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Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Sat Jul 28, 2018 06:04
by Andrey01
I see there are new sorts of caves that are imagined on the screnshot. Are they many?

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Sat Jul 28, 2018 10:56
by Shara
Andrey01 - yes, depending on depth.

SaKeL - I'm not sure what to suggest. Do any of the mods do anything to the underground areas? Are the OOMs triggering only at a specific depth? (As a note, OOM isn't a thing mods "use", it's just what happens if memory use is too high.) I would suspect a specific mod is somehow interacting with CRL in a way that pushes memory use too high, but it also seems to be specific to that map. I'd be happy trying to adjust anything that might help, but I'm at a loss without being able to identify the issue.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Tue Jan 29, 2019 06:39
by SpaghettiToastBook
Is there any chance coal dust could be renamed? There's an item in technic called coal dust.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Tue Jan 29, 2019 14:46
by Shara
Coal dust in CRL comes from the node in the original Cave Realms, which is also a very old mod and is used on many servers. If I change the name, it will leave worlds filled with unknown nodes or I'll need to rely on aliases, which it is much better to avoid.

There are servers using both Technic and Cave Realms, as well as servers using both Technic and CRL, all without issue, so could you let me know what the problem is?

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Tue Jan 29, 2019 18:22
by SpaghettiToastBook
Shara wrote:Coal dust in CRL comes from the node in the original Cave Realms, which is also a very old mod and is used on many servers. If I change the name, it will leave worlds filled with unknown nodes or I'll need to rely on aliases, which it is much better to avoid.

There are servers using both Technic and Cave Realms, as well as servers using both Technic and CRL, all without issue, so could you let me know what the problem is?
Sorry; I think I wasn't clear. I was referring to the node description that you see in-game. There's no problem from a technical perspective.

EDIT: There are also two different nodes in this mod with the description "Salt Crystal".

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Wed Jan 30, 2019 12:20
by Shara
It's called coal dust because it is coal dust. It's simply a block of it, and you can turn nine of them into a coal block. I don't see what advantage changing the description brings, and it would put the name and description at odds with each other, which isn't something I want to do without good reason.

Regarding salt crystal descriptions: There are two different nodes that are types of salt crystal (one is named stone_with_salt because that's what it is in the original Cave Realms, but it doesn't look like a "stone_with" node so I won't call it that.)

There is nothing wrong with two nodes having the same description, either within or between mods, when the description makes sense.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Wed Jan 30, 2019 19:40
by SpaghettiToastBook
Shara wrote:It's called coal dust because it is coal dust. It's simply a block of it, and you can turn nine of them into a coal block. I don't see what advantage changing the description brings, and it would put the name and description at odds with each other, which isn't something I want to do without good reason.
It doesn't have to not be coal dust. For example, it could be "Compressed Coal Dust" or "Block of Coal Dust" or something.
Shara wrote:Regarding salt crystal descriptions: There are two different nodes that are types of salt crystal (one is named stone_with_salt because that's what it is in the original Cave Realms, but it doesn't look like a "stone_with" node so I won't call it that.)
I definitely agree with not calling "stone_with_salt" "Stone with Salt". But they could still be distinguished ­– one of them could be "Compressed Salt Crystal" or something like that.
Shara wrote:There is nothing wrong with two nodes having the same description, either within or between mods, when the description makes sense.
I guess we'll have to agree to disagree on this point. I think it's confusing and awkward from a player's perspective ("Why can I use this coal dust in this recipe but not that one?").

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Thu Jan 31, 2019 02:24
by Shara
Cave Realms has existed since 2014 and I have never heard of any other player having an issue with descriptions.

You're very welcome to change the descriptions in the version you are using, and I can let you know what to change to achieve that if you need help, but I'm not going to use such long and awkward descriptions in the mod.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Thu Jan 31, 2019 07:03
by SpaghettiToastBook
Shara wrote:Cave Realms has existed since 2014 and I have never heard of any other player having an issue with descriptions.
Well, I definitely had a problem with it when I was playing in 2015. (Not that I'd expect anyone to know, since I didn't post about it.) Anyway, it does seem like no one but me cares about this, so I'll drop the issue.
Shara wrote:You're very welcome to change the descriptions in the version you are using, and I can let you know what to change to achieve that if you need help, but I'm not going to use such long and awkward descriptions in the mod.
I really don't think any of my suggestions were long or awkward, though they certainly could be better.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Thu Jan 31, 2019 09:51
by Shara
Well, I definitely had a problem with it
Then change it in the version you use, or if you play on a server, ask the owner of that server to change it.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Thu Jan 31, 2019 16:06
by rubenwardy
One of the two mods should drop their registration and use aliases, or force register an alias. I have no particular opinions on which

