun_caves]

by KzoneDD » Tue Jul 19, 2016 01:33

Thanks! v6 so far, no issues. It looks insane. Great job! Also, empty or not; great places for players to build weird things. :)
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Jul 30, 2016 06:41

I made a few changes to giant trees to help prevent catastrophic fires. Wood near a flame will ooze sap, which tends to quench the flames eventually.

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sat Jul 30, 2016 07:57

good!
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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)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Tue Aug 02, 2016 09:41

I'm overhauling the fortress code to make it more dungeon-like and easier to find. There are entrances on the surface and stairs inside. Dungeons go all the way down, only skipping the underworld zones, and getting harder as you descend. Treasure and torches are restocked regularly, along with monsters, of course.

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Re: [Mod] Fun Caves [fun_caves]

by ozkur » Tue Aug 02, 2016 23:24

in the giant oceans, are those.... giant whales?
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New Dungeons

by duane » Wed Aug 03, 2016 08:16

I've added the new dungeons to the main branch. Treasures and monsters should spawn at the appropriate depths.

Here are some shots with false lighting:

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Re: [Mod] Fun Caves [fun_caves]

by duane » Wed Aug 03, 2016 08:19

ozkur wrote:in the giant oceans, are those.... giant whales?


I haven't added any whales. Maybe you're seeing another mod.
 

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Re: [Mod] Fun Caves [fun_caves]

by ozkur » Thu Aug 04, 2016 15:20

duane wrote:
ozkur wrote:in the giant oceans, are those.... giant whales?


I haven't added any whales. Maybe you're seeing another mod.

they are in the images for styx and the sky-sea.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Aug 05, 2016 02:47

ozkur wrote:
duane wrote:
ozkur wrote:in the giant oceans, are those.... giant whales?


I haven't added any whales. Maybe you're seeing another mod.

they are in the images for styx and the sky-sea.


That's just a big shark from the sharks mod. It probably looks bigger than it is because of the angle.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Aug 05, 2016 02:49

I think I've managed to reduce the abm lag significantly in the latest push. There's still a lot of lag from mob activity. I doubt there's any easy way to fix that.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Aug 05, 2016 09:32

I added the manticore from horror mod, lowered his stats a bit, then gave him a deadly, venomous sting. This is all you see... until you die.

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