[Mod] Pyramids [0.4.2 beta] [pyramids]

User avatar
Neuromancer
Member
Posts: 797
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Post

Awesome update. Is it possible to increase the frequency of them by changing a value like in version .2?
if math.random(0,18) < 12 then return end

Maybe you could make this a setting, or at least put a comment in the lua file on how to do it, cuz I'm going to keep asking you every time there's a new release :)

I might ask sapier for camels. They would go awesome with this mod.
Last edited by Neuromancer on Thu Sep 26, 2013 22:56, edited 1 time in total.

User avatar
BlockMen
Developer
Posts: 768
Joined: Fri Mar 01, 2013 17:24
GitHub: BlockMen
Location: Germany

by BlockMen » Post

Neuromancer wrote:Awesome update. Is it possible to increase the frequency of them by changing a value like in version .2?
if math.random(0,18) < 12 then return end

Maybe you could make this a setting, or at least put a comment in the lua file on how to do it, cuz I'm going to keep asking you every time there's a new release :)

I might ask sapier for camels. They would go awesome with this mod.
no, that wouldnt work. the spawning is now more complex, easiest way to change the rate are these 3 values:

1st: change the number of trys to find a desertsand node in desert biomes #L125
2nd: change the minimum distance of pyramids (52 nodes is default) #L151
3rd: change percent value how many possible pyramids are created (64% is default) #153

User avatar
VanessaE
Moderator
Posts: 4536
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaE
Location: Western NC
Contact:

by VanessaE » Post

This crash happened today (using v0.3 of the mod, via Minetest from git pulled one or two days ago):

12:18:01: ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: LuaError: error: ...netest/worlds/Survival_World/worldmods/pyramids/init.lua:102: attempt to index a nil value

As a workaround, I changed line 102 to read:

Code: Select all

while (minetest.get_node_or_nil(p2) and (minetest.get_node_or_nil(p2).name == "air")) do
This seems to have stabilized things; your coding style may vary.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

User avatar
Wuzzy
Member
Posts: 4046
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

by Wuzzy » Post

I flew again with my UFO to the several deserts until I found a new 0.3 pyramid. Yeah, this time it was a bit different. :)
+ Spoiler
And it is great to see progress on this mod. :-)

I also recently released the Treasurer mod and I have come to the conclusion that this a perfect mod to write a treasure spawning mod (TSM) for! If you don’t understand: Treasurer is a mod to help other mods (the TSMs) to spawn treasures from a pool where mods (treasure registration mods) can register treasures into. Read more in the thread if you’re interested.

My first idea was to spawn treasures into the chests not using the default few ones but by using Treasurer.

The problem is, I thought it would be never neccessary to change existing mods if one wants to write a TSM. But for this case, how would it know where the Pyramid mod has just spawned the chests or even where the pyramid generated? I fear it can’t without changing the Pyramid mod. Bummer.

So I had to change my plans.

My new idea was to turn Pyramids itself into a treasure spawning mod. Instead of only spawning items from default, it spawns whatever items are available from the treasure pool. But this would generate a dependency to Treasurer. So my newer idea is to let the Pyramids fall back to its default treasures it already has if Treasurer is not found. If Treasurer is found, it calls the treasurer.select_random_treasures to ask it for some random high-level treasures and put these instead into the chests. This way, Treasurer would just be an optional dependency. :-)

How do you like my idea? Do you want the Pyramids mod to become a TSM?
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH

User avatar
BlockMen
Developer
Posts: 768
Joined: Fri Mar 01, 2013 17:24
GitHub: BlockMen
Location: Germany

by BlockMen » Post

Update! Version 0.4 released

Changelog:
- added something like "lava-traps"
- fixed reported error
- fixed floating spawner mummie of destroyed pyramids


--
VanessaE wrote:This crash happened today (using v0.3 of the mod, via Minetest from git pulled one or two days ago):
-snip-
Thanks for reporting, its fixed now
Wuzzy wrote: I don’t like it that you called them just “Sandstone”, too. You should give them different names in order to keep them apart.
Ah, forgot to add the variable, its fixed now

To your tresure idea: I'm not a fan of dependencies, but your mod looks fine so far, so i will think about it. But dont expect to much ;)

User avatar
Wuzzy
Member
Posts: 4046
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

by Wuzzy » Post

1.: On Gameplay
+ Spoiler


2.: On Treasurer

Oh, it would not be a dependency, it would be an optional dependency. It means that the mod still works without Treasurer. Iff Treasurer is present, it uses it.

