[Mod] Fun Caves [fun_caves]

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duane
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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Aug 06, 2016 00:59

Here's a whale for you, courtesy of dmobs. There's plenty of room for it in Styx. Not so much in the surface oceans.

Image

Image
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Re: [Mod] Fun Caves [fun_caves]

by D00Med » Sat Aug 06, 2016 06:21

^an inside out whale.
I can't seem to fix the 3d model for the whale...
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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Aug 06, 2016 06:24

D00Med wrote:^an inside out whale.
I can't seem to fix the 3d model for the whale...


Normalize before you save?

Inside-out whales sound perfect for an evil realm of water.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Aug 06, 2016 15:03

I've added a significant number of traps to the dungeons, including goblin floor traps and booby-trapped coffers that can poison you, summon monsters, explode, or drop you down a shaft to your doom.
 

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Re: [Mod] Fun Caves [fun_caves]

by D00Med » Sat Aug 06, 2016 21:18

I flipped all the normal to see what would happen, and it worked!
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whale.zip
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Look! I have a signature :]
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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Aug 06, 2016 23:54

D00Med wrote:I flipped all the normal to see what would happen, and it worked!


Image

Image

That does look better. Now you just need to add this:

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Code: Select all
   sounds = {
      random = "whale_1",
      death = "whale_1",
      distance = 128,
   },
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Re: [Mod] Fun Caves [fun_caves]

by D00Med » Sun Aug 07, 2016 01:09

Thanks, but what it the license of the sound?
Look! I have a signature :]
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Re: [Mod] Fun Caves [fun_caves]

by duane » Sun Aug 07, 2016 03:18

D00Med wrote:Thanks, but what it the license of the sound?


CC0 Public Domain

https://en.wikipedia.org/wiki/File:Humpbackwhale2.ogg
 

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Re: [Mod] Fun Caves [fun_caves]

by D00Med » Sun Aug 07, 2016 06:21

ok, thanks
Look! I have a signature :]
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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sun Aug 07, 2016 13:43

duane wrote:Here's a whale for you, courtesy of dmobs. There's plenty of room for it in Styx. Not so much in the surface oceans.

Image

Image


he is so cute!!
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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 taikedz » Mon Oct 10, 2016 01:07

The "[FCS] Fun Caves" surver has been moved to a new location..... I am hosting now.... and suddenly the meteoritic strikes are partciularly common now.. nearly every 10 seconds and I can find nearly always them in any wander round grasslands.... sometimes even 4-5 within the same 30 second walk...

Question for duane - how rare/common did you mean for them to be?

My hypothesis of what is happening:

Previously everamzah was hosting it on a home server so I expect he had it with active_block_range set low (=1 ? =0 ?) so abms would run in limited ranges, to save on CPU cycles and network.... meteor craters were quite rare as a result.... very valuable things meteoritic iron....

On my server, active_block_range is 2 blocks (the default).....

Assuming a landscape where dirt with dry grass/dirt with grass/dirt with snow occupies all and only the surface, that's 6400 blocks loaded and active for my server (16*16*5*5 = 6400 -- the 5*5 is the current node + 2 fore and hind, east and west, squared) ; but only 2304 nodes at the surface on everamzah's old server (16*16*3*3)...

The chance of a meteor strike is 5500 which pretty much means it would be rarer on everamzah's old setup, but in mine, it would pretty much be guaranteed every time.... the only thing limiting it is the explicit 10sec limiter in the ABM's timer.... after a while they'd be nearly as common as dirt, were it not for the reciprocal removal abm...

Does this sound about right...?
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Mon Oct 10, 2016 16:20

taikedz wrote:The "[FCS] Fun Caves" surver has been moved to a new location..... I am hosting now.... and suddenly the meteoritic strikes are partciularly common now.. nearly every 10 seconds and I can find nearly always them in any wander round grasslands.... sometimes even 4-5 within the same 30 second walk...

this is why the sky flashes! hurts the eyes a lot lol.
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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 duane » Mon Oct 10, 2016 21:07

taikedz wrote:Question for duane - how rare/common did you mean for them to be?


I adjusted them to be common enough in singleplayer that I didn't have to spend all my time on the surface. I wouldn't even hazard a guess as to what you need for a server. The falling meteorites are fun, but not necessary -- you can still mine them out of large craters.
 

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Re: [Mod] Fun Caves [fun_caves]

by taikedz » Mon Oct 10, 2016 21:09

.... I saw your code change for larger craters..... but still have not seen any in game........ gonna have to go explore :D

Thanks for the brief insight!
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Wed Jan 25, 2017 02:17

I've greatly simplified the mod to do just what it started out doing -- make nice caves. If anyone wants the baroque version, it's in the "old" branch on github.
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Wed Jan 25, 2017 10:03

NOOOOOOOOOOOOOO000000000000000000000ooooooooooooooooooo......................... (long agony)
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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 paramat » Wed Jan 25, 2017 17:56

Your 2nd screenshot in https://forum.minetest.net/viewtopic.php?p=220692#p220692 was the inspiraton for the lake areas of the mgv7 floatland realm.
 

