[abandoned Mod] Fun Caves [fun_caves]
- duane
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Re: [Mod] Fun Caves [fun_caves]
I made a few changes to giant trees to help prevent catastrophic fires. Wood near a flame will ooze sap, which tends to quench the flames eventually.
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- azekill_DIABLO
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Re: [Mod] Fun Caves [fun_caves]
good!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
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- duane
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Re: [Mod] Fun Caves [fun_caves]
I'm overhauling the fortress code to make it more dungeon-like and easier to find. There are entrances on the surface and stairs inside. Dungeons go all the way down, only skipping the underworld zones, and getting harder as you descend. Treasure and torches are restocked regularly, along with monsters, of course.
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Re: [Mod] Fun Caves [fun_caves]
in the giant oceans, are those.... giant whales?
Biplanes! 'Nuff said
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- duane
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New Dungeons
I've added the new dungeons to the main branch. Treasures and monsters should spawn at the appropriate depths.
Here are some shots with false lighting:
Here are some shots with false lighting:
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- duane
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Re: [Mod] Fun Caves [fun_caves]
I haven't added any whales. Maybe you're seeing another mod.ozkur wrote:in the giant oceans, are those.... giant whales?
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Re: [Mod] Fun Caves [fun_caves]
they are in the images for styx and the sky-sea.duane wrote:I haven't added any whales. Maybe you're seeing another mod.ozkur wrote:in the giant oceans, are those.... giant whales?
Biplanes! 'Nuff said
I am a native English speaker, Ich spreche kein Deuscht, mais je parle un pue français.
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- duane
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Re: [Mod] Fun Caves [fun_caves]
That's just a big shark from the sharks mod. It probably looks bigger than it is because of the angle.ozkur wrote:they are in the images for styx and the sky-sea.duane wrote:I haven't added any whales. Maybe you're seeing another mod.ozkur wrote:in the giant oceans, are those.... giant whales?
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- duane
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Re: [Mod] Fun Caves [fun_caves]
I think I've managed to reduce the abm lag significantly in the latest push. There's still a lot of lag from mob activity. I doubt there's any easy way to fix that.
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Re: [Mod] Fun Caves [fun_caves]
I added the manticore from horror mod, lowered his stats a bit, then gave him a deadly, venomous sting. This is all you see... until you die.
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- duane
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Re: [Mod] Fun Caves [fun_caves]
Here's a whale for you, courtesy of dmobs. There's plenty of room for it in Styx. Not so much in the surface oceans.
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- D00Med
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Re: [Mod] Fun Caves [fun_caves]
^an inside out whale.
I can't seem to fix the 3d model for the whale...
I can't seem to fix the 3d model for the whale...
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- duane
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Re: [Mod] Fun Caves [fun_caves]
Normalize before you save?D00Med wrote:^an inside out whale.
I can't seem to fix the 3d model for the whale...
Inside-out whales sound perfect for an evil realm of water.
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Re: [Mod] Fun Caves [fun_caves]
I've added a significant number of traps to the dungeons, including goblin floor traps and booby-trapped coffers that can poison you, summon monsters, explode, or drop you down a shaft to your doom.
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- D00Med
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Re: [Mod] Fun Caves [fun_caves]
I flipped all the normal to see what would happen, and it worked!
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- duane
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Re: [Mod] Fun Caves [fun_caves]
D00Med wrote:I flipped all the normal to see what would happen, and it worked!
That does look better. Now you just need to add this:
Code: Select all
sounds = {
random = "whale_1",
death = "whale_1",
distance = 128,
},
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- D00Med
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Re: [Mod] Fun Caves [fun_caves]
Thanks, but what it the license of the sound?
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- duane
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Re: [Mod] Fun Caves [fun_caves]
CC0 Public DomainD00Med wrote:Thanks, but what it the license of the sound?
https://en.wikipedia.org/wiki/File:Humpbackwhale2.ogg
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- D00Med
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Re: [Mod] Fun Caves [fun_caves]
ok, thanks
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- azekill_DIABLO
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Re: [Mod] Fun Caves [fun_caves]
he is so cute!!duane wrote:Here's a whale for you, courtesy of dmobs. There's plenty of room for it in Styx. Not so much in the surface oceans.
