[Mod] Unlimited dungeon generator [0.3.7] [catacomb]
- paramat
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[Mod] Unlimited dungeon generator [0.3.7] [catacomb]
catacomb 0.3.7
For Minetest 0.4.8 or later
Depends: default stairs
License: code WTFPL
Download https://github.com/paramat/catacomb/archive/master.zip and rename to catacomb
Code https://github.com/paramat/catacomb
Beware this is not an 'on generated' mapgen, this creeping dungeon can spread through older world areas. If using in a pre-existing world edit the generation limits to protect your creations.
To try out this mod without searching for a dungeon, edit the parameters to:
TCATA = -2
TCATSPA = 2
Start a new world, select creative mode, enable freemove, fly underground, place any one of the 4 spawner nodes and wait a minute.
A dungeon system spawns with spaced initial chambers in underground chunks below y = -32, you may have to travel several kn to find one.
You can control the size of the spawning and generation volumes by editing parameters TCATSPA and TCATA, reduce these for larger volumes.
Dungeons are shaped and spaced by 3D noise, over time they grow out to their generation limit then chamber spawner placement is disabled.
Passageways have walkable stairs and are high enough for rapid descent. Below a certain y stairs and passage floors remain if they pass through previously generated chambers.
Minimum and maximum passage length and width, chamber width and height can be set by parameter.
At any time parameter GEN can be set to false, stopping dungeon spawn and spread.
For an ever-shifting interpenetrating dungeon nightmare set parameter OBCHECK to false.
Default cobble dungeons remain and are merged, desert temples lose their desert stone walls.
^ With parameter OBCHECK = false
Last edited by paramat on Mon Feb 16, 2015 01:14, edited 15 times in total.
- HeroOfTheWinds
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Re: [Mod] Unlimited dungeon generator [0.2.4] [catacomb]
This is very neat, looks like you put a lot of time and effort into it as well! Not to mention that you thought everything out quite carefully and made it so that it can be kept in check. If I were to give any critique at all, it would be that it has a saddening lack of mossy cobble... which is hardly anything at all, really.
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
Re: [Mod] Unlimited dungeon generator [0.2.4] [catacomb]
Nice mod ! The first server to adopt it will have me.
- paramat
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Re: [Mod] Unlimited dungeon generator [0.3.5] [catacomb]
Version 0.3.5
Big rewrite of spawn abms, combined passage and chamber generation int one abm. Now if the chamber is obstructed the passageway is not generated, so no more dead-end passageways.
Passageways now vay in width from 1 node to full chamber width.
Initial chambers at catacomb spawn are mapchunk size for the moment, probably smaller in future.
Big rewrite of spawn abms, combined passage and chamber generation int one abm. Now if the chamber is obstructed the passageway is not generated, so no more dead-end passageways.
Passageways now vay in width from 1 node to full chamber width.
Initial chambers at catacomb spawn are mapchunk size for the moment, probably smaller in future.
Last edited by paramat on Mon Aug 18, 2014 04:43, edited 1 time in total.
- Enke
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Re: [Mod] Unlimited dungeon generator [0.3.5] [catacomb]
Reminds me of the Dungeons of Doom. I want it. :-)
Lush8
ExtraVars for Red Eclipse
<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
ExtraVars for Red Eclipse
<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
- azekill_DIABLO
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
super ultra extra cooool!
adding it to my subgame!
adding it to my subgame!
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DMs are always open if you want to get in touch!
- azekill_DIABLO
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
it won't work!
i don't have any mapgen mod exept the VILLAGE-modpack
i don't have any mapgen mod exept the VILLAGE-modpack
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- Napiophelios
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Works fine for me on mg7.
You might not notice it at first if you are out looking for them spawning on their own
but if you place a chamber node you find out pretty quick.
Man catacomb mod and Subterrain mod are 2 of my favorite mods to experiment with
You might not notice it at first if you are out looking for them spawning on their own
but if you place a chamber node you find out pretty quick.
Man catacomb mod and Subterrain mod are 2 of my favorite mods to experiment with
- azekill_DIABLO
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
What do you mean??Napiophelios wrote: You might not notice it at first if you are out looking for them spawning on their own
but if you place a chamber node you find out pretty quick.
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- azekill_DIABLO
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Beware this is not an 'on generated' mapgen, this creeping dungeon can spread through older world areas. If using in a pre-existing world edit the generation limits to protect your creations.
i didn't noticed that....
Sorry :)
i didn't noticed that....
Sorry :)
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- paramat
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
You may need to fly underground (below y = -33) for a while to find these. Also they only appear in newly-generated terrain.
- azekill_DIABLO
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
i found a way to spawn them!
i just modify the default(ore) to make spawn the spawners as an ore!
i just modify the default(ore) to make spawn the spawners as an ore!
