This is a very nice addition to make to Minetest. It may be inspired by Minecraft, but I love finding abandoned mines. If you want help with this, paramat is a good member to ask for it. His fissures mod, float_lands mod, mount_meru mod, and nomoon mod are very nice. You should check them out!
Should carts become bart of the base game one day, I would suggest adding some of them to the mines.
In terms of caves and dungeons, how will these interact with them?
PseudoRandom is buggy (I've seen cases where it generates always the same number, and sometimes that caused regurlarly-spaced nyan cats (one every 80 nodes)), so I use math.randomseed(seed) followed by math.random.
What does the outside of the mines look like? I added this to my world and spent an hour exporing and couldn't find a single mine. I also added the Glow mod which add mushrooms and Stones with worms that glow and found those just fine, but no mines. Are they extremely rare or can you only come across them when digging?
Zeg9 wrote:Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
Nore wrote:PseudoRandom is buggy (I've seen cases where it generates always the same number, and sometimes that caused regurlarly-spaced nyan cats (one every 80 nodes)), so I use math.randomseed(seed) followed by math.random.
what about taking the seed as this particular random number?
Zeg9 wrote:Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
This is a good idea, altough i prefer Nore's suggestion with math.randomseed().
LionsDen wrote:What does the outside of the mines look like? I added this to my world and spent an hour exporing and couldn't find a single mine. I also added the Glow mod which add mushrooms and Stones with worms that glow and found those just fine, but no mines. Are they extremely rare or can you only come across them when digging?
They start at -64 and not deeper than -380 (you can change this at init.lua). When testing the first "layer" mines where at ~ -113. So you can mine at this deep through the ground until you find one or they are sometimes connected with caves and each other (or nearly).
Inocudom wrote:It would be neat if mines had entrances to the surface.
Zeg9 wrote:Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
Nore wrote:PseudoRandom is buggy (I've seen cases where it generates always the same number, and sometimes that caused regurlarly-spaced nyan cats (one every 80 nodes)), so I use math.randomseed(seed) followed by math.random.
what about taking the seed as this particular random number?
randomseed with the block/world seed would have the same advantages.
I didn't know PseudoRandom was *that* buggy.
Last edited by Zeg9 on Thu Jun 20, 2013 06:32, edited 1 time in total.
BlockMen wrote:They start at -64 and not deeper than -380 (you can change this at init.lua). When testing the first "layer" mines where at ~ -113. So you can mine at this deep through the ground until you find one or they are sometimes connected with caves and each other (or nearly).
simple code from me to set the min and max deep via minetest.conf:
-- local MINE_DEEP_MIN = -20
-- local MINE_DEEP_MAX = -400
local MINE_DEEP_MIN = tonumber(minetest.setting_get("mines_deep_min"))
if not MINE_DEEP_MIN then
MINE_DEEP_MIN = -20
end
local MINE_DEEP_MAX = tonumber(minetest.setting_get("mines_deep_max"))
if not MINE_DEEP_MAX then
MINE_DEEP_MAX = -400
end
....
....
Last edited by cHyper on Mon Aug 12, 2013 14:52, edited 1 time in total.
BlockMen wrote:They start at -64 and not deeper than -380 (you can change this at init.lua). When testing the first "layer" mines where at ~ -113. So you can mine at this deep through the ground until you find one or they are sometimes connected with caves and each other (or nearly).
simple code from me to set the min and max deep via minetest.conf:
-- local MINE_DEEP_MIN = -20
-- local MINE_DEEP_MAX = -400
local MINE_DEEP_MIN = tonumber(minetest.setting_get("mines_deep_min"))
if not MINE_DEEP_MIN then
MINE_DEEP_MIN = -20
end
local MINE_DEEP_MAX = tonumber(minetest.setting_get("mines_deep_max"))
if not MINE_DEEP_MAX then
MINE_DEEP_MAX = -400
end
....
....
Changelog:
- Mines are generated much faster by using VoxelManip
- chest with usefull stuff spawn rarely in mines
- min and max deep of mines can be changed via minetest.conf now (by cHyper)
cHyper wrote:
set the min and max deep via minetest.conf:
mines_deep_max = -300
mines_deep_min = -10
Notice that you need one of the lastest dev builds, e.g. my builds or one of the other win-builds on General Discussion
this is a screenshot of a part of mines generated in the sky with filled chests. just a testmap for me!!
mines are hard to find at the moment, because there are generated deep under the earth.
what can we do now?
maybe every mine-entry should be visible? but how? we could make an entry by generate a shaft - or stairs? - upwards when the mine system is close to the surface or a dungeon?
are there any other ideas?
Last edited by sfan5 on Thu Aug 22, 2013 17:37, edited 1 time in total.
I like this mod and will definitely install it on my server.
Am I the only one getting this? When I clicked on this topic this came up!
Danger Malware Ahead!
Google Chrome has blocked access to this page on forum.minetest.net.
Content from chyper.at, a known malware distributor, has been inserted into this web page. Visiting this page now is very likely to infect your computer with malware.
Malware is malicious software that causes things like identity theft, financial loss, and permanent file deletion.
CraigyDavi wrote:I like this mod and will definitely install it on my server.
Am I the only one getting this? When I clicked on this topic this came up!
Danger Malware Ahead!
Google Chrome has blocked access to this page on forum.minetest.net.
Content from chyper.at, a known malware distributor, has been inserted into this web page. Visiting this page now is very likely to infect your computer with malware.
Malware is malicious software that causes things like identity theft, financial loss, and permanent file deletion.
Nice to hear
And yes, the message is caused by the first image in cHyper's last post. I have already asked one of the moderators to fix that image
Don't know how i missed this mod, i look forward to trying it alongside my fissure and chasm mods, the combination should be interesting. I always loved the mines of MC.
BlauerEisRegen wrote:Mod seems very cool... what about crashed ways, with cobblestone in the ways? this would makeit more "dangerous"
That is a very nice suggestion. I think i will add it in next release...
paramat wrote:Don't know how i missed this mod, i look forward to trying it alongside my fissure and chasm mods, the combination should be interesting. I always loved the mines of MC.
I have to try that with your mod too. But i guess you need to set the mines a bit higher for that, like cHyper's default values.