[mod] Underground Realms [0.8] [caverealms]

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Lava Sucks

by duane » Wed Nov 04, 2015 07:14

I finally got tired of lava mucking up the caverns, so I stuck this in. It also helps keep the goblins from skydiving in and leaving tools everywhere.

Code: Select all
diff --git a/init.lua b/init.lua
index 8921baa..9944a8d 100644
--- a/init.lua
+++ b/init.lua
@@ -122,6 +122,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
        end
       
        local c_water = minetest.get_content_id("default:water_source")
+       local c_river = minetest.get_content_id("default:river_water_source")
        local c_lava = minetest.get_content_id("default:lava_source")
        local c_ice = minetest.get_content_id("default:ice")
        local c_thinice = minetest.get_content_id("caverealms:thin_ice")
@@ -191,6 +192,10 @@ minetest.register_on_generated(function(minp, maxp, seed)
                        for x = x0, x1 do -- for each node do
                                if (nvals_cave[nixyz] + nvals_wave[nixyz])/2 > tcave then --if node falls within cave threshold
                                        data[vi] = c_air --hollow it out to make the cave
+                               elseif (nvals_cave[nixyz] + nvals_wave[nixyz])/2 > tcave - 0.2 then
+                                       if data[vi] == c_lava or data[vi] == c_water or data[vi] == c_river then
+                                               data[vi] = c_air
+                                       end
                                end
                                --increment indices
                                nixyz = nixyz + 1
Last edited by duane on Sun Nov 15, 2015 04:09, edited 1 time in total.
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Re: [mod] Underground Realms [0.8] [caverealms]

by Inocudom » Sat Nov 14, 2015 17:51

It looks like HeroOfTheWinds is gone from Minetest for all eternity too...
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Re: [mod] Underground Realms [0.8] [caverealms]

by benrob0329 » Sun Nov 15, 2015 02:32

From what I can tell he falls off the face of the Earth every little while, I highly doubt that he has left MT.
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Re: [mod] Underground Realms [0.8] [caverealms]

by HeroOfTheWinds » Mon Nov 16, 2015 01:16

Inocudom wrote:It looks like HeroOfTheWinds is gone from Minetest for all eternity too...

benrob0329 wrote:From what I can tell he falls off the face of the Earth every little while, I highly doubt that he has left MT.

Aye, I haven't left, I've just been buried under Computation Physics, Data Structures, Computer Organization and Assembly Language, and Calculus II. I might as well be the fossils I study in Anthropology 110: Archaeology. :P

So, while I'm fairly dormant, look for me to resume activity around mid-December. :)

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Re: [mod] Underground Realms [0.8] [caverealms]

by Gael de Sailly » Tue Jan 26, 2016 20:00

The sky should become black when we go deep underground, because when a big cave is not completely loaded, we can see blue sky.
Just realize how bored we would be if the world was perfect.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by ssieb » Tue Jan 26, 2016 21:06

Gael de Sailly wrote:The sky should become black when we go deep underground, because when a big cave is not completely loaded, we can see blue sky.

That would be an issue with the minetest engine, nothing that this mod can do anything about.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by blert2112 » Wed Jan 27, 2016 14:03

ssieb wrote:That would be an issue with the minetest engine, nothing that this mod can do anything about.

player:set_sky()
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by MangleFox70 » Thu Feb 04, 2016 13:40

Is there anything that needs to be added to mg_flags? Or does enabling Underground Realms require creating a new world? We enabled it on our server and can see the related blocks in creative inventory, but so far, we have searched and searched underground and cannot find any realms.

Please help :)
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Re: [mod] Underground Realms [0.8] [caverealms]

by Gael de Sailly » Thu Feb 04, 2016 21:35

You can't find caves on already generated chunks. Go to unexplored places and you may find some of them.
Just realize how bored we would be if the world was perfect.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by Nathan.S » Thu Feb 04, 2016 21:37

Caves spawn between y = -700 and -33,000, and can be quite extensive. As Gael de Sailly said they do need to be unexplored places, though I think if you turn no clip on, and fly around underground you'll be able to find them in places where the ground level has already been generated because the chunks don't go as deep as is needed to make these caves.
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Re: [mod] Underground Realms [0.8] [caverealms]

by MangleFox70 » Thu Feb 04, 2016 22:12

Thanks! We'll give that a try!

Update: You folks are brilliant! Sure enough, noclip made it super simple, but we had been digging in areas which were already spawned before adding the mod. So flying noclip well away from our original village and yay! We found not one but two caverealms! BEAUTIFUL! Really nice work.
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Re: [mod] Underground Realms [0.8] [caverealms]

by MangleFox70 » Wed Feb 10, 2016 19:32

Gael de Sailly & Nathan.S -- thanks again for your help. I'm going to mention it on this week's show. Worked a treat!
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Re: [mod] Underground Realms [0.8] [caverealms]

by Nathan.S » Thu Feb 11, 2016 04:43

MangleFox70 wrote:Gael de Sailly & Nathan.S -- thanks again for your help. I'm going to mention it on this week's show. Worked a treat!


You're welcome, I enjoy the show too by the way.
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Re: [mod] Underground Realms [0.8] [caverealms]

by MangleFox70 » Thu Feb 11, 2016 13:53

Nathan.S wrote:I enjoy the show too by the way.


Thanks! We're still learning how to pull it all together, but I think it gets better and better with each episode. :) We're having a blast doing it!
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Re: [mod] Underground Realms [0.8] [caverealms]

by coeseta » Sun Feb 21, 2016 20:26

Great mod!
I just made some textures with krita for it, that way it looks even better with the textures from our server :)

Image
Image
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by burli » Wed May 04, 2016 06:55

I tried to spawn in a caverealm. Two times I spawned in a tiny cave less then 10x10x10 nodes, then I spawned in the decoration, I fall to death twice and I spawned in a tiny hole in the wall high above the ground.

I thought about using the spawn function to teleport the player into a caverealm, if that would be possible, but with 6 fails out if 6 I can't use it. I know that it is difficult, but can this be solved?

Edit: maybe this might help
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by AlucardXEL » Sun Jun 05, 2016 03:01

First of all, amazing app. I have only explored it a bit, but I love it.

Secondly, any idea on when the Center of the Earth cave will be implemented? It would be perfect for one of my builds. If I don't have access to that, I will probably use the special deep level cave.

Thanks.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by JoshMars » Tue Jan 03, 2017 14:38

I think 0.4.15 broke this. Updates to the default fire mod removed functions that this mod calls.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by echosa » Tue Jan 03, 2017 16:44

I'm using this in my 0.4.15 game/modpack without issue (as far as I can tell). I've been to several caverealms and no errors in the log.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by GreenDimond » Wed Jan 04, 2017 02:09

Works for me as well :P
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Re: [mod] Underground Realms [0.8] [caverealms]

by JoshMars » Wed Jan 04, 2017 13:52

My server kept crashing when a player would mine the cave fire. Gotta delete the code in nodes.lua that call functions from fire mod
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by Heraclitus » Fri Feb 03, 2017 13:57

Yes, I've experienced the same problem as JoshMars. If you accidentally (or deliberately) mine the fire in caverealms (or the skylands mod, for that matter), it will crash the server.
 

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