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- taikedz
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Re: [Mod] Fun Caves [fun_caves]
The "[FCS] Fun Caves" surver has been moved to a new location..... I am hosting now.... and suddenly the meteoritic strikes are partciularly common now.. nearly every 10 seconds and I can find nearly always them in any wander round grasslands.... sometimes even 4-5 within the same 30 second walk...
Question for duane - how rare/common did you mean for them to be?
My hypothesis of what is happening:
Previously everamzah was hosting it on a home server so I expect he had it with active_block_range set low (=1 ? =0 ?) so abms would run in limited ranges, to save on CPU cycles and network.... meteor craters were quite rare as a result.... very valuable things meteoritic iron....
On my server, active_block_range is 2 blocks (the default).....
Assuming a landscape where dirt with dry grass/dirt with grass/dirt with snow occupies all and only the surface, that's 6400 blocks loaded and active for my server (16*16*5*5 = 6400 -- the 5*5 is the current node + 2 fore and hind, east and west, squared) ; but only 2304 nodes at the surface on everamzah's old server (16*16*3*3)...
The chance of a meteor strike is 5500 which pretty much means it would be rarer on everamzah's old setup, but in mine, it would pretty much be guaranteed every time.... the only thing limiting it is the explicit 10sec limiter in the ABM's timer.... after a while they'd be nearly as common as dirt, were it not for the reciprocal removal abm...
Does this sound about right...?
Question for duane - how rare/common did you mean for them to be?
My hypothesis of what is happening:
Previously everamzah was hosting it on a home server so I expect he had it with active_block_range set low (=1 ? =0 ?) so abms would run in limited ranges, to save on CPU cycles and network.... meteor craters were quite rare as a result.... very valuable things meteoritic iron....
On my server, active_block_range is 2 blocks (the default).....
Assuming a landscape where dirt with dry grass/dirt with grass/dirt with snow occupies all and only the surface, that's 6400 blocks loaded and active for my server (16*16*5*5 = 6400 -- the 5*5 is the current node + 2 fore and hind, east and west, squared) ; but only 2304 nodes at the surface on everamzah's old server (16*16*3*3)...
The chance of a meteor strike is 5500 which pretty much means it would be rarer on everamzah's old setup, but in mine, it would pretty much be guaranteed every time.... the only thing limiting it is the explicit 10sec limiter in the ABM's timer.... after a while they'd be nearly as common as dirt, were it not for the reciprocal removal abm...
Does this sound about right...?
- azekill_DIABLO
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Re: [Mod] Fun Caves [fun_caves]
this is why the sky flashes! hurts the eyes a lot lol.taikedz wrote:The "[FCS] Fun Caves" surver has been moved to a new location..... I am hosting now.... and suddenly the meteoritic strikes are partciularly common now.. nearly every 10 seconds and I can find nearly always them in any wander round grasslands.... sometimes even 4-5 within the same 30 second walk...
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- duane
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Re: [Mod] Fun Caves [fun_caves]
I adjusted them to be common enough in singleplayer that I didn't have to spend all my time on the surface. I wouldn't even hazard a guess as to what you need for a server. The falling meteorites are fun, but not necessary -- you can still mine them out of large craters.taikedz wrote:Question for duane - how rare/common did you mean for them to be?
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- taikedz
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Re: [Mod] Fun Caves [fun_caves]
.... I saw your code change for larger craters..... but still have not seen any in game........ gonna have to go explore :D
Thanks for the brief insight!
Thanks for the brief insight!
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Re: [Mod] Fun Caves [fun_caves]
I've greatly simplified the mod to do just what it started out doing -- make nice caves. If anyone wants the baroque version, it's in the "old" branch on github.
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