[abandoned Mod] Squaresville (Cities) [squaresville]

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[abandoned Mod] Squaresville (Cities) [squaresville]

by duane » Sat Aug 27, 2016 08:58

Edit: This mod is abandoned. Fork it.

Squaresville is a simplified world dominated by abandoned cities. In the same vein as Multi dimensions (though not compatible with it), it occupies a separate "dimension" which actually occurs high in the air (8000 meters, by default). In fact, there are two dimensions -- one with a pristine city, the other with a ruined one (at 10,000). You can teleport to them with the teleport command or create a "key to the city" or "broken key" to take you there and back.

If you want Squaresville to be your main world, set the "singlenode" mod setting on.

The terrain is based on two-dimensional perlin noise for speed and simplicity. There are no caves, but you can use fun_caves when Squaresville is in singlenode mode. City areas are nearly flat -- only the wilderness has any shape at all. All the default biomes are reimplimented in lua, along with most of the stock decorations.

Houses will appear in the suburbs around the city. You can create new houses and save the schematic using the "/saveplot" command.
+ Spoiler


This is a work in progress.

Screenshots
+ Spoiler


I use, and highly recommend, the following mods with Squaresville: Big Trees, Booty, Elixirs, Fun Caves, Fun Tools, Geomoria, Hard Mobs, Home Decor, Inspire, Mobs Redo, Wooden Bucket, Xlocate, and Zigg.

The source is available on github.

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

Mod dependencies: default, beds, doors, flowers, stairs, xpanes, booty?, bucket?, itemframes?, plasmascreen?, homedecor_3d_extras?, inbox?, computer?, lavalamp?, lrfurn?, building_blocks?, chains?, homedecor_i18n?, homedecor?, fake_fire?, moreblocks?, colouredstonebricks?, darkage?


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


Note for other developers: This mod does all of the mapgen work in lua, including planting decorations. This allows me to completely ignore chunk boundaries and problems with the C mapgens' decor spilling over into my work. The only random numbers used are for decorations -- all of the terrain and structures are completely repeatable.

Note for fans of the "complete" squaresville: You can still get the original can of worms on github. I no longer maintain it. I've published some of the missing pieces as separate mods.

Elixirs
Fun Tools (chainsaw, flare gun, rope ladders, wall hammer, etc.)
Hard Wood
Inspire (rewards similar to the metal/gem crafting requirements)
Wooden Bucket
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Last edited by duane on Tue Jul 09, 2019 08:29, edited 24 times in total.
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Problems

by duane » Sat Aug 27, 2016 08:58

Actual problems:

- Houses don't have any features.
- Roads cross rivers without bridging, making then unnavigable.
- There are ugly dirt patches in the suburbs.
- Doorways don't show up in the right places in buildings.
- Big trees and beanstalks are occasionally cut in two by city areas.
- no clear space for building
- no caves (I use Fun Caves)
- Buildings need a design save/load feature like houses.
Last edited by duane on Sat Aug 12, 2017 08:00, edited 7 times in total.
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Re: [Mod] Squaresville (Ruins) [squaresville]

by ExeterDad » Sat Aug 27, 2016 13:01

I'm gonna have to sneak this on to our Pi Server and mess with the family. I'll let you know if I smell smoke.
Thanks for the efforts, it looks awesome :D
 

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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Sat Aug 27, 2016 14:54

ExeterDad wrote:I'm gonna have to sneak this on to our Pi Server and mess with the family. I'll let you know if I smell smoke.
Thanks for the efforts, it looks awesome :D


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Re: [Mod] Squaresville (Ruins) [squaresville]

by TheReaperKing » Sat Aug 27, 2016 19:41

This is such an awesome idea and sooo welcomed to a game I'm working on!!! I love the idea of ruined cities being dungeons because they would have lots of treasure from stuff left behind by its former residents. I feel like a broken record but you really make some amazing mods! My students are still loving the cityscape mod!

EDIT is there any easy way to combine this with the medieval type cities you were making? Not sure I'd even use it since I'm still deciding the exact theme (aka modern vs medieval) but just wondering. BTW I loved those cities too especially when the rivers would go through them.
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Re: [Mod] Squaresville (Ruins) [squaresville]

by paramat » Sat Aug 27, 2016 20:07

More screenshots please, the one's in the screenshots thread will be forgotten after a while.
 

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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Sun Aug 28, 2016 18:25

paramat wrote:More screenshots please, the one's in the screenshots thread will be forgotten after a while.


I think you've pretty much seen everything already. It's very repetitive terrain. I'm mostly focusing on game play.
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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Sun Aug 28, 2016 18:37

TheReaperKing wrote:is there any easy way to combine this with the medieval type cities you were making? Not sure I'd even use it since I'm still deciding the exact theme (aka modern vs medieval) but just wondering. BTW I loved those cities too especially when the rivers would go through them.


I never got very far with exeter. There were too many problems dealing with the C mapgen and decorations. Using the approach I took here would definitely make it easier, but there's not really much similarity between the two projects except on the surface.

Squaresville got its name because everything is extremely simplified. The cities are all squares within squares within squares. I use only one, two-dimensional noise for the terrain and two for biomes. The only reason it looks tolerable is that I use that noise to cut off the tops of the buildings, which gives them a bit of character. To give it a medieval flavor would require a lot of irregularity, which might slow things down too much to make it practical.

