[abandoned Mod] Fun Caves [fun_caves]

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duane
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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

I'm glad you're all enjoying the mod.

I've added killer bees to the giant trees, and changed the lighting handling to make the interiors dark. This will result in lighting artifacts on the terrain. I can't help that. Hopefully, it won't happen often. It will also create shadows around the trees, but that's as it should be.

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Post

How do the teleporters work? The Aquamarine one seems kinda obvious, and I haven't found any Precious Coral yet but, the blue one I only got to work once, and the red one (Garnet?) I have no idea.

I did get to the bottom of a maze once, but a dragon spawned inside a floor/wall and I couldn't get out or find an exit.

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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

everamzah wrote:How do the teleporters work? The Aquamarine one seems kinda obvious, and I haven't found any Precious Coral yet but, the blue one I only got to work once, and the red one (Garnet?) I have no idea.

I did get to the bottom of a maze once, but a dragon spawned inside a floor/wall and I couldn't get out or find an exit.
I'll probably take the dragons out of there. They don't do well in tight areas.

The only teleporter that actually works at the moment is the iron-aquamarine one. I've been working on the sky realms and trees, and haven't got back to teleporting yet.

*grumph* I haven't got to actually play up to a teleporter. I've been too busy ironing out bugs.

By the way, the precious coral looks a lot like staghorn, but it branches out from one root. You have to really look close to find it.
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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by Byakuren » Post

duane wrote:I am not. It does in most languages, but lua is special.
I know this post was from a while ago, but vector.add is defined as part of the modding API; it is not part of Lua proper. Also I would disagree that most languages have the convention of making addition-ish functions variadic. At least most strongly, statically-typed languages discourage it or make it awkward. Lua is still "special" though, in that all functions are automatically variadic, which can cause bugs like these.
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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Post

Byakuren wrote:
duane wrote:I am not. It does in most languages, but lua is special.
I know this post was from a while ago, but vector.add is defined as part of the modding API; it is not part of Lua proper. Also I would disagree that most languages have the convention of making addition-ish functions variadic. At least most strongly, statically-typed languages discourage it or make it awkward. Lua is still "special" though, in that all functions are automatically variadic, which can cause bugs like these.
Well, I've been using python, ruby, lua and C most lately (many of the languages I used when I was working are extinct). In python and ruby, vectors behave intuitively, and you can add as many as you like. Obviously, you can add more than two in C, because that's where I ported the v6 cave code from. (And you have to weight C heavily just because it's so widely used.)

Lua is special in that it has almost no library to speak of. Don't get me wrong -- I enjoy working with lua -- but it's missing so many library functions that I still can't use it for general scripting, as much as I'd like to. (For example, I have yet to find even a very basic web server library, something I've used a lot for interacting with python/ruby scripts on my server.) It was designed to be lightweight. It didn't occur to me to check whether the vector functions could be used the same way since I'd never encountered vectors that had that limitation -- my error.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

Many changes... The iron moonstone and coral tesseracts work and are buildable. The abms should be more efficient. Ice goblins now plant a nasty trap (which is a bit harder to see). Almost all of the mobs on the dependency list have been adjusted to have more realistic hit points, armor, and damage (based on the log of their mass), which makes elephants much tougher than foxes. (Previously, the opposite was true.) Bees will now swarm when you get them mad, but they also tend to injure themselves when they attack.

There is a sort of asteroid belt above the sky where you can breathe the water, but not the "air" (since there is none). You get from planetoid to planetoid by leaping, and there are beautiful but deadly mobs, which thanks to a recent change to mobs redo, can attack you. You must be running the very latest version of mobs redo, otherwise they just sort of wander around without noticing you're there.

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Post

!+11111!
so awesomeness here thatr i'll die!!
:) thx for this wonderous mod duane!
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Post

I can't wait to try the teleporters again. I found my first precious coral yesterday. The screenshots look amazing!

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Re: [Mod] Fun Caves [fun_caves]

by paramat » Post

Nice ideas in this.

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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

I've updated the first post with recipes and hints.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Post

in the mod?
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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

azekill_DIABLO wrote:in the mod?
Yes... and the recipe list now.
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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Post

liquid steel?after golden apples?what it will be next?diamond bread?Copper steak?
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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

I got sick of going around caves as I descend, so I added rope ladders. I also fixed the goblin trap drops, which I'd commented out for reasons I can't remember.

Edit: I also added the wall hammer. Extremely useful.

In my latest game, I've picked up two moonstones already, but I haven't found a single meteorite.
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Post

I can find the gems okay, it's the precious corals that are hard for me. Not only do I run out of breath, the sharks keep attacking me! Add to that precious coral is found among regular coral and looks similar, with a 1-in-100 chance of generating. Very awesome!

Now the meteorites on the other hand, I don't know because it used to take a really long time. However, after a bit of wandering I would be able to find a few. Since the interval and chance went up for the meteor-strike ABM, I haven't found a single one. I've even tried staying idle in one place and waiting. Ha!

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Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by alucard112 » Post

duane wrote:I've gone in a new direction with this mod. (See the first post.) It's now a fairly complete underworld environment. There's no surface at all, and anything you'd find there has an equivalent underground. Goblins, spiders, and fungi dominate the caves.
I never found spiders and goblins. as I find?
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Re: [Mod] Fun Caves [fun_caves]

by alucard112 » Post

as I find a giant tree?
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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

alucard112 wrote:as I find a giant tree?
Keep looking. Spiders and goblins are fairly common underground, especially in areas with mushrooms. Giant trees just grow where they grow. Sometimes you'll find a lot, sometimes none at all. In my latest game, I haven't seen any yet.

Edit: Do make sure you're running mobs_redo and mobs_monster (see the first post). You won't get any mobs without that.
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Post

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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

@everamzah

Woot!
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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

Snow and Ice demons. If they see you, you won't get away. Fortunately, they're only found in Caina.

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Post

+100
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Re: [Mod] Fun Caves [fun_caves]

by duane » Post

It's a dragon day on the cloudscape. I ran into three of them in a small area. (Note the welsh green in the background.) Must be a