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Re: [Mod] Fun Caves [fun_caves]

by KzoneDD » Thu Jan 26, 2017 22:09

Hiya, since Mon Jul 18, 2016 - did you make significant changes? I updated the mod today and loads of blocks were 'not found' so to say. Debug isn't very helpful so I figured I'd ask here first. Thx :)
 

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Re: [Mod] Fun Caves [fun_caves]

by burli » Thu Jan 26, 2017 22:24

I think he splits this mod into several like the big trees mod
 

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Re: [Mod] Fun Caves [fun_caves]

by taikedz » Thu Jan 26, 2017 23:15

Kzonedd this is the note you are after

duane wrote:I've greatly simplified the mod to do just what it started out doing -- make nice caves. If anyone wants the baroque version, it's in the "old" branch on github.
 

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Re: [Mod] Fun Caves [fun_caves]

by KzoneDD » Thu Jan 26, 2017 23:47

Thanks.

So, no further dev on all those amazing spaces? This makes me sad... But it's pretty awesome as it is anyway. :)
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jan 27, 2017 00:18

KzoneDD wrote:Hiya, since Mon Jul 18, 2016 - did you make significant changes? I updated the mod today and loads of blocks were 'not found' so to say. Debug isn't very helpful so I figured I'd ask here first. Thx :)


Sorry about that. I've never been happy with "fun_caves" referring to everything I could think of to add to the game, so (as Burli says) I'm breaking it up. This way I don't have to copy the same code to every new mapgen I make. (see Squaresville)

As to the game behind the old fun_caves, I'm not happy with it either. It puts a premium on tedious collecting, rather than actually playing. I'm going to be using my Inspire mod to loosely link all the modules I'm making.
 

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Re: [Mod] Fun Caves [fun_caves]

by KzoneDD » Fri Jan 27, 2017 02:10

Well, that sounds like a good plan. Can the broken up mods be dropped in, in place of the old fun_)caves, or does that cause these missing block issues still?
 

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Re: [Mod] Fun Caves [fun_caves]

by Diamond knight » Fri Jan 27, 2017 02:34

Could you post all the links to the broken up mods here, it is tedious finding them all
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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jan 27, 2017 03:23

KzoneDD wrote:Well, that sounds like a good plan. Can the broken up mods be dropped in, in place of the old fun_)caves, or does that cause these missing block issues still?


It won't be a drop-in replacement, as I'm not going to tie everything together with the same craftitems. However, I'll produce a mod to add any nodes I haven't put in somewhere else, as a place-holder. If you want everything to work the same, you'll have to stick with the "old" branch, which I'm not going to be working on any time soon.

Edit: I'll also add lbms to the new mods to convert old nodes to new ones.

Could you post all the links to the broken up mods here, it is tedious finding them all


I'll put that in the original post ASAP.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jan 27, 2017 05:09

duane wrote:
KzoneDD wrote:Well, that sounds like a good plan. Can the broken up mods be dropped in, in place of the old fun_)caves, or does that cause these missing block issues still?


It won't be a drop-in replacement, as I'm not going to tie everything together with the same craftitems. However, I'll produce a mod to add any nodes I haven't put in somewhere else, as a place-holder. If you want everything to work the same, you'll have to stick with the "old" branch, which I'm not going to be working on any time soon.

Edit: I'll also add lbms to the new mods to convert old nodes to new ones.


Having added lbms for the new big_trees mod, I can see that this is not going to work. The lbms aren't up to the challenge. I'm going to have to advise you to stick to the "old" branch or start a new world.
 

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Re: [Mod] Fun Caves [fun_caves]

by taikedz » Fri Jan 27, 2017 11:26

Are you trying to turn this more into a modpack then? With fun_caves, fun_trees, fun_meteors ....? :-P
 

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Re: [Mod] Fun Caves [fun_caves]

by burli » Fri Jan 27, 2017 13:07

taikedz wrote:With fun_caves, fun_trees, fun_meteors ....? :-P

And fun_gobblins ;-)
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Fri Jan 27, 2017 14:24

let's do a game called fun_test. sure it would be cool
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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 taikedz » Fri Jan 27, 2017 14:37

azekill_DIABLO wrote:let's do a game called fun_test. sure it would be cool


Already done. Its called fun_caves :-p

But seriously, separating things makes sense although i sense there are mapgen implications...

Separating caves from trees from meteors etc is good.... are the goblins to be removed in favour of leaving them to the goblins mod?

May i suggest not including mobs by default actually... goblins mod ships its own mobs api file which plays silly buggers when adding other mobs.... mobs interoperability remains a WIP...
 

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