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Thu Jan 31, 2019 18:40
by TenPlus1
What issues are there with same names ? both have their own crafting recipes and uses.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Thu Jan 31, 2019 20:24
by SpaghettiToastBook
Shara wrote:
Well, I definitely had a problem with it
Then chance it in the version you use, or if you play on a server, ask the owner of that server to change it.
Yeah, I'll do that.
rubenwardy wrote:One of the two mods should drop their registration and use aliases, or force register an alias. I have no particular opinions on which
That wouldn't work very well, since one is a node and the other isn't (assuming you're talking about coal dust).
TenPlus1 wrote:What issues are there with same names ? both have their own crafting recipes and uses.
It's awkward to have two different items with the same description. It breaks the immersion into the game world a bit. At least, that's my opinion.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Thu Jan 31, 2019 22:03
by Shara
It breaks the immersion into the game world a bit.
This makes no sense to me. There's plenty of things in the real world I'd call "bricks" for example. But that doesn't mean they all look identical or are the same size or could be used for the same thing.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Thu Jan 31, 2019 22:37
by SpaghettiToastBook
Shara wrote:
It breaks the immersion into the game world a bit.
This makes no sense to me. There's plenty of things in the real world I'd call "bricks" for example. But that doesn't mean they all look identical or are the same size or could be used for the same thing.
True, but if two bricks look different and are used differently, they probably should have different names. This is especially the case in Minetest, where on item can be representative of multiple similar items in reality. If two things are different enough that get to be different nodes, they should probably have different names (descriptions) too.

If all bricks in Minetest Game had the description "Brick", it would be accurate, but it would feel silly.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Fri Feb 01, 2019 00:54
by Shara
That's the expected response. The problem is you can start off saying that one brick is red and one is green, so you'd have "Red Bricks" and "Green Bricks", but what if you have several the same colour? Maybe tell them apart by stone type? Then what if each type of stone has several sizes of brick? What if they use different colour cement between the bricks? What if they have added ornamentation of some kind? You'll get names like " Large Red Sandstone Bricks with Pale Cement and Engraved Patterns"...

Ridiculous? Sure, but your suggested descriptions basically feel like this to me anyway. I prefer simple descriptions that, wherever possible, exactly match the node name.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Fri Feb 01, 2019 01:29
by SpaghettiToastBook
Yeah, it just comes down to how detailed one prefers node descriptions to be. In this case, I want them to be more detailed than you want them to be. It's a matter of personal taste.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Fri Feb 01, 2019 03:57
by paramat
There's no point in attempting to eliminate all identical descriptions across mods. There are so many mods it would take far too much time to check all descriptions for matches. You never know what combinations of mods will be used so the effort would be mostly wasted effort. It's far better that the users, if they are bothered by identical descriptions (most are not), change them themselves, then the effort is made only where the effort is needed.
Essentially, it's futile for any one mod to be too concerned about what other mods do.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Sun Mar 10, 2019 16:05
by JiCeyCraft
Could Caverealms and Caverealms_lite take less deep space and PilzAdam's Nether do the same?
I mean : I have tried to create a new world with Caverealms AND Nether both activated, they merged and the result was disastrous, IMHO.

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Fri Oct 09, 2020 16:58
by wwar
Best mode for underground biomes! (probably late a bit)

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Mon Jan 03, 2022 13:59
by HobbitPower
Shara wrote:
Mon Sep 04, 2017 08:47
Hi duane - Those were one of the things we agreed not to keep, (after all, once you have seen one of them, you've really seen all of them), though the DM statues are still there and can now be crafted from hot cobble and glow ore.
Is hot cobble only available in creative mode or can it be found? Just asking because i havent found any yet & since fortresses got removed, idk if they still spawn..

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Tue Jan 04, 2022 06:49
by TenPlus1
Hot cobble can be found in the deeper cave realms surrounded by flame and the odd generation of dungeon masters :)

Re: [Mod] Cave Realms Lite [caverealms_lite]

Posted: Tue Oct 24, 2023 01:27
by NikaSama
For the most part, I'm loving this mod so far.. Tho I've just encountered a strange generation glitch after traveling down to around -10,000 just now..
It appears that a perfectly flat layer of cave-terrain, in the style of this mod's cave biomes, have generated floating in the air, inside an open cave layer that is supposed to be a huge open lava sea. It seems to happen across the entire map, and looks very out of place. Lots of vines and crystals just floating in mid-air just around -9950.
I'm gonna double-check things and regenerate, and see if it happens on another seed.
Edit: Darn.. Happens on other seeds too, and sure enough, disabling this mod and generating new terrain, the problem goes away. hmm