To add Treasurer support, pyramids.fill_chest (of v0.4) has to be changed. This:

Code: Select all

for i=0,2,1 do
    local stuff = chest_stuff[math.random(1,#chest_stuff)]
    if stuff.name == "farming:bread" and not minetest.get_modpath("farming") then stuff = chest_stuff[1] end
    local stack = {name=stuff.name, count = math.random(1,stuff.max)}
    if not inv:contains_item("main", stack) then
        inv:set_stack("main", math.random(1,32), stack)
    end
end
(the part below “math.random(1,10)” …)

To this:

Code: Select all

local stacks
if minetest.get_modpath("treasurer") ~= nil then
    stacks = treasurer.select_random_treasures(3,7,9)
else
    for i=0,2,1 do
        local stuff = chest_stuff[math.random(1,#chest_stuff)]
        if stuff.name == "farming:bread" and not minetest.get_modpath("farming") then stuff = chest_stuff[1] end
        stacks = {{name=stuff.name, count = math.random(1,stuff.max)}}
    end
end
for s=1,#stacks do
    if not inv:contains_item("main", stacks[s]) then
        inv:set_stack("main", math.random(1,32), stacks[s])
    end
end
The code does what I proposed in my previous post in this thread.

I tested it myself in a rush and found no bugs so far. But more testing is welcome, of course. :-) If you tested it, please tell me what you think.
To test: Activate Treasurer, the modified Pyramids mod and trm_default_example. I plan to add “real” TRMs in the future.

Of course “treasurer?” has to be added to depends.txt then (“?” denotes optional dependency).

3.: Technical stuff
+ Spoiler
+ Spoiler
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH

User avatar
Michael Eh?
Member
Posts: 391
Joined: Sun Jan 01, 2012 17:21

by Michael Eh? » Post

Liking this mod. Makes me want to see more Egyptian style constructs. Temples? Plazas? Statues? Makes me want to change my player skin to Indy Jones. =) Having to dig out the structures make deserts worth crossing.

User avatar
Michael Eh?
Member
Posts: 391
Joined: Sun Jan 01, 2012 17:21

by Michael Eh? » Post

Actually I started building an Egyptian style temple from some layouts I found online.
Image
Image
Image

Series of images I'm using for the build... though it works out to be huge. I'm building the prototype on Vanessa Creative server beside Okean's chessboard (500,x,500). Plenty of rooms for traps and hordes of mummies though I can't do that on creative. I've gotten as far as layout with rising floors per section. I'm placing chests. Trying my hand at statues with circular saw with limited results. Trying to keep to the limits of the mod so it might be of some use.

Of course, if it were to be part of this mod it would have to be super rare. I can already see it as a monster to get through once the mummies are set loose. The hall and pronaos are typical ambush locations.

User avatar
Gorilla
Member
Posts: 12
Joined: Wed Oct 16, 2013 01:39
Location: Melbourne, Victoria, Australia

by Gorilla » Post

I played this mod (version 0.4) and enjoyed looking around, though the process of finding the door into the pyramid was annoying as it was buried in the sand and desert stone.

I don't have any details to offer of that bug. On the other hand, I did like the idea of a long lost pyramid.


Mod Idea: Inca Pyramid in Jungle biome. ;-)

User avatar
Jouster27
Member
Posts: 117
Joined: Fri Mar 29, 2013 14:16

by Jouster27 » Post

I like the pyramids being partially buried. It's an element of realism that I enjoy.

