slemon
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by slemon » Tue Jan 26, 2016 01:13
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This mod creates an infinite dungeon world.
License: WTFPL
Mod dependencies: default
Known bugs:
Some rooms don't connect properly [fixed; some still don't connect properly]
Bright light in some areas [fixed] (now there are darkness in some areas)
Some areas are not generated (happens extremely rarely)
Memory leaks on some clients (https://github.com/minetest/minetest/issues/3566 )
Planned features:
Treasure rooms - DONE
Workshops
Bedrooms (like in dwarf fortress)
Tombs
Underground farming plots
Monsters
Custom blocks
Magic
Mechanisms
Dining rooms
Traps
... and more stuff from dwarf fortress
Updates:
* Now it is compatible with other mapgens; dungeons are now only generated below y = -1000
* Treasure rooms are added
Screenshots:
None yet :(
Git: https://github.com/slemonide/roomgen
Download: https://github.com/slemonide/roomgen/archive/master.zip
Last edited by
slemon on Tue May 09, 2017 02:54, edited 9 times in total.
slemon
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by slemon » Tue Jan 26, 2016 05:19
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I have started a creative server with this generator at slemonide.ddns.net. Feel free to try it!
slemon
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by slemon » Wed Jan 27, 2016 01:23
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This is a map of a part of the maze
cd2
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by cd2 » Wed Jan 27, 2016 15:42
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wow, looks great :D
paramat
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by paramat » Wed Jan 27, 2016 23:59
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Watch out for the memory leak, it can be 2GB per minute, if you try the mod keep your system monitor open to check memory use.
slemon
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by slemon » Thu Jan 28, 2016 04:27
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paramat wrote: Watch out for the memory leak, it can be 2GB per minute, if you try the mod keep your system monitor open to check memory use.
Thank you for reminding. I added a warning to the main post.
slemon
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by slemon » Thu Jan 28, 2016 05:57
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A screenshot of one weird bug. During the night time it is dark.. in the tunnels. Darkness seem to ignore the torches.
slemon
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by slemon » Thu Jan 28, 2016 06:01
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Update. Now there are less dead ends. All tunnels are now connected.
paramat
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by paramat » Thu Jan 28, 2016 06:05
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Wow lovely.
Because you are using singlenode you can now set the 'nolight' flag and remove 'vm:set lighting(day = 0, night = 0)'. This will speed up mapgen because you eliminate the first unnecessary lighting calculation and the resetting of light.
slemon
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by slemon » Thu Jan 28, 2016 06:21
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paramat wrote: Wow lovely.
Because you are using singlenode you can now set the 'nolight' flag and remove 'vm:set lighting(day = 0, night = 0)'. This will speed up mapgen because you eliminate the first unnecessary lighting calculation and the resetting of light.
That doesn't really work. And that also that brings spots with abnormal illumination back.
slemon
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by slemon » Thu Jan 28, 2016 07:42
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Update. Now there are more stone.
twoelk
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by twoelk » Thu Jan 28, 2016 12:16
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that looks really interesting
I wonder wether you could use the algorithm to build other structures convincingly
The grid structure looks as if it might be usefull to build town like structures.
It would be cool if these blobs of "dungeon-biomes" would be connected by long winding paths, with the odd dead end of course. Maybe a network overlay.
slemon
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by slemon » Thu Jan 28, 2016 13:42
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twoelk wrote: that looks really interesting
Thank you.
twoelk wrote:
I wonder wether you could use the algorithm to build other structures convincingly
Should be possible. All that has to be modified are schematics for cells and a function that connects these schematics to each other
benrob0329
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by benrob0329 » Thu Jan 28, 2016 20:23
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This would be cool as a mtiplayer map, an underground community!
azekill_DIABLO
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by azekill_DIABLO » Fri Jan 29, 2016 17:41
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slemon wrote: Update. Now there are more stone.
/|\
|
|
wat is the poor little tunnel lost in the stone
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
paramat
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by paramat » Sat Jan 30, 2016 02:04
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Nice structure.
Krock
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by Krock » Sat Jan 30, 2016 08:01
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Looks great!
Did you plan to add a feature for embedding it into another mapgen yet? I would like to see those dungeons as a mod to extend another mapgen, v6, as example.
slemon
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by slemon » Sat Jan 30, 2016 09:21
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Krock wrote: Looks great!
Did you plan to add a feature for embedding it into another mapgen yet? I would like to see those dungeons as a mod to extend another mapgen, v6, as example.
I do plan to add such feature, but not yet. It is still too buggy.
EDIT: But you are free to send commits of course.
slemon
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by slemon » Sun Jul 16, 2017 05:57
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Integration with other world generators is added.
slemon
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by slemon » Mon Oct 30, 2017 00:16
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How do you propose I integrate it with the catacomb mod?
paramat
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by paramat » Tue Oct 31, 2017 22:26
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It's not really combinable with catacomb mod, very different generation methods.
texmex
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by texmex » Mon Oct 07, 2019 14:41
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This was pretty interesting. Anyone else working on something like this but more flexible?
slemon
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by slemon » Mon Sep 28, 2020 20:04
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Would you like to collaborate on a more flexible version of this mod?
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