[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 30, 2016 10:27

I've got the fortress monsters running pretty much the way I want them. They spawn on the levels players are in, up to a maximum of five at any time. Getting to the bottom of a fortress is difficult. Sadly, there's nothing there when you do... yet.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon Jun 06, 2016 07:32

everamzah has added a number of interesting changes, including a more aggressive version of dmobs' elephant.

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Infernal Realms

by duane » Tue Jun 07, 2016 12:29

For those who like nether realms, I'm adding six -- one every 5000 meters or so. They're loosely based on the Inferno. See the main post.

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Re: [Mod] Fun Caves [fun_caves]

by burli » Tue Jun 07, 2016 12:40

This is getting more and more an awesome subgame
 

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Rewards

by duane » Wed Jun 08, 2016 11:03

Now I have to come up with some rewards to encourage me to explore all this new terrain, and of course, the most obvious type are ways to get to new places. These should not be reliable -- if you want guarantees, use your boots and pick. They should not be available to others, unless you choose to share them -- no gates. And, they should be difficult to obtain.

I think transportation rewards will have (at least) two components -- a perfect gem and a pure metal. The metals can be found in dangerous places, or created from refining lots of regular metal. The gems must be found -- either very rarely in the ground or more commonly in fortresses. The type of gem determines your destination, so one for the hells, one for the overworld, one for the underworld, one for fortresses, etc. The metals determine how far from origin you're sent, with more precious metals taking you deeper or farther.

Once assembled, a device will teleport you to a random example of the subset it specializes in and back to your origin... most of the time. Only the latest origin will be retained, no matter how many times you use the device(s).
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Re: [Mod] Fun Caves [fun_caves]

by D00Med » Wed Jun 08, 2016 20:36

That's a cool idea. This mod is so awesome!
 

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Re: Rewards

by duane » Thu Jun 09, 2016 12:55

The Aquamarine and Iron Tesseract. This is fun to play with.

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Recipe:
{'fun_caves:sky_iron', 'default:copper_ingot', 'fun_caves:sky_iron'},
{'fun_caves:perfect_aquamarine', 'fun_caves:perfect_aquamarine', 'fun_caves:perfect_aquamarine'},
{'fun_caves:sky_iron', 'default:obsidian_shard', 'fun_caves:sky_iron'},
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Re: Rewards

by duane » Fri Jun 10, 2016 08:08

The prerequisites for the first reward are in place. Sky iron occurs in fortresses. It can also be made from meteorites. (When you see a flash in the sky, look around for a crater.) You'll need 32 meteorites to make a tesseract. Your best bet for perfect gems is at the bottom of a fortress, unless you like digging a lot.
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Re: [Mod] Fun Caves [fun_caves]

by burli » Fri Jun 10, 2016 09:28

Did you had this idea before you convert the v6 caves or is it my fault that you started this mod? ;-)

This is amazing. I vote this mod for defaut subgame delivered with minetest
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jun 10, 2016 15:21

burli wrote:Did you had this idea before you convert the v6 caves or is it my fault that you started this mod? ;-)


Yes, I blame you for this. You gave me an excuse to dump all the cruft I'd collected previously and focus on the underworld (which was always my favorite part).

When I started playing minetest, I was a little surprised that a game with mining in the name had such a dull underground by default.
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Re: [Mod] Fun Caves [fun_caves]

by burli » Sat Jun 11, 2016 05:00

I'm only sad that you dumped valleys helper. Found some issues

But you are right, the underground is really dull and boring.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Jun 11, 2016 09:46

I've added treasure chests and the first two trophies. (No, you won't see this many.) The chests need more filler treasure.

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sat Jun 11, 2016 11:12

What do you think about something generated high above in the sky? The Loud Walking pods looked really interesting, and having something up there would give a special purpose to the teleporters. Them possibly being the only way to get up there. Something like Y 10,000+-.

On the other hand a separate mod to manage sky realms may be just as well. I haven't tried Loud Walking yet, perhaps I'll give it a go and see what happens when I mash the two together! :)
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sat Jun 11, 2016 14:49

everamzah wrote:What do you think about something generated high above in the sky? The Loud Walking pods looked really interesting, and having something up there would give a special purpose to the teleporters. Them possibly being the only way to get up there. Something like Y 10,000+-.


You'd have to add a height limit to get loud walking to share. Anyway, you're basically getting more of the same with that. You already have terrestrial biomes on the ground. Integral Trees would work with Fun Caves, though it needs a good cleanup. Or if you want something completely different, how about this cloudscape?

Image

I've no idea what you'd put on top of them. Castles? Giants? Mi-go? The tops don't have to be white either, since no one from the ground would see them. It's at 4400 meters altitude, so water won't be a problem -- it'll never reach the ground. It might be difficult to keep mobs from walking off the edge.

Edit: If you every wondered where rain comes from... here ya go.

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sat Jun 11, 2016 16:54

nice job! i love the cloudscape! it would be nice if that biome had his own weather, like smaller clouds floating :)
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Sun Jun 12, 2016 11:37

Moon bears... They'll kill ya, then teabag ya, then eat ya... not necessarily in that order...

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Sky-Sea

by duane » Mon Jun 13, 2016 01:09

I've added the sky-sea (based on the superb series, Twelve Kingdoms, and hence on Chinese myth). If you ever wondered why the sky is blue, it's because there's a lot of water up there, of course.

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Someone has floated lots of wooden platforms up there with islands on them. This is all room for further development, when I (or you) get to it.

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Do not float in the water! If you drift down far enough, you'll fall right through the bottom and die! (Though I suspect you'd drown first. And you'd probably log out before you could fall the 4 km to the next layer.)

...
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Giant Trees

by duane » Mon Jun 13, 2016 08:21

I've also added some giant trees. They grow pretty much anywhere -- they're big enough to be their own biome.

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Re: [Mod] Fun Caves [fun_caves]

by D00Med » Mon Jun 13, 2016 08:42

O.o This mod just gets better and better!
 

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Re: [Mod] Fun Caves [fun_caves]

by Gael de Sailly » Mon Jun 13, 2016 19:40

I'll try it soon, seems very promising.
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