[Mod] ships spawning at mapgen time [ships_on_mapgen]
-
- Member
- Posts: 4276
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
[Mod] ships spawning at mapgen time [ships_on_mapgen]
This mod spawns ships on ocans and lakes.
The largest one is the big pirate ship built (so it is rumored) by AspireMint. If you find one, explore it! But take care of pirates! (In small print: Pirates not included!)
The second larger sailship has been built by me. To the right is a small raft.
In addition to the two capital ships, three types of rafts exist and may also show up on water. It is possible that rafts will lose the very tree trunks they mostly consist of; mapgen thinks they're trees. There is no good way to prevent that. Lucikly, most ships will survive intact and await explorers.
Download: https://github.com/Sokomine/ships_on_ma ... master.zip
Browse code: https://github.com/Sokomine/ships_on_mapgen
Version: 1.0
Licence: GPLv3
License of models: CC-BY-SA 3.0
Depends on: handle_schematics
Recommends: cottages, moreblocks
- Attachments
-
- ship_sokomine.jpg (79.74 KiB) Viewed 1405 times
-
- ship_aspiremint.jpg (124.06 KiB) Viewed 1405 times
-
- ships_colored.jpg (101.6 KiB) Viewed 1405 times
A list of my mods can be found here.
-
- Member
- Posts: 4276
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
(second posting mostly for adding more images)
Right now, one ship (or raft) is placed in each mapchunk if possible:
Rafts are a lot smaller than ships and come in three variants:
You can of course add your own ships. Just edit init.lua and an appropriate entry in ships_on_mapgen.schematics. If you use an .mts file saved by handle_schematics, the mod can automaticly determine from the filename how deep the ship proceeds under water. Else set e.g. yoff=-2 if your ship continues 2 nodes below water. Example:
Other ships you might want to spawn with this mod are:
boat from Chiantos (diffrent style of ship)
and small galeon by Dan Duncombe (fits well into this mod).
The license of these schematics was unclear. You can still grab them from the forum, save them in the schems/ folder and add an entry for them in the init.lua file.
Right now, one ship (or raft) is placed in each mapchunk if possible:
Rafts are a lot smaller than ships and come in three variants:
You can of course add your own ships. Just edit init.lua and an appropriate entry in ships_on_mapgen.schematics. If you use an .mts file saved by handle_schematics, the mod can automaticly determine from the filename how deep the ship proceeds under water. Else set e.g. yoff=-2 if your ship continues 2 nodes below water. Example:
Code: Select all
{scm="name_of_file_in_schems_folder_without_extension", typ="ship", is_ship=true, yoff=-1, orients={0}}
boat from Chiantos (diffrent style of ship)
and small galeon by Dan Duncombe (fits well into this mod).
The license of these schematics was unclear. You can still grab them from the forum, save them in the schems/ folder and add an entry for them in the init.lua file.
- Attachments
-
- ship_raft_1.jpg (81.29 KiB) Viewed 1405 times
-
- ship_raft_3.jpg (78.71 KiB) Viewed 1405 times
-
- ships_and_raft.jpg (101.8 KiB) Viewed 1405 times
A list of my mods can be found here.
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Deleted message
Last edited by Chiantos on Mon Sep 30, 2019 05:12, edited 1 time in total.
-
- Member
- Posts: 4276
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Yes, I promised you this mod before (was working on it some time ago already). For your purpose, you'll have to edit init.lua so that it reads:Chiantos wrote: I think use this, because i have a problem actually for generate boats in mapgen.
Code: Select all
ships_on_mapgen.schematics = {
-- yoff: how deep is the ship burried in water?
{scm="boat", typ="ship", is_ship=true, yoff=-1, orients={0}},
}
Note: The Yellow Submarine would be far too large to spawn as a mapblock is only 80x80x80 blocks and thus no larger flat surface can be found with the method used here. The same applies for the U-Boot. Submarines are certainly possible. Just not that big.
The Big Galleon by Dan Duncombe might fit in. But it's really quite big and empty.
A list of my mods can be found here.
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Deleted message
Last edited by Chiantos on Mon Sep 30, 2019 05:12, edited 1 time in total.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Good to finally see this done.
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Deleted message
Last edited by Chiantos on Mon Sep 30, 2019 05:11, edited 1 time in total.
- CBugDCoder
- Member
- Posts: 32
- Joined: Tue Jul 31, 2018 12:13
- GitHub: CBugDCoder
- IRC: CBugDCoder
- In-game: CalebDavis
- Location: Home
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Looks Great Sokomine you could also add shipwrecks that would be cool.
-
- Member
- Posts: 4276
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Shipwrecks where planned from the beginning. AspireMint has built three nice models. Unfortionately they where a bit big and so place for them on the ground of the ocean was seldmon found. Shipwrecks now "sink" until they hit solid ground. They may often be found embedded in the ocean's floor.
Important: You need the newest version of handle_schmematics for the shipwrecks to spawn.
Ship investigating the fate of several wrecks:
It is assumed that the water level was higher when this ship sailed here and eventually sank. The weather in MineTest does not seem to contain many storms; a surprisingly large amount of ship masts can still be seen standing and may give you hints where the wrecks rest.
Some wrecks rest well below the ocean, where it is cold and dark. Watch out for them! The chests are often filled with rich treasures.
Important: You need the newest version of handle_schmematics for the shipwrecks to spawn.