I could probably add rivers, without slowing things down too much, just skipping the blocks a river flows through. I'll try it, just to see what it looks like, but for this mod, I'm focused on game play over realistic scenery. (Everybody else has that pretty well covered.)
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Re: [Mod] Squaresville (Ruins) [squaresville]

by TheReaperKing » Sun Aug 28, 2016 18:47

Thanks for your insight on the different mapgens, that's super interesting. I hope to play with all that myself someday. And I agree, gameplay is always key! I'm hoping to eventually let my students play this and make it so they just turn the monsters into bunnies or something haha. I really love the idea of the city dungeons, it isn't something that we've seen much of before, if at all.
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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Sun Aug 28, 2016 19:37

No, I'm not going to add rivers. They cause too many problems for the mobs. I also get these bizarre lighting issues.

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Re: [Mod] Squaresville (Ruins) [squaresville]

by TheReaperKing » Sun Aug 28, 2016 19:54

Sounds fair and also super interesting screen!
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Re: [Mod] Squaresville (Ruins) [squaresville]

by mr_dean » Mon Mar 06, 2017 20:10

This looks a lot like a Fallout type world, a large post-apocalyptic landscape covered by ruins and hostiles. I like it, it adds, in it's own way, more than the Aftermath game. +1
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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Tue Mar 07, 2017 00:08

mr_dean wrote:This looks a lot like a Fallout type world, a large post-apocalyptic landscape covered by ruins and hostiles. I like it, it adds, in it's own way, more than the Aftermath game. +1


Thanks. At some point in the future, I'm going to break this mod up the way I did fun_caves, separating the actual mapgen from all of the game components (mobs, equipment, etc.). This will make it easier for people to pick and choose which bits they want and to maintain the mapgen.
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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Tue Apr 18, 2017 01:28

I've rewritten a lot of the terrain code from scratch and am now in the process of replacing the generic ruins with more interesting buildings from Cityscape. The natural terrain is definitely different, but I like it.

Image

Buildings are generated in as many as eight separate chunks. If you've worked with mapgens, you'll realize that this is quite a feat. I'm still attempting to get it to work correctly with different styles of building. However, it's going to take more cpu cycles, no matter what I do.

Image
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Re: [Mod] Squaresville (Ruins) [squaresville]

by Sokomine » Tue Apr 18, 2017 02:53

duane wrote:Buildings are generated in as many as eight separate chunks. If you've worked with mapgens, you'll realize that this is quite a feat. I'm still attempting to get it to work correctly with different styles of building. However, it's going to take more cpu cycles, no matter what I do.

I didn't even know that it was possible to work on more than one mapchunk simultaneously. Good to know! And great that you're working on this mapgen again. I still hope for cars which drive on the streets :-)
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Re: [Mod] Squaresville (Ruins) [squaresville]

by TheReaperKing » Tue Apr 18, 2017 03:35

Just FYI the link to the old version is not working.

I realize you are still working on it but I did really like the way the old versions ruins looked. Does the newer version have the treasure chests and monster spawners? I saw you said you were trying to split the mod up to allow parts to be enabled and disabled so are there currently that work in sync with the mod? I was thinking it'd be super fun to do this with my students this week before they have to do their State tests next week but I think even using the older version would work if it is available.

As always thank you for your fantastic and inspiring work!
-Mike

EDIT - Looks like I found the original :)
https://github.com/duane-r/squaresville_original

Is the March 6th commit what makes the buildings look the way they do now? Also I imagine if I want monsters and treasure chests I should just use the Sep 8, 2016 commit, correct?
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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Tue Apr 18, 2017 12:03

TheReaperKing wrote:I realize you are still working on it but I did really like the way the old versions ruins looked. Does the newer version have the treasure chests and monster spawners?


The new version won't have anything but the buildings/ruins and decorations (such as the cars). However, I can add an option to plant other nodes randomly the way the spawners and crates were. They'll have to be provided by the appropriate mod. At some point I'm going to put crates into the booty mod, to go along with the chests already there.

Is the March 6th commit what makes the buildings look the way they do now? Also I imagine if I want monsters and treasure chests I should just use the Sep 8, 2016 commit, correct?


I removed the later commit, since it's properly part of the new project, and updated the link in the original post.
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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Thu Apr 20, 2017 03:07

I've got the bulk of the city code converted. You can now have ruined or unruined cities. Adding houses might take a while.

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Re: [Mod] Squaresville (Ruins) [squaresville]

by TheReaperKing » Thu Apr 20, 2017 03:28

Looks awesome!!! Also since the old version isn't using the new/valleys mapgen, is it LGPL instead of GPL? Right now it says GPL but I remember it used to be LGPL. It isn't really of any concern right now but in the future I might work on a project with the students and I was planning on using just LGPL mods so I was just wondering for planning. GPL is kind of scary to me because then alll code needs to be GPL which seems like it could get complicated when lots other mods are involved. Thank you!!! I can't wait to play this with the kiddos.
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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Thu Apr 20, 2017 22:28

TheReaperKing wrote:Looks awesome!!! Also since the old version isn't using the new/valleys mapgen, is it LGPL instead of GPL? Right now it says GPL but I remember it used to be LGPL. It isn't really of any concern right now but in the future I might work on a project with the students and I was planning on using just LGPL mods so I was just wondering for planning. GPL is kind of scary to me because then alll code needs to be GPL which seems like it could get complicated when lots other mods are involved. Thank you!!! I can't wait to play this with the kiddos.


The original mod contains GPL3 code from Valleys, so the whole thing is GPL3. The new version is LGPL2 as it only contains my code.
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Re: [Mod] Squaresville (Ruins) [squaresville]

by TheReaperKing » Thu Apr 20, 2017 22:41

Thanks so much for the clarification :)
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Re: [Mod] Squaresville (Ruins) [squaresville]

by the_raven_262 » Tue Apr 25, 2017 09:42

Don't the windows look a bit odd on the buildings?
I mean they are almost invisible even from a close range, obsidian glass might look better, but different glass nodes would also look nice.
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