[Mod] More Ores [moreores]

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numidark
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by numidark » Sat Mar 31, 2012 19:28

Thank you ;) it's good :D
 

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numidark
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by numidark » Sun Apr 01, 2012 06:43

Sorry but i don't possibility to use tool (bronze, gold, silver, mytril)
I must modify init.lua ?
Cordialy
 

cosarara97
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by cosarara97 » Sun Apr 01, 2012 08:28

cosarara97 wrote:Tools have to be updated as well.

numidark wrote:Sorry but i don't possibility to use tool (bronze, gold, silver, mytril)
I must modify init.lua ?
Cordialy


Yep
Last edited by cosarara97 on Sun Apr 01, 2012 08:28, edited 1 time in total.
:D
 

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VanessaE
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by VanessaE » Sun Apr 01, 2012 12:45

Hi all,

This is my first post to this forum, so first I'd like to say that I've grown rather fond of MineTest, to the point of playing it pretty much constantly! I'm using 0.4 (2012-03-20), and have installed the moreores, moreblocks, mesecons, and zlpdoors mods, and Misa's 64x64 texture pack.

That aside, I've got a bug report for the author of moreores:

From the top post in this thread, mithril is supposed to be pretty much the fastest, hardest-cutting material available, but I'm finding that this isn't the case. A mithril pickaxe can't cut stone or gravel, and is only about as fast as steel (or a bit less).

(I've already applied the can't-mine-moreores fix from earlier in this thread)
Last edited by VanessaE on Sun Apr 01, 2012 12:51, edited 1 time in total.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Calinou
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by Calinou » Sat Apr 14, 2012 17:29

Decided to update my mod. Enjoy, report any bugs found.
 

inkelyad
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by inkelyad » Sat Apr 21, 2012 18:03

Current generate_ore function seems boring to me.
Here is my version. It will use new perling noise api to create areas with different ore density.

Code: Select all
local function generate_ore_perlin(name, wherein, minp, maxp, seed, chunks_per_volume, ore_per_chunk, height_min, height_max, perlin, cut_at_noiseval)
    if maxp.y < height_min or minp.y > height_max then
        return
    end
    local y_min = math.max(minp.y, height_min)
    local y_max = math.min(maxp.y, height_max)
    local volume = (maxp.x-minp.x+1)*(y_max-y_min+1)*(maxp.z-minp.z+1)
    local pr = PseudoRandom(seed)
    local num_chunks = math.floor(chunks_per_volume * volume)
    local a = 2 * ore_per_chunk/(cut_at_noiseval - 1)
    --print("generate_ore num_chunks: "..dump(num_chunks))
    for i=1,num_chunks do
        local y0 = pr:next(y_min, y_max-2)
        if y0 >= height_min and y0 <= height_max then
            local x0 = pr:next(minp.x, maxp.x-2)
            local z0 = pr:next(minp.z, maxp.z-2)
            local p0 = {x=x0, y=y0, z=z0}
            local noiseval = perlin:get3d(p0)
            -- print("chunk at: "..dump(p0).." noiseval: "..dump(noiseval))
            local ore_per_chunk_scaled = a * ( cut_at_noiseval - noiseval)
            ore_per_chunk_scaled = math.max(ore_per_chunk_scaled, 0)
            ore_per_chunk_scaled = math.min(ore_per_chunk_scaled, ore_per_chunk)
            ore_per_chunk_scaled = math.floor(ore_per_chunk_scaled)
            -- print("chunk at: "..dump(p0).." noiseval: "..dump(noiseval).." ore_per_chunk: "..dump(ore_per_chunk_scaled))
            if ore_per_chunk_scaled > 0  then
                local chunk_size = 3
                if ore_per_chunk_scaled <= 4 then
                    chunk_size = 2
                end

                local inverse_chance = math.floor(chunk_size * chunk_size * chunk_size/ore_per_chunk_scaled)
                for x1=0,chunk_size-1 do
                for y1=0,chunk_size-1 do
                for z1=0,chunk_size-1 do
                    local p1 = {x=x0 + x1, y = y0 + y1, z = z0 + z1}
                    if pr:next(1,inverse_chance) == 1 then
                        -- if minetest.env:get_node(p2).name == wherein then -- COMMENTED FOR DEBUG
                            minetest.env:set_node(p1, {name=name})
                        -- end -- COMMENTED FOR DEBUG
                    end
                end
                end
                end
            end
        end
    end
    --print("generate_ore done")
end


Example usage:

Code: Select all
minetest.register_on_generated(function(minp, maxp, seed)
    local copper_perlin = minetest.env:get_perlin(471, 3, 0.6, 200)
    generate_ore_perlin("moreores:mineral_copper", "default:stone", minp, maxp, seed+16,   1/8/8/8,    6, -31000,  64, copper_perlin, 0.2)
   
    local tin_perlin = minetest.env:get_perlin(472, 3, 0.6, 200)
    generate_ore_perlin("moreores:mineral_tin", "default:stone", minp, maxp, seed+17,   1/10/10/10,    5, -31000,  64, tin_perlin, 0.3)

end)

 

Troy6879
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by Troy6879 » Tue Apr 24, 2012 09:23

bwog wrote:Here's some suggestions:
Silicon (Could be used to make computers, which would be a decoration block)
Sulfur (Could be used to make guns)
Cobalt
Nickel
Platinum
Zinc
Titanium
Lead

Nice Ideas but heres another one: casieum(Not to sure i that's spelt right.) So i you put in a rain mod, this nast invintory item will make EXPLODE!
Last edited by Troy6879 on Tue Apr 24, 2012 09:24, edited 1 time in total.
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Calinou
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by Calinou » Tue Apr 24, 2012 11:14

inkelyad: Does it still perform well?
 

inkelyad
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by inkelyad » Tue Apr 24, 2012 16:12

I think so. But I am biased. And I don't know how to profile Lua.
 