I really, REALLY dig (pardon the pun) the idea of Incan-style pyramids in Jungle biomes. Great idea!

User avatar
Inocudom
Member
Posts: 3096
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Post

Jouster27 wrote:I like the pyramids being partially buried. It's an element of realism that I enjoy.

I really, REALLY dig (pardon the pun) the idea of Incan-style pyramids in Jungle biomes. Great idea!
Me too. Jungles need some ruins of their own.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/

User avatar
BlockMen
Developer
Posts: 768
Joined: Fri Mar 01, 2013 17:24
GitHub: BlockMen
Location: Germany

by BlockMen » Post

Michael Eh? wrote:Actually I started building an Egyptian style temple from some layouts I found online.
http://www.ancientegypt.co.uk/temples/e ... utaway.jpg
http://www.digitalegypt.ucl.ac.uk/art/sectiontemple.gif
http://www.digitalegypt.ucl.ac.uk/art/plantemple.gif

Series of images I'm using for the build... though it works out to be huge. I'm building the prototype on Vanessa Creative server beside Okean's chessboard (500,x,500). Plenty of rooms for traps and hordes of mummies though I can't do that on creative. I've gotten as far as layout with rising floors per section. I'm placing chests. Trying my hand at statues with circular saw with limited results. Trying to keep to the limits of the mod so it might be of some use.

Of course, if it were to be part of this mod it would have to be super rare. I can already see it as a monster to get through once the mummies are set loose. The hall and pronaos are typical ambush locations.
That would look great i guess but i fear generating would be kinda complicated and bloat the mod...
Gorilla wrote:I played this mod (version 0.4) and enjoyed looking around, though the process of finding the door into the pyramid was annoying as it was buried in the sand and desert stone.

I don't have any details to offer of that bug. On the other hand, I did like the idea of a long lost pyramid.


Mod Idea: Inca Pyramid in Jungle biome. ;-)
Hmm..thought i fixed that with the desert stone :\
And the inca pyramids are a nice suggestion. But dont expect them very soon to come ;)

User avatar
LuxAtheris
Member
Posts: 169
Joined: Fri Oct 25, 2013 00:54
Location: Aether

by LuxAtheris » Post

This is a great mod
+10000 for you
also i like the hurt sound.
Believe you can and you’re halfway there.

User avatar
VanessaE
Moderator
Posts: 4536
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaE
Location: Western NC
Contact:

by VanessaE » Post

I just realized this mod has a problem - it slows down the animations of all the player models also. This may be due to the use of global variables here which conflict default/player.lua (e.g. "animation_speed" instead of something like "mummy_animation_speed" or so).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

User avatar
BlockMen
Developer
Posts: 768
Joined: Fri Mar 01, 2013 17:24
GitHub: BlockMen
Location: Germany

by BlockMen » Post

VanessaE wrote:I just realized this mod has a problem - it slows down the animations of all the player models also. This may be due to the use of global variables here which conflict default/player.lua (e.g. "animation_speed" instead of something like "mummy_animation_speed" or so).
Untested but should be fixed here: https://github.com/BlockMen/pyramids

User avatar
Johnyknowhow
Member
Posts: 358
Joined: Fri Sep 21, 2012 15:17
In-game: Minetestian
Location: Washington, USA

by Johnyknowhow » Post

wow BlockMen,
you make soooooo many cool mods,
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

obligatory fancy signature goes here

User avatar
LuxAtheris
Member
Posts: 169
Joined: Fri Oct 25, 2013 00:54
Location: Aether

by LuxAtheris » Post

so where can I find the damage that the mummies do?
Believe you can and you’re halfway there.

