[abandoned Mod] Fun Caves [fun_caves]

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everamzah
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Thu Jun 23, 2016 16:44

Those look great, can't wait to see 'em in action. Just had a quick question: I originally tried this in v6, then tried v7 when that didn't seem to work and stuck with that. I just re-read the whole thread and see this works with any mapgen that generates a heightmap. Is that all of them except v6? Would you recommend valleys mapgen?
 

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Re: [Mod] Fun Caves [fun_caves]

by Gael de Sailly » Thu Jun 23, 2016 21:26

Really impressive mod. It may add a lot to the gameplay, with original ideas that seems to come out of nowhere. That's what is really interesting… and funny !

FUN: yes
CAVES: not only :p
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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jun 24, 2016 01:33

Thanks for the kind words, everyone.

everamzah wrote:Those look great, can't wait to see 'em in action. Just had a quick question: I originally tried this in v6, then tried v7 when that didn't seem to work and stuck with that. I just re-read the whole thread and see this works with any mapgen that generates a heightmap. Is that all of them except v6? Would you recommend valleys mapgen?


Actually, the heightmap is just a convenience. I made a few changes to height and biome handling just now so that it should work with v5, v6, v7, and the flat mapgen. Valleys is the mapgen I use, so it's the one that will be most compatible, but the other mapgens don't seem to have any extra issues. Of course, the init.lua turns off mapgen cave generation and dungeons -- there's just no room for them.
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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Fri Jun 24, 2016 08:28

Duane, since your mod is doing exactly what i wanna do in my voxellar subgame, it will be added to it :)
 

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Fri Jun 24, 2016 14:10

It's probably the fungal tree fruits exploding -- TNT or molten gold traps might have ignited them. Either that or meteor impacts(?).
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Fri Jun 24, 2016 14:25

there is lava eeeeeeverywhere in the cave so the fruit does explode frequently....also i think meteor does not do sounds bust turn the sky white [?]
 

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Fri Jun 24, 2016 14:26

The sky turns white when a meteor strikes dirt. (Dig it to get the iron meteorite needed for Tesseracts.) The lava is only one source node at a time, opposed to a whole pool in other mapgens, so it's easier to remove.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jun 24, 2016 15:29

azekill_DIABLO wrote:just a question, why there are explosion every 10 seconds?that disturbing...


Exploding is part of the fungal tree's life cycle. If you watch them for a long time, you'll notice that they grow very dense and attempt to overwhelm and smother any differently-colored fungal growths. Their fruit explodes at random intervals, destroying any other creatures or vegetation (mainly mushrooms) in the area that might threaten/compete with them. This usually leaves some of the fungal tree alive to regrow.

Fungal fruit explode when you touch them or in a fire, but they'll explode anyway given enough time. That's why you want to burn them back from any area you're trying to protect.

Edit: For those who don't like explosions, I've added an option to turn them off. The fruit still destroy any fungi in the area, but they do so in a quiet, non-violent way, by talking with them about their feelings until they shrivel up and die. No goblins or players are harmed in the process.
Last edited by duane on Fri Jun 24, 2016 16:28, edited 1 time in total.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jun 24, 2016 17:13

The latest commit removes the "breakable by hand" property from wood and trees. This can be returned in the settings. There are plenty of ways to get sticks in the starting areas (except for grasslands), including dry shrubs and saplings, and stones are available everywhere.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Jun 25, 2016 20:30

I've added a /setspawn command, which causes you to respawn after death in the place where you issued the command. It saves me a step over using the /sethome command.

Edit: I also added "Disgusting Gruel".
Last edited by duane on Sun Jun 26, 2016 01:20, edited 1 time in total.
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sat Jun 25, 2016 21:03

Well there go the beds! That's okay, because mine hasn't been working. I sleep in it, and I still respawn at static_spawnpoint! :/ I'm eager to try this, and test.

By the way, I do have this commit, which is WIP and it might not suit fun_caves, but is supposed to only apply when 3d_armor mod is present Also, I've nerfed the armor drastically: Diamond armor (70) and Liquid Mese (30) give me 10 fleshy, so I was thinking about nerfing the elixir if 3d_armor is present as well.

Lastly, the elixirs are very easy to craft. Only one Mese Crystal is needed for an hour of 30 fleshy! Come to think of it, if a player isn't using mobs_slimes, can they craft liquid armor?
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sun Jun 26, 2016 01:28

everamzah wrote:Well there go the beds! That's okay, because mine hasn't been working. I sleep in it, and I still respawn at static_spawnpoint! :/ I'm eager to try this, and test.


I can't recall beds ever changing my spawn point, though I remember hearing about it. Anyway, I don't want to have to build a bed for that. I've never liked getting stuck at a random spawn point. (And they can be even more random in valleys.)