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Trenton
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by Trenton » Thu May 17, 2012 00:41

hurufu wrote:What do you think about implementing all kinds of stones and ores as in Dwarf Fortress?
http://df.magmawiki.com/index.php/DF2010:Stone
http://df.magmawiki.com/index.php/DF2010:Ore



it's funny because one day I wonder if this game will become so complex and detailed to make a 3D version of Dwarf fortress.

A man can dream... A man can dream...
[Professor farnsworth's voice]
Sorry for my poor english

>I'm still testing my mod. if you wanna help me contact me =)
 

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Calinou
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by Calinou » Fri May 18, 2012 12:30

Update!
I added in an easter egg - try to find it. :)
 

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RandomBot
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by RandomBot » Sun May 20, 2012 07:26

i had something to say but i started reading the other posts and forgot...
"Everyone has a plan, until they get punched in the face"
- Mike Tyson
 

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Calinou
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Jat
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by Jat » Sun Jun 03, 2012 15:36

For english:
Bug in -350~-400 and -600 or -...
For french:
Sorry for french.
Je ne sais pas si sais ta dernier version mais la mienne et celle du serveur plante entre -350 et -400 et ensuite sa plante sans fin a chaque fois qu'on redemarre dans la zone si on se tp pu de probléme et on dirait que en dessous -600 sa plante pu...
Et dans les log il nous renvoie In trans_func.
La causse c'est ton mod mes ensuite qui est vraiment la causse minetest ou le mod...

Ps: je vais test avec la dernier version suis pas sur que j'ai vraiment la dernier :)
Meme bug j'utilise le dernier minetest donner sur le blog pas le Github.
Last edited by Jat on Sun Jun 03, 2012 16:06, edited 1 time in total.
 

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Calinou
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by Calinou » Fri Jun 08, 2012 16:55

Jat wrote:For english:
Bug in -350~-400 and -600 or -...
For french:
Sorry for french.
Je ne sais pas si sais ta dernier version mais la mienne et celle du serveur plante entre -350 et -400 et ensuite sa plante sans fin a chaque fois qu'on redemarre dans la zone si on se tp pu de probléme et on dirait que en dessous -600 sa plante pu...
Et dans les log il nous renvoie In trans_func.
La causse c'est ton mod mes ensuite qui est vraiment la causse minetest ou le mod...

Ps: je vais test avec la dernier version suis pas sur que j'ai vraiment la dernier :)
Meme bug j'utilise le dernier minetest donner sur le blog pas le Github.


Ca marche sans problème pour moi. ^^

Deady wrote:I love this. :)

Thanks. :P
 

neo
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by neo » Tue Jun 26, 2012 07:52

Faut qu'il mette son moreores à jour.

J'avais le même problème il y a 2 semaines, j'avais manqué une révision. : )
 

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Calinou
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by Calinou » Wed Jun 27, 2012 15:24

Update with new code (thanks to MarkTraceur) and better balance.
 

neo
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Xero
 

by Xero » Tue Jul 10, 2012 13:43

Hi.

I have a little problem.
There isn´t any texture for the ores when I play the game. There is the "unknown block" texture instead.
There is however textures for the lumps and the ingots (have not tested for the tools).

Screenshot: http://imageshack.us/photo/my-images/846/81673467.png/

Have anyone a suggestion for what I should do?

I run Windows XP by the way.
 

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Calinou
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by Calinou » Tue Jul 10, 2012 14:46

That bug should be fixed in the latest version. Well, I hope. You could use the legacy "old_init.lua" if you want, too (delete init.lua, rename old_init.lua > init.lua).
 

Xero
 

by Xero » Wed Jul 11, 2012 07:52

Thanks! That solved the problem.
 

TheLoLMan
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by TheLoLMan » Wed Jul 11, 2012 19:13

Version Minetest????
I use minetest-0.4.dev-20120122-1-win32
 

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Myu
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by Myu » Wed Jul 11, 2012 20:47

Awesome mod ! Thanks a ton ! Just what I wanted :)
 

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by SegFault22 » Wed Jul 11, 2012 22:57

hmm...
Maybe an ore that is named ''???'' and it is extremely rare (1 out of 200 chance of generating it in the map), it is found below -755, and it can be used to make tools/weapons that are as powerful as Mythril, but are extremely durable (maybe 2500 uses orso), and the ''cracky'' group value of the ore is 1 so that it's very hard to mine, making it even more valuable :D
Resources are abundant; only money is scarce. People should not have to work hard and remain poor just to pay for the needs of survival.
Society can thrive without money - but only if productive members of society are rewarded for being productive.
 

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