[abandoned Mod] Fun Caves [fun_caves]

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duane
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[abandoned Mod] Fun Caves [fun_caves]

by duane » Sun Apr 24, 2016 07:11

Edit: This mod is abandoned now that I've switched to Squaresville C.

Fun Caves replaces the default caves with a dense system of mostly flat (and easier to navigate) caverns, with biomes owing much to caverealms. Once you go underground, you should find everything you need to survive without ever returning to the surface.

Note: This mod is not compatible with mapgen V6, and worlds created with the previous version of fun_caves will NOT work with the new one (no matter how many other mods you add in).

Screenshots
+ Spoiler


The source is available on github.

Code: LGPL2, textures: CC-BY-SA and CC0

Mod dependencies: default, dye, flowers, vessels

Download: https://github.com/duane-r/fun_caves/archive/master.zip

Recipes
+ Spoiler


For those who want to add features from the old fun_caves project, take a look at these mods:

Big Trees (killer bees are not included)
Booty (the chests found in dungeons and pyramids)
Elixirs
Fun Tools (chainsaw, flare gun, rope ladders, wall hammer, etc.)
Hard Wood
Huts (primitive villages)
Underworlds
Inspire (rewards similar to the metal/gem crafting requirements)
Wooden Bucket
Ziggurats
Attachments
fun-caves-25.jpg
(150.72 KiB) Not downloaded yet
fun-caves-20.jpg
(226.6 KiB) Not downloaded yet
fun-caves-14.jpg
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Last edited by duane on Tue Sep 26, 2017 03:16, edited 50 times in total.
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Problems

by duane » Sun Apr 24, 2016 07:12

Problems:

- Caves frequently undermine riverbeds and desert sand, causing hilarity if you're foolish enough to dig there. I'm not fixing this one -- I think it's fun.
Last edited by duane on Mon Jun 06, 2016 08:06, edited 6 times in total.
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Re: [Mod] Fun Caves (V6 caves) [fun_caves]

by burli » Sun Apr 24, 2016 07:45

This is cool, thx. But I got an error message.

Code: Select all
2016-04-24 09:36:39: WARNING[Emerge-0]: Undeclared global variable "mg" accessed at /home/markus/minetest/bin/../mods/fun_caves/mapgen.lua:293
2016-04-24 09:36:39: ERROR[Main]: ServerError: Lua: Runtime error from mod 'default' in callback environment_OnGenerated(): /home/markus/minetest/bin/../mods/fun_caves/mapgen.lua:293: attempt to index global 'mg' (a nil value)
2016-04-24 09:36:39: ERROR[Main]: stack traceback:
2016-04-24 09:36:39: ERROR[Main]:    /home/markus/minetest/bin/../mods/fun_caves/mapgen.lua:293: in function 'makeTunnel'
2016-04-24 09:36:39: ERROR[Main]:    /home/markus/minetest/bin/../mods/fun_caves/mapgen.lua:408: in function 'makeCave'
2016-04-24 09:36:39: ERROR[Main]:    /home/markus/minetest/bin/../mods/fun_caves/mapgen.lua:461: in function 'generateCaves'
2016-04-24 09:36:39: ERROR[Main]:    /home/markus/minetest/bin/../mods/fun_caves/mapgen.lua:488: in function </home/markus/minetest/bin/../mods/fun_caves/mapgen.lua:466>
2016-04-24 09:36:39: ERROR[Main]:    /home/markus/minetest/bin/../builtin/game/register.lua:369: in function </home/markus/minetest/bin/../builtin/game/register.lua:349>


Will try to help
 

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Re: [Mod] Fun Caves (V6 caves) [fun_caves]

by burli » Sun Apr 24, 2016 20:20

Ok, had to replace this "mg" with a. Now it's working. There are caves with sandstone or desert sandstone, but there are light issues. These caves are bright as day

What does
Code: Select all
fun_caves.world
mean?
 

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Re: [Mod] Fun Caves (V6 caves) [fun_caves]

by burli » Mon Apr 25, 2016 08:10

Duane creates a v6 branch. The master is something different.

THX for bugfixing
 

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Re: [Mod] Fun Caves (V6 caves) [fun_caves]

by duane » Mon Apr 25, 2016 22:03

burli wrote:What does
Code: Select all
fun_caves.world
mean?


It's just a place-holder so I could leave some of the world-oriented code in, in case I needed it. (Doesn't look like I will.)
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Re: [Mod] Fun Caves (V6 caves) [fun_caves]

by burli » Tue Apr 26, 2016 05:38

Thanks for your great work. Now I can tinker around with the settings.
 

