[abandoned Mod] Fun Caves [fun_caves]

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duane
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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon May 23, 2016 14:44

paramat wrote:See https://forum.minetest.net/viewtopic.php?p=218419#p218419

I think your heightmap checks may be failing, large caves should not be generated high in the air. The dark air of overgenerated large caves can cause lighiting bugs.


That's probably true. I've already taken all the large cave code out of the mod. Burli's using the original code I cobbled together from the C source and never maintained.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon May 23, 2016 16:26

Deserts were not much fun, so I added small rocks (which can be made into cobble) and a recipe to turn dry shrubs into sticks. I've also added hunger, so I had to add some food to this harsh terrain. Bon apetite.

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The code is now faster, but it still develops a lot of lag at times. I think some of that is due to the large number of creatures I have available.
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Re: [Mod] Fun Caves [fun_caves]

by burli » Wed May 25, 2016 08:29

duane wrote:The code is now faster, but it still develops a lot of lag at times. I think some of that is due to the large number of creatures I have available.

Hm, I add a counter. I just waked on the surface the first ingame day and in this time over 40 mobs are spawned. But it is also possible to get up to over 100. I don't know if they are all active

And I noticed that I get demage without any mob around. Even if I fly in the air I got damage. Is that by intention?

[Edit] you added hunger. Just read it now, sorry

And if I punch a mob the game craches

Code: Select all
2016-05-25 10:25:43: ACTION[Server]: Player singleplayer punched by LuaEntitySAO at (412.109,-21.5,-230.328), damage 1 HP
2016-05-25 10:25:44: ACTION[Server]: singleplayer punches object 622: LuaEntitySAO at (412.807,-21.5,-233.346)
2016-05-25 10:25:44: ERROR[Main]: ServerError: Lua: Runtime error from mod 'fun_caves' in callback luaentity_Punch(): /home/markus/minetest/bin/../mods/mobs/api.lua:1711: attempt to index local 'tool_capabilities' (a nil value)
2016-05-25 10:25:44: ERROR[Main]: stack traceback:
2016-05-25 10:25:44: ERROR[Main]:    /home/markus/minetest/bin/../mods/mobs/api.lua:1711: in function </home/markus/minetest/bin/../mods/mobs/api.lua:1692>
2016-05-25 10:25:44: ERROR[Main]:    /home/markus/minetest/bin/../builtin/game/mod_profiling.lua:290: in function </home/markus/minetest/bin/../builtin/game/mod_profiling.lua:288>
2016-05-25 10:25:44: ACTION[Server]: singleplayer leaves game. List of players:
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Wed May 25, 2016 10:07

burli wrote:And if I punch a mob the game craches

Code: Select all
2016-05-25 10:25:43: ACTION[Server]: Player singleplayer punched by LuaEntitySAO at (412.109,-21.5,-230.328), damage 1 HP
2016-05-25 10:25:44: ACTION[Server]: singleplayer punches object 622: LuaEntitySAO at (412.807,-21.5,-233.346)
2016-05-25 10:25:44: ERROR[Main]: ServerError: Lua: Runtime error from mod 'fun_caves' in callback luaentity_Punch(): /home/markus/minetest/bin/../mods/mobs/api.lua:1711: attempt to index local 'tool_capabilities' (a nil value)
2016-05-25 10:25:44: ERROR[Main]: stack traceback:
2016-05-25 10:25:44: ERROR[Main]:    /home/markus/minetest/bin/../mods/mobs/api.lua:1711: in function </home/markus/minetest/bin/../mods/mobs/api.lua:1692>
2016-05-25 10:25:44: ERROR[Main]:    /home/markus/minetest/bin/../builtin/game/mod_profiling.lua:290: in function </home/markus/minetest/bin/../builtin/game/mod_profiling.lua:288>
2016-05-25 10:25:44: ACTION[Server]: singleplayer leaves game. List of players:


That's an old error. Are you using the latest mobs redo?
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Re: [Mod] Fun Caves [fun_caves]

by burli » Wed May 25, 2016 10:56

A few days old. But I can update again if there was an update shortly
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Wed May 25, 2016 14:38

burli wrote:A few days old. But I can update again if there was an update shortly


That's definitely not the version I've got, which has the mobs_redo directory and different code. I got mine from https://github.com/tenplus1/mobs_redo.
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Re: [Mod] Fun Caves [fun_caves]

by burli » Wed May 25, 2016 16:00

duane wrote:
burli wrote:A few days old. But I can update again if there was an update shortly


That's definitely not the version I've got, which has the mobs_redo directory and different code. I got mine from https://github.com/tenplus1/mobs_redo.


No idea what happens. My version was maybe two weeks old and I could play two days ago with this mod.

burli wrote:I was attacked by naked spiders. I add mobs mod, but not mobs_monsters. I expected, that you just need the api, but you removed some textures. So I had to add mobs_monsters to get the textures

Or are you using an older mobs mod befor it was splitted?


I just downloaded the new version of fun_caves and replaced the old one. Then I got the error
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Thu May 26, 2016 11:15

I'm working on hidden fortresses, underground. They'll be mazes full of nasty creatures with some kind of trophy hidden inside. Collect the set and you win a no-prize. (They won't actually be lit. I took the shots in debug mode.)

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri May 27, 2016 13:15

Mobs that spawn in fortresses are now tougher than their free-roaming cousins -- a little tougher up top -- at the bottom... expect pain. This should work for any mobs_redo mob, as long as you add a register_spawn line with the "fortress" group set (so they spawn there at all). It won't affect mobs that wander in from above.