Edit: Ok, after playing with the beds a bit, I've changed the command to use their spawn table. If you use a bed, you'll have to manually change your spawn after sleeping, assuming you want them to be different.

everamzah wrote:By the way, I do have this commit, which is WIP and it might not suit fun_caves, but is supposed to only apply when 3d_armor mod is present Also, I've nerfed the armor drastically: Diamond armor (70) and Liquid Mese (30) give me 10 fleshy, so I was thinking about nerfing the elixir if 3d_armor is present as well.


I'm not sure I'm following this one. Does the elixir ever wear off if you have 3d armor installed? Have you considered just having the greater armor of the two take effect, rather than try to combine them?

everamzah wrote:Lastly, the elixirs are very easy to craft. Only one Mese Crystal is needed for an hour of 30 fleshy! Come to think of it, if a player isn't using mobs_slimes, can they craft liquid armor?


Nope, you have to have slimeballs. I tried thinking of something else that might dissolve metals, but nothing came to me.
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sun Jun 26, 2016 02:28

duane wrote:I'm not sure I'm following this one. Does the elixir ever wear off if you have 3d armor installed? Have you considered just having the greater armor of the two take effect, rather than try to combine them?


I thought so, why does it not look that way in the code? Now I can't remember, it takes me an hour to test because I can't math. It's supposed to expire.

I wouldn't want to have one override the other, though, that's for sure. I really like the elixirs, but I also like wearing armor and enchanting it. So I'd rather have it cumulative.

Edit: It definitely doesn't look like it expires in the code.
Edit2: I knew I forgot something.
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sun Jun 26, 2016 09:02

duane wrote:Nope, you have to have slimeballs. I tried thinking of something else that might dissolve metals, but nothing came to me.


Sap?
 

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sun Jun 26, 2016 14:02

Elixir will expire now and preserve 3d_armor ratings. It's not pretty though, I think.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon Jun 27, 2016 00:50

everamzah wrote:Elixir will expire now and preserve 3d_armor ratings. It's not pretty though, I think.


Try the latest and see how it works. It should cooperate as long as the armor mod loads first.
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Mon Jun 27, 2016 09:48

I just tested very quickly, but I think it doesn't work with a stock 3d_armor, or at least not the way I expected. It's early and I will test again. Attached is a screenshot where the armor expiration is counting down but fleshy is at 100.

I use this in 3d_armor:
Code: Select all
diff --git a/3d_armor/armor.lua b/3d_armor/armor.lua
index 5babd45..626e647 100644
--- a/3d_armor/armor.lua
+++ b/3d_armor/armor.lua
@@ -212,6 +212,9 @@ armor.set_player_armor = function(self, player)
        if #textures > 0 then
                armor_texture = table.concat(textures, "^")
        end
+       if fun_caves.db.armor_expire[name] then
+               armor_level = 100 - fun_caves.db.armor_expire[name].factor * 100 + armor_level
+       end
        local armor_groups = {fleshy=100}
        if armor_level > 0 then
                armor_groups.level = math.floor(armor_level / 20)
@@ -605,6 +608,10 @@ minetest.register_globalstep(function(dtime)
        end
        for _,player in pairs(minetest.get_connected_players()) do
                local name = player:get_player_name()
+               -- Check for elixir
+               if fun_caves.db.armor_expire[name] then
+                       armor:set_player_armor(player)
+               end
                local pos = player:getpos()
                local hp = player:get_hp()
                -- water breathing


Originally I tried doing something like armor:set_player_armor(player) inside fun_caves, but there was an error about an upvalue, and I don't really know what it means, or why it didn't work.
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screenshot_20160627_052525.png
Armor elixir counting down at fleshy 100
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Re: [Mod] Fun Caves [fun_caves]

by duane » Tue Jun 28, 2016 10:32

I've added the Translocator, a recipe that produces a mated pair of cubes. Right-click on one and you're teleported to the other, wherever it may be. This is a tremendous time saver. You no longer have to set up multiple bases or spend half your play time climbing ladders or stairs.

For me, it's a game changer. Climbing hundreds of meters of ladder gets old fast. I no longer worry about my route to the surface. I just carry a Translocator with me as I explore. This will synergize with the tesseracts as well.

Image

The recipe is a steel block, a mese crystal, and any of the new gems.

Image
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Re: [Mod] Fun Caves [fun_caves]

by duane » Tue Jun 28, 2016 13:58

azekill_DIABLO wrote:can you chage the texture pls :)


I like the texture. What would you prefer?
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Pyramids

by duane » Tue Jun 28, 2016 14:01

Created by mystics? madmen? aliens? Who can say.

Something to liven up those endless jungle treks, among others.

Image
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