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Tue Apr 26, 2016 21:59

I've gone in a new direction with this mod. (See the first post.) It's now a fairly complete underworld environment. There's no surface at all, and anything you'd find there has an equivalent underground. Goblins, spiders, and fungi dominate the caves.
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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by Don » Wed Apr 27, 2016 02:01

Duane, your craziness is impressive. Thanks for your great work!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by burli » Thu Apr 28, 2016 20:09

duane wrote:Hint2: Avoid the goblin traps. They hurt.

That's a really nice idea, but the gobblins are really hard. They spawn from the first second and I died three times in the first 5 minutes. No idea how to survive this. No time to try something.
 

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by azekill_DIABLO » Fri Apr 29, 2016 15:10

i will maybe do a game with this, in a long time, when Voxellar will be stable (otherly said: in another life :D)
 

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Sat Apr 30, 2016 01:53

burli wrote:
duane wrote:Hint2: Avoid the goblin traps. They hurt.

That's a really nice idea, but the gobblins are really hard. They spawn from the first second and I died three times in the first 5 minutes. No idea how to survive this. No time to try something.


What I've had to do is immediately run away from the growing areas to some place with salt or hot cobble and then edge back to get some tools. It's a lot easier if you spawn near a cliff and can just pick up their dropped stuff. Ore spawns everywhere, and the nasty goblins (only about half will actually attack you) spawn near it, but you can also get an iron or diamond sword in no time. Once you have that and a stack of mushroom steaks, you're golden.

It's lively, but not terribly difficult once you get used to it.

Edit: It took me about half an hour to come up with all this, starting from scratch. Killed a dozen goblins, several danglers and two big spiders in the process. (One of the danglers gave me a lot of trouble -- it kept jumping up to the ceiling and dropping on me when I didn't expect it.) Not gonna tell you where the bread came from. There's an inexhaustible supply, when you find it.

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Thu May 12, 2016 04:54

I've completely removed the massive cave and v6 algorithms, and I'm now using a much denser, more interconnected set of noises. It's no longer possible to give you an idea of how they look, because they take up nearly half the volume of the world... so, here's a random screenshot.

Image

Underground fires can be particularly deadly.
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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by burli » Thu May 12, 2016 05:40

This is cool. Maybe this screenshot might help, but it's still dificult to get an idea

Image
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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Mon May 16, 2016 08:45

I've added some silicon-based life and biased the ores to spawn in the less pleasant places. Here's a good spot to find mese.

Image

I also fixed the hot/cold nodes so that they properly cause mobs damage and don't require so many abms.
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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by burli » Mon May 16, 2016 09:46

Well don duane. But ores are pretty rare. Had to search a long time to find more than one iron. But then I found more than enough.

And it is difficult to see because of the uniformity of the glowing stones. My eyes are getting tired after a while
 

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by burli » Mon May 16, 2016 13:09

On the left side of the screenshot is not a single ore, on the right side is Walhall. And the structure of the cave is better visible. I removed temporarely the decoration.

And I have heavy lags. I was in creative mode and puched a tiny spider once. It took over 10 seconds until the spider dies. I normal mode I was nearly killed by such a tiny spider because I couldn't kill her, but she made damage.

Image
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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by azekill_DIABLO » Mon May 16, 2016 17:36

duane wrote:I've added some silicon-based life and biased the ores to spawn in the less pleasant places. Here's a good spot to find mese.

Image

I also fixed the hot/cold nodes so that they properly cause mobs damage and don't require so many abms.


so cool ;)
 

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by burli » Mon May 16, 2016 17:57

Oh, right, I didn't found any lava yet. And I flew through the caves.

It's a bit strange with the ores. There are area's where I can't find any ores, but there are areas with every kind of ore, even mese blocks and diamonds
 

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Tue May 17, 2016 01:30

burli wrote:On the left side of the screenshot is not a single ore, on the right side is Walhall. And the structure of the cave is better visible. I removed temporarely the decoration.

And I have heavy lags. I was in creative mode and puched a tiny spider once. It took over 10 seconds until the spider dies. I normal mode I was nearly killed by such a tiny spider because I couldn't kill her, but she made damage.


The ore is based on the altitudes in the default game. Wherever there's a sharp increase based on altitude normally, there will be a similar increase horizontally here. I like making the ore harder to find. It was too easy before.

There is a lot of lag. Unfortunately, most of it is being caused by the liquid/lighting updates. To be fair, the game wasn't designed for caves in the sky. I haven't had any problem killing anything yet, as long as I'm walking.

The lava is in the hot biomes (where you see hot cobble and coal).

The uniform glow is a bit dull. Maybe I'll make the individual lights brighter and turn off the rest. That would probably help with the lighting lag.

Edit: Yep. That helps a lot. At least until you get into areas with lava and hot cobble. Then it's lag city again.
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