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Subterranean [Idea]

Posted: Sat May 20, 2017 20:21
by v-rob
This is a complicated ideas for a subgame that I (unfortunately) don't have the capability to code. First of all, I should point out that in this subgame, there is no such thing as the surface. The whole thing will be situated underground, and wherever you go, all there will be is caves, crevices, fissures, subterranean lakes, and lava caves. The underground will be different, though. There will be a multitude of caves, and these would be interesting ones.

> First is the caverns. This explains what I mean: viewtopic.php?f=18&t=17154
> Second is the normal cave. It is already in Minetest Game, and it's the type that lava and water are found in. These need to be fixed because the lava / water are not flat. By that, I mean that they are not all sources. Water and lava should not be at different levels. Screenshots of what I mean: http://imgur.com/a/qMBHZ
> Third is snake caves. These caves are long and "snake around." These are found all around the map.
> Fourth is the crevices found in mapgen v5 and v7. They are similar to snake caves, but are long and thin in places.
> Fifth is the lava caves. These would be normal caves with lava, and the walls would be coated with obsidian, maybe a few units thick.
> Sixth is a fissure. These would be very thin, tall, and straight. At the bottom could be lava, and the fissure would also be coated with obsidian if there was.
> Seventh is probably pretty hard, but here it goes: There would be a function for snake caves that in certain cases, when a snake cave forms a U, the U could have water in it.
> Lastly, there could be underground rivers. Not sea level type from mapgen v7, but more like underground rivers from the valleys mapgen.

This seems interesting to me, but the same caves over and over would get monotonous, so there would be four biomes: Normal stone, limestone, moss, and lichen.

> Normal stone biomes would be normal stone (Duh!). They would have default water for their water caves / rivers.
> Second is limestone. These would have stalactites and stalagmites. These would be nodeboxes that come in sizes of 4 meters, 3 meters, and two meters. When the base of the stalactite / stalagmite is placed, a random size is placed. When the top (or bottom) is dug, it drops nothing. When the base is dug, then a stalactite / stalagmite base is dropped. This biome would have river water for water caves / rivers.
> Moss biomes would have moss on the ground (Yet again, duh!). This would have algae filled water and mushrooms. The thing about these mushrooms is that I want some that grow on the wall, and that everything will be nodeboxes / meshes. Basically this is what I want, but a little more like ones you would find in a cave: viewtopic.php?f=11&t=16345&hilit=nsspf
> Lastly is the lichen biomes. Lichen is on the ground, and the lichen would be a light blue color. Water would be whitish and luminescent (glowing). Different types of mushrooms would grow here.

Notice: I think dirt, sand, and gravel should be removed from the underground as blob ores because they are very annoying. Gravel could be crafted from cobble. Also, shovels, axes, and maybe swords would be removed as they are unnecessary.

Another note: Obsidian lava caves and fissures are not their own biomes, just their own caves.

The last note: All water should have the same length of flowing. River water and normal water should flow the same.

Now that the outline for the mapgen is explained, I'll list the nodes I would like.

> First is the digtron mod. viewtopic.php?f=9&t=16295&hilit=digtron
> I would like an edited version this mod as an alternative to ladders, since wood is kind-of non-existent. viewtopic.php?f=11&t=17069
> Excavator: This is the only other tool in this subgame. It is a pickaxe with a few different functions. It makes all node drop what they are. In other words, digging iron ore would give you a block of iron ore, and not a lump. Stone drops stone, not cobble.
> A good bags mod. There are many different ores out there. Also, cobble accumulates very fast.
> More minerals: This is a very long list, so I'll put it in a spoiler. It is every ore / mineral in this subgame.

Key: common, uncommon, rare, very rare, super rare, impossibly rare
Spoiler
Coal (No tools, fuel)
Anthracite Coal (No tools, better fuel)
Iron (No tools, handle)
Copper (No tools)
Tin (No tools, handle)
Lead (No tools, poisonous)
Zinc (No tools, handle)
Aluminum (No tools, handle)
Nickel (No tools, reinforcer)
Cobalt (No tools, reinforcer)
Phosphorous (No tools, lightstones)
Silver (No tools, decorative)
Gold (No tools, decorative)
Titanium
Chromium (No tools, decorative)
Platinum (No tools)
Tungsten (No tools, reinforcer)
Mithril (Moreores)
Mese
(No green, orange, or uranium have tools, blocks, or ingots.)
Uranium (Best fuel)
Lanthanum
Cerium
Praseodymium
Neodymium
Promethium
Samarium
Europium
Gadolinium
Terbium
Dysprosium
Holmium
Erbium
Thulium
Ytterbium
Actinium
Thorium
Protactinium
Neptunium
Plutonium
Americium
Curium
Berkelium
Californium
Einsteinium
Fermium
Mendelevium
Nobelium