Ship investigating the fate of several wrecks:
It is assumed that the water level was higher when this ship sailed here and eventually sank. The weather in MineTest does not seem to contain many storms; a surprisingly large amount of ship masts can still be seen standing and may give you hints where the wrecks rest.
Some wrecks rest well below the ocean, where it is cold and dark. Watch out for them! The chests are often filled with rich treasures.
- Attachments
-
- shipwreck3.jpg (84.43 KiB) Viewed 1405 times
-
- shipwreck2.jpg (100.71 KiB) Viewed 1405 times
-
- shipwreck1.jpg (113.79 KiB) Viewed 1405 times
A list of my mods can be found here.
- CBugDCoder
- Member
- Posts: 32
- Joined: Tue Jul 31, 2018 12:13
- GitHub: CBugDCoder
- IRC: CBugDCoder
- In-game: CalebDavis
- Location: Home
- TK Ethan
- Member
- Posts: 28
- Joined: Wed Aug 29, 2018 18:04
- IRC: MangoNinja
- In-game: MangoNinja
- Location: Colorado,USA
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Wow this awesome!
Jesus Loves You!
My in game name is MangoNinja.And i play the server of MustTest
My in game name is MangoNinja.And i play the server of MustTest
- TK Ethan
- Member
- Posts: 28
- Joined: Wed Aug 29, 2018 18:04
- IRC: MangoNinja
- In-game: MangoNinja
- Location: Colorado,USA
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Oops accidentally did a 2nd Ripley
- Glory!
- Member
- Posts: 92
- Joined: Thu Apr 30, 2015 17:45
- GitHub: Glory7000
- In-game: Glory7000
- Location: Kernel Debugging Land <3
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Amazing mod. Really adds to the adventure in a game. Cheers mate, looking to see it succeed in servers.
Behold the Razgriz, its wings of black sheath. :: My skin A competitor that unfortunately needs attention to stay afloat.
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Weird question maybe but how can I actually add pirates to unsunk ships (I got sharks for the sunk ships already.
- DancingWombat
- Member
- Posts: 14
- Joined: Tue Nov 14, 2017 12:53
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
This is awesome the ships look great they spawned no problem but there is a little too much treasure in them, it feels like cheating, I had explored just half of the pirate ship and collected this
you'd never have to mine again when you were done, is there a way to tweak this?
you'd never have to mine again when you were done, is there a way to tweak this?
- Attachments
-
- toomuch.PNG (70.73 KiB) Viewed 1405 times
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
I agree. I made them super rare, but now it makes the mod a bit underwhelming... Maybe make the treasures depend on TSM ?
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Very cool mod @Sokomine! The ships look great!
CFS - still widely unknown
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
That's cool for a Sid's fan like me =) awesome work
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Hi Sokomine,
I'd like to ask does this mod work with MCL2? Having a pirate ship is something that would made my younger boy crazy (in a good way) :-)
I've checked and the MTS files are for MTG (using nodes like "default:something"), however I've also noticed that this mod depends on handle_schematics, which has an MTG->MCL2 conversion function. So I thought it's the best to just simply ask if it works :-)
Cheers,
bzt
ps: If not MCL2 compatible, would you be kind to add the missing ship specific nodes to handle_schematics/replacements_mineclone2.lua, please? Or replace ship nodes with ones that are handled? That would be awesome if I could use this with MCL2!
I'd like to ask does this mod work with MCL2? Having a pirate ship is something that would made my younger boy crazy (in a good way) :-)
I've checked and the MTS files are for MTG (using nodes like "default:something"), however I've also noticed that this mod depends on handle_schematics, which has an MTG->MCL2 conversion function. So I thought it's the best to just simply ask if it works :-)
Cheers,
bzt
ps: If not MCL2 compatible, would you be kind to add the missing ship specific nodes to handle_schematics/replacements_mineclone2.lua, please? Or replace ship nodes with ones that are handled? That would be awesome if I could use this with MCL2!
-
- Member
- Posts: 4276
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Please update handle_schematics as well. I had to add the mapgen mods from MCL2 there so that the ships spawn last and are not overwritten. handle_schematics already has replacement functions for most things, but not all wood types the ships used where covered. That ought to work now. Please try with latest versions!bzt wrote: ps: If not MCL2 compatible, would you be kind to add the missing ship specific nodes to handle_schematics/replacements_mineclone2.lua, please? Or replace ship nodes with ones that are handled? That would be awesome if I could use this with MCL2!
There may be too many ships spawning. The mod could use some finetuning in that regard.
A list of my mods can be found here.
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Holy sh*t, that was an extremely quick response time! Thank you very very very much!Sokomine wrote: ↑Sat Oct 03, 2020 00:30Please update handle_schematics as well. I had to add the mapgen mods from MCL2 there so that the ships spawn last and are not overwritten. handle_schematics already has replacement functions for most things, but not all wood types the ships used where covered. That ought to work now. Please try with latest versions!
Yes, it works, and yes, there are a bit too many ships :-) But that's okay, I'll look into the code, I think I can add a config variable for probability on spawning. I'll let you know what I've figured out.
Cheers,
bzt
Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Oh, it's already there :-D
Awesome!
Cheers,
bzt
Code: Select all
-- if set to 100: place one ship in each mapchunk if possible;
-- if set to a lower value: percent chance of placing a ship
-- in a mapchunk
ships_on_mapgen.probability_per_mapchunk = 100;
Cheers,
bzt
Who is online
Users browsing this forum: No registered users and 14 guests