User avatar
Achilles
Member
Posts: 247
Joined: Sun Dec 15, 2013 11:55
In-game: Achilles
Location: Excuse Me???? -_-

by Achilles » Post

Maybe you should stand in front of a mummy and let it hit you once. See how many lives you lose. :P

Im Serious
Last edited by Achilles on Wed Jan 01, 2014 20:00, edited 1 time in total.
The Ironic Thing About Common Sense Is That It Isn't Very Common

User avatar
shaheerziya
Member
Posts: 51
Joined: Sat Dec 07, 2013 06:57
Location: Pakistan

by shaheerziya » Post

I have a request that is can you please add a different types of pyramids like:
Egyptian Pyramid with short mummies(the biggest and strongest pyramid)
Czech Pyramids with tall mummies(2nd most strongest)
Normal Pyramids with normal mummies(At last)
Egyptian pyramids would be gigantic and be having lots of treasure(spawning: super dooper rare)
Czech would be smaller and weaker(spawning: rare)
Normal would be normal(spawning:Moderate)
Tanks in advance i would really like it if you will add this in the next version
(My 2nd most favorite mod this is and i am a kid and do not know lua.)

User avatar
Zelenavoda
Member
Posts: 12
Joined: Sun May 26, 2013 08:00
Location: Czech republic

by Zelenavoda » Post

shaheerziya wrote: Czech Pyramids with tall mummies(2nd most strongest)
Czech would be smaller and weaker(spawning: rare)
Image
Do you seriously think you can find desert in Czech republic?... You should take some geography lessons.

User avatar
Pitriss
Member
Posts: 254
Joined: Mon Aug 05, 2013 17:09
GitHub: Pitriss
IRC: pitriss
In-game: pitriss
Location: Czech republic, Bohumin

by Pitriss » Post

Zelenavoda wrote:
shaheerziya wrote: Czech Pyramids with tall mummies(2nd most strongest)
Czech would be smaller and weaker(spawning: rare)
http://www.internationalteflacademy.com ... c-tefl.jpg
Do you seriously think you can find desert in Czech republic?... You should take some geography lessons.
I think they should not allow patients of mental hospital to connect to internet..
I reject your reality and substitute my own. (A. Savage, Mythbusters)
I'm not modding and/or playing minetest anymore. All my mods were released under WTFPL. You can fix/modify them yourself. Don't ask me for support. Thanks.

User avatar
shaheerziya
Member
Posts: 51
Joined: Sat Dec 07, 2013 06:57
Location: Pakistan

by shaheerziya » Post

I am just a 4 grader and we have just started reading geography! :( and i know there are not any deserts in Czech biuty the NAME looks pyramid-y so i thought they should be added and tatta!

User avatar
Pitriss
Member
Posts: 254
Joined: Mon Aug 05, 2013 17:09
GitHub: Pitriss
IRC: pitriss
In-game: pitriss
Location: Czech republic, Bohumin

by Pitriss » Post

please slap yourself with something heavy.. maybe then you will stop act like retarded..
I reject your reality and substitute my own. (A. Savage, Mythbusters)
I'm not modding and/or playing minetest anymore. All my mods were released under WTFPL. You can fix/modify them yourself. Don't ask me for support. Thanks.

User avatar
VanessaE
Moderator
Posts: 4536
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaE
Location: Western NC
Contact:

by VanessaE » Post

terminate called after throwing an instance of 'ServerError'
what(): ...t/worlds/Survival_World/worldmods/pyramids/mummy.lua:316: attempt
to index local 'p' (a nil value)
stack traceback:
...t/worlds/Survival_World/worldmods/pyramids/mummy.lua:316: in function
<...t/worlds/Survival_World/worldmods/pyramids/mummy.lua:182>
/home/minetest/Scripts/minetestserver-survival.sh: line 27: 21955 Aborted

(Minetest git pulled earlier this morning, pyramids mod is up-to-date also)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

User avatar
neron
Member
Posts: 82
Joined: Sat Dec 22, 2012 20:22

by neron » Post

Could you also make a version that would do minecraft desert temples and jungle temples?

Post Reply

Who is online

Users browsing this forum: No registered users and 5 guests