(Notice about above mentioned green nodes: These are the lanthanide / actinide series on the periodic table. When oxidized, they become change colors from their natural dull silver to a certain color. This is where dye can be found underground. All of them put together underground will make them common. Each one looks the same as the other until they are crafted into dye, so you never know what you're getting. I can make the dye colors if this subgame is made.)
Oganium
Erxentrum
Technetium

(Notice about above mentioned orange nodes: These were made up and are used in the making of the special alloys that I will mention later.)
(All below have tools and decorative)
Aquamarine (Only found in limestone)
Topaz
Amethyst
Emerald
Sapphire
Ruby
Diamond (Clear tinted blue, Round Brilliant cut)
(Notice about gems: The gem blocks will be translucent, not opaque. Gems should be see-through. Diamond is clear, tinted blue. Aquamarine is light blue. Topaz is yellow-orange.)
Notice that only three metals have tools. This is because alloys are used for that. Also, there are three that say reinforcers and four that say handles. This refers to the handles of the pickaxe. Handles can't be made out of wood, so one is crafted out of iron, aluminum, tin, or zinc. Any of these will produce the same thing: Tool Handle. If a handle is crafted out of one of the reinforcers, nickel, cobalt, or tungsten, then it produces a Reinforced Handle.

There are also six fuels: coal, coal block, anthracite coal, anthracite block, and uranium. Coal is the worst, coal block is second worst, anthracite coal is the fourth best, then anthracite block, a uranium lump is the best.

Now, here is a list of the alloys. Most can be used for tools.
Spoiler
Brass [Copper, Zinc] (No tools, reinforcer, decorative)
Bronze [Copper, Zinc] or [Copper, Aluminum]
Pewter [Copper, Lead, Tin] (poisonous)
Wrought Iron [Iron 4]
Cast Iron [Iron 3]
Nickel-Silver [Nickel, Silver, Copper]
Alnico [Aluminum, Copper, Nickel]
Nichrome [Nickel, Chromium] (No tools, decorative)
Trititanium [Titanium, Tungsten, Platinum]
There are five more alloys, but these are the special alloys that make tools better than mese, mithril, and trititanium put together. I'll tell you the names, but I will code the crafting recipes if this mod gets made. It gives you even more of a purpose in playing by first finding the recipe and then getting as much as you can.
Spoiler
Deluxium
Illustrium
Maximate
Supremate
Ultimatum
There (whew!). I finished, and I do hope that this, or part of this is made in to a subgame. I also would like input on what is possible and not possible, and what people like and don't like. I will gladly reexplain things if I have to.

Thanks : )

Re: Subterranean [Idea]

Posted: Mon May 22, 2017 13:40
by texmex
An obvious way to start this project would be to use the subterrane library. See some of what it can achieve in dfcaverns mod. Some of the layers and cave types already exists. Also look at underworlds which is moddable too.

Re: Subterranean [Idea]

Posted: Tue May 23, 2017 02:51
by v-rob
v-rob wrote:This is a complicated ideas for a subgame that I (unfortunately) don't have the capability to code.
I really don't understand how mapgen works, and I was kind of hoping that someone could code that. I took a look at those links you gave me, but they didn't help. I couldn't understand them very well, and I definitely wouldn't be able to code what I want, even with them. Thanks, though.

Re: Subterranean [Idea]

Posted: Tue May 23, 2017 07:08
by texmex
v-rob wrote:I really don't understand how mapgen works, and I was kind of hoping that someone could code that. I took a look at those links you gave me, but they didn't help. I couldn't understand them very well, and I definitely wouldn't be able to code what I want, even with them. Thanks, though.
I'm getting that. My post was as much targeted at any other community member reading the thread. You started with the concept, I followed with some ideas for framework. Who knows, the third person might find a way to actually code it. :)

Re: Subterranean [Idea]

Posted: Wed May 24, 2017 13:58
by v-rob
Oh. That makes sense. : )