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- azekill_DIABLO
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Code: Select all
-- dungeons_node_mod
minetest.register_ore({
ore_type = "scatter",
ore = "catacomb:chambers",
wherein = "default:stone",
clust_scarcity = 18 * 18 * 18,
clust_num_ores = 1,
clust_size = 1,
y_min = -255,
y_max = -56,
})
minetest.register_ore({
ore_type = "scatter",
ore = "catacomb:chambern",
wherein = "default:stone",
clust_scarcity = 14 * 14 * 14,
clust_num_ores = 1,
clust_size = 1,
y_min = -31000,
y_max = -56,
})
it works super fine for me!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
This mod is fantastic, me and my friends have had alot of fun exploring these, but I would want an incentive for actually going in, is there going to be any sort of way to implement loot? (chests with treasures and stuff)?
Edit: Pardon me for necrobumping this thread if possible.
Edit: Pardon me for necrobumping this thread if possible.
Mod List: PlayMus Cooked Stick
- azekill_DIABLO
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Yay finelly some1 post!!!!!!i'm so happy!
every time i post something in a topic no one answers!!!i thought i was a topic_killer
to answer: look at block-men mod: Dungeon_loot and modify it....
every time i post something in a topic no one answers!!!i thought i was a topic_killer
to answer: look at block-men mod: Dungeon_loot and modify it....
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Secret treasure room would be cool. I think could be done with "default" stuff (diamond, gold, etc blocks).
- paramat
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
I've neglected my mods for a while, a want to create surface entrances for these dungeons to make them more findable. I'm more interested in the basic generation so others may want to fork this to add treasure or other features.
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Once you find a good way to place a surface entrance, please tell me. I've an older mindes mod lying around that could use some help in that direction. It comes with vertical shafts but doesn't have any useful code yet as to where to place the mines. Maybe I ought to open a thread and see if anyone likes to take over.
A list of my mods can be found here.
Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Hi,
Many thanks for this mod. Is Beautiful! But I have problems in use it...
who can help me to play it?
eg:
- When I place one spawn point is right that generates only one stair and one room? (I thought would generate a huge number of rooms connected by stairs)
- Frequently when I insert one spawn point, anything is generated and the terminal tells me that: "Chamber obstructed" ... why?
- REQUEST: you can specify what material to use to generate the rooms/stairs?
many thanks for all again...
Codesound
Many thanks for this mod. Is Beautiful! But I have problems in use it...
who can help me to play it?
eg:
- When I place one spawn point is right that generates only one stair and one room? (I thought would generate a huge number of rooms connected by stairs)
- Frequently when I insert one spawn point, anything is generated and the terminal tells me that: "Chamber obstructed" ... why?
- REQUEST: you can specify what material to use to generate the rooms/stairs?
many thanks for all again...
Codesound
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- azekill_DIABLO
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
OBCHECK = false
like that there is no chamber checking: you can create dungoens in others one :D
like that there is no chamber checking: you can create dungoens in others one :D
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Hi,
Many and Many thanks! Now work !
Codesound
Code: Select all
Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Post by azekill_DIABLO » Sun Jul 31, 2016 15:33
OBCHECK = false
like that there is no chamber checking: you can create dungoens in others one :D
Many and Many thanks! Now work !
Codesound
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- paramat
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
> When I place one spawn point is right that generates only one stair and one room? (I thought would generate a huge number of rooms connected by stairs)
Any spawner node will only generate a room and maybe a stair or two, further rooms and corridors will generate as you explore, you need to walk near the walls and sometimes wait a few seconds for the next spawner node to be triggered by the player's presence.
Each room contains 'spawner nodes' in the walls that are triggered by ABM, the player needs to be within 32 nodes to trigger one.
> Frequently when I insert one spawn point, anything is generated and the terminal tells me that: "Chamber obstructed" ... why?
This feature (which can be disabled) is to stop rooms intersecting, so that the dungeon grows around itself in a tidy way.
Any spawner node will only generate a room and maybe a stair or two, further rooms and corridors will generate as you explore, you need to walk near the walls and sometimes wait a few seconds for the next spawner node to be triggered by the player's presence.
Each room contains 'spawner nodes' in the walls that are triggered by ABM, the player needs to be within 32 nodes to trigger one.
> Frequently when I insert one spawn point, anything is generated and the terminal tells me that: "Chamber obstructed" ... why?
This feature (which can be disabled) is to stop rooms intersecting, so that the dungeon grows around itself in a tidy way.
- TumeniNodes
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Tidy dungeons?? 0_Oparamat wrote:This feature (which can be disabled) is to stop rooms intersecting, so that the dungeon grows around itself in a tidy way.
:P
A Wonderful World
- Andrey01
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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Nice!Very long corridors of these dungeons!
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