Edit: A lesser goblin just killed me in two hits. I may have to look into armor mods.
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Re: [Mod] Fun Caves [fun_caves]

by burli » Fri May 27, 2016 15:08

duane wrote:Edit: A lesser goblin just killed me in two hits. I may have to look into armor mods.

I don't really like the mobs in minetest. They may be to strong at the beginning, but if you have a steel sword most mobs are boring. And if you have a steel armor most mobs can't really harm you. The gameplay is not really balanced
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri May 27, 2016 16:20

burli wrote:I don't really like the mobs in minetest. They may be to strong at the beginning, but if you have a steel sword most mobs are boring. And if you have a steel armor most mobs can't really harm you. The gameplay is not really balanced


Well, all mobs will have about 12x the hit points and do 12x the normal damage at -31000, scaling up gradually. If there are armor and weapon mods that trivialize that, I'll just jack it up some more.

I want it to be impossible to beat. I'm an old rogue-like fan.
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Re: [Mod] Fun Caves [fun_caves]

by burli » Fri May 27, 2016 17:31

duane wrote:Well, all mobs will have about 12x the hit points and do 12x the normal damage at -31000, scaling up gradually. If there are armor and weapon mods that trivialize that, I'll just jack it up some more.

I want it to be impossible to beat. I'm an old rogue-like fan.

I don't want to dig down so deep. I want other methodes to change the difficulty.

I don't want to clone Minecraft, but some things are good, like something that is called "Regional difficulty". If the player stays at the same area for a while the mobs get stronger and the spawn rate is higher. I also want to add XP and a level. Each level the mobs get a little bit stronger. I also like the idea that mobs can pick up items. And if it is a weapon or armor the mob can use the item.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat May 28, 2016 01:57

burli wrote:I don't want to dig down so deep. I want other methodes to change the difficulty.

I don't want to clone Minecraft, but some things are good, like something that is called "Regional difficulty". If the player stays at the same area for a while the mobs get stronger and the spawn rate is higher. I also want to add XP and a level. Each level the mobs get a little bit stronger. I also like the idea that mobs can pick up items. And if it is a weapon or armor the mob can use the item.


You could do all of that the same way I did the depth changes. You could even let the individual monsters gain levels slowly. (Of course, you're wasting most of the playing space.) If you do levels though, you have to have preset higher level areas. Otherwise junior characters are going to get stomped when the level of their area changes. And there's no obvious way to tell what level a monster is, since their F5 text doesn't change after they're created (annoying).

If I were going to do that, I'd probably have to base the level regions on noise and plant markers like skulls every so often. The more skulls you see, the higher the level. That would at least give people some warning. You could plant stock bones, confusing people on corpse runs (hilarious).

The goblins are assumed to be using weapons and tools, they're just not visible until they die. When would there be weapons and armor lying around for monsters to pick up anyway?
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Re: [Mod] Fun Caves [fun_caves]

by burli » Sat May 28, 2016 06:47

You have some nice ideas, but I will stop this discussion here because it is "slighly" off topic. But I will come back if I have finished my caves.

btw: I would like to use your cave algorithm without the decoration. Can you help me with that, please?
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat May 28, 2016 10:29

I slightly modified the promotion code to make all creatures tougher, the farther you get from origin in any axis (yes, even cows and bunnies). At the edge of the world, they'll have 5x the hit points and do 5x the damage (if any). You'll still have to travel a long way to see any real difference. Creatures in fortresses are 50% stronger than their cousins outside, no matter where they occur.

I also made a lot of abm-related changes, which seem to have helped the lag a bit.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat May 28, 2016 10:33

burli wrote:I would like to use your cave algorithm without the decoration. Can you help me with that, please?


That's easy. Just comment out the decorate_cave() and fortress() calls in mapgen (or replace those functions with your own). That's why I made them separate.
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sat May 28, 2016 13:05

Just for fun, I've started up a fun_caves server: viewtopic.php?f=10&t=14787
Last edited by everamzah on Thu Jun 23, 2016 16:49, edited 3 times in total.
 

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Re: [Mod] Fun Caves [fun_caves]

by swordpaint12 » Sat May 28, 2016 22:59

+10 so cool! It would be neat as the base of a subgame!
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Re: [Mod] Fun Caves [fun_caves]

by duane » Sun May 29, 2016 09:40

I've reduced the lag considerably on my system, and map generation is much faster.
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Re: [Mod] Fun Caves [fun_caves]

by burli » Sun May 29, 2016 11:29

duane wrote:I'm working on hidden fortresses, underground.

Hidden? Seriously? They are endless. You can't miss them, at least in my test
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon May 30, 2016 00:44

burli wrote:
duane wrote:I'm working on hidden fortresses, underground.

Hidden? Seriously? They are endless. You can't miss them, at least in my test


That's odd. I barely find any.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon May 30, 2016 00:52

I'm considering this change to the giant mushrooms, which would prevent falling glitches around them. What do you think?

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Re: [Mod] Fun Caves [fun_caves]

by burli » Mon May 30, 2016 04:40

duane wrote:
burli wrote:
duane wrote:I'm working on hidden fortresses, underground.

Hidden? Seriously? They are endless. You can't miss them, at least in my test


That's odd. I barely find any.


No, really, I just had to go deep enough, then there was nothing else. Don't know how deep I was, but not extremely deep
 

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