[Mod] Mines [0.3 beta] [mines]
[Mod] Mines [0.3 beta] [mines]
Hello everyone,
this mod adds abandoned mines to Minetest. Since version 0.2 you can find rarely chests with usefull stuff.
Screenshots:
Depends:
default
Download:
Version 0.3: Download (Minetest 0.4.8 or later)
Version 0.2: Download (Minetest 0.4.8 or later)
Version 0.1: Download
planned features:
- add decorations
- maybe traps
- maybe mobs
License:
WTFPL
Please give Feedback and ideas for improvement
this mod adds abandoned mines to Minetest. Since version 0.2 you can find rarely chests with usefull stuff.
Screenshots:
Depends:
default
Download:
Version 0.3: Download (Minetest 0.4.8 or later)
Version 0.2: Download (Minetest 0.4.8 or later)
Version 0.1: Download
planned features:
- add decorations
- maybe traps
- maybe mobs
License:
WTFPL
Please give Feedback and ideas for improvement
Last edited by BlockMen on Mon Nov 25, 2013 15:23, edited 1 time in total.
- rubenwardy
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- kaeza
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Nice.
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This is a very nice addition to make to Minetest. It may be inspired by Minecraft, but I love finding abandoned mines. If you want help with this, paramat is a good member to ask for it. His fissures mod, float_lands mod, mount_meru mod, and nomoon mod are very nice. You should check them out!
Should carts become bart of the base game one day, I would suggest adding some of them to the mines.
In terms of caves and dungeons, how will these interact with them?
Should carts become bart of the base game one day, I would suggest adding some of them to the mines.
In terms of caves and dungeons, how will these interact with them?
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
See also the MT-Faithful texture pack (work in progress).
What does the outside of the mines look like? I added this to my world and spent an hour exporing and couldn't find a single mine. I also added the Glow mod which add mushrooms and Stones with worms that glow and found those just fine, but no mines. Are they extremely rare or can you only come across them when digging?
It would be neat if mines had entrances to the surface.
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
Zeg9 wrote:Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
what about taking the seed as this particular random number?Nore wrote:PseudoRandom is buggy (I've seen cases where it generates always the same number, and sometimes that caused regurlarly-spaced nyan cats (one every 80 nodes)), so I use math.randomseed(seed) followed by math.random.
This is a good idea, altough i prefer Nore's suggestion with math.randomseed().Zeg9 wrote:Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
They start at -64 and not deeper than -380 (you can change this at init.lua). When testing the first "layer" mines where at ~ -113. So you can mine at this deep through the ground until you find one or they are sometimes connected with caves and each other (or nearly).LionsDen wrote:What does the outside of the mines look like? I added this to my world and spent an hour exporing and couldn't find a single mine. I also added the Glow mod which add mushrooms and Stones with worms that glow and found those just fine, but no mines. Are they extremely rare or can you only come across them when digging?
hmm...that could be a rarely feature somedayInocudom wrote:It would be neat if mines had entrances to the surface.
randomseed with the block/world seed would have the same advantages.Mito551 wrote:Zeg9 wrote:Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.what about taking the seed as this particular random number?Nore wrote:PseudoRandom is buggy (I've seen cases where it generates always the same number, and sometimes that caused regurlarly-spaced nyan cats (one every 80 nodes)), so I use math.randomseed(seed) followed by math.random.
I didn't know PseudoRandom was *that* buggy.
Last edited by Zeg9 on Thu Jun 20, 2013 06:32, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
See also the MT-Faithful texture pack (work in progress).
simple code from me to set the min and max deep via minetest.conf:BlockMen wrote:They start at -64 and not deeper than -380 (you can change this at init.lua). When testing the first "layer" mines where at ~ -113. So you can mine at this deep through the ground until you find one or they are sometimes connected with caves and each other (or nearly).
mines_deep_max = -300
mines_deep_min = -10
LUA-code in init.lua:
Code: Select all
-- local MINE_DEEP_MIN = -20
-- local MINE_DEEP_MAX = -400
local MINE_DEEP_MIN = tonumber(minetest.setting_get("mines_deep_min"))
if not MINE_DEEP_MIN then
MINE_DEEP_MIN = -20
end
local MINE_DEEP_MAX = tonumber(minetest.setting_get("mines_deep_max"))
if not MINE_DEEP_MAX then
MINE_DEEP_MAX = -400
end
....
....
Last edited by u34 on Mon Aug 12, 2013 14:52, edited 1 time in total.
Yes, planned but currently not working on it.cHyper wrote:are there any new versions planned?
with full chests?
cHyper wrote:simple code from me to set the min and max deep via minetest.conf:BlockMen wrote:They start at -64 and not deeper than -380 (you can change this at init.lua). When testing the first "layer" mines where at ~ -113. So you can mine at this deep through the ground until you find one or they are sometimes connected with caves and each other (or nearly).
mines_deep_max = -300
mines_deep_min = -10
LUA-code in init.lua:Code: Select all
-- local MINE_DEEP_MIN = -20 -- local MINE_DEEP_MAX = -400 local MINE_DEEP_MIN = tonumber(minetest.setting_get("mines_deep_min")) if not MINE_DEEP_MIN then MINE_DEEP_MIN = -20 end local MINE_DEEP_MAX = tonumber(minetest.setting_get("mines_deep_max")) if not MINE_DEEP_MAX then MINE_DEEP_MAX = -400 end .... ....
Thanks. I will add this to the code
Update Version 0.2 beta released
Changelog:
- Mines are generated much faster by using VoxelManip
- chest with usefull stuff spawn rarely in mines
- min and max deep of mines can be changed via minetest.conf now (by cHyper)
Changelog:
- Mines are generated much faster by using VoxelManip
- chest with usefull stuff spawn rarely in mines
- min and max deep of mines can be changed via minetest.conf now (by cHyper)
Notice that you need one of the lastest dev builds, e.g. my builds or one of the other win-builds on General DiscussioncHyper wrote: set the min and max deep via minetest.conf:
mines_deep_max = -300
mines_deep_min = -10
this is a screenshot of a part of mines generated in the sky with filled chests. just a testmap for me!!
mines are hard to find at the moment, because there are generated deep under the earth.
what can we do now?
maybe every mine-entry should be visible? but how? we could make an entry by generate a shaft - or stairs? - upwards when the mine system is close to the surface or a dungeon?
are there any other ideas?
Last edited by sfan5 on Thu Aug 22, 2013 17:37, edited 1 time in total.
- CraigyDavi
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I like this mod and will definitely install it on my server.
Am I the only one getting this? When I clicked on this topic this came up!
Am I the only one getting this? When I clicked on this topic this came up!
Danger Malware Ahead!
Google Chrome has blocked access to this page on forum.minetest.net.
Content from chyper.at, a known malware distributor, has been inserted into this web page. Visiting this page now is very likely to infect your computer with malware.
Malware is malicious software that causes things like identity theft, financial loss, and permanent file deletion.
CraigyDavi wrote:I like this mod and will definitely install it on my server.
Am I the only one getting this? When I clicked on this topic this came up!Danger Malware Ahead!
Google Chrome has blocked access to this page on forum.minetest.net.
Content from chyper.at, a known malware distributor, has been inserted into this web page. Visiting this page now is very likely to infect your computer with malware.
Malware is malicious software that causes things like identity theft, financial loss, and permanent file deletion.
Nice to hear
And yes, the message is caused by the first image in cHyper's last post. I have already asked one of the moderators to fix that image
- BlauerEisRegen
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That is a very nice suggestion. I think i will add it in next release...BlauerEisRegen wrote:Mod seems very cool... what about crashed ways, with cobblestone in the ways? this would makeit more "dangerous"
I have to try that with your mod too. But i guess you need to set the mines a bit higher for that, like cHyper's default values.paramat wrote:Don't know how i missed this mod, i look forward to trying it alongside my fissure and chasm mods, the combination should be interesting. I always loved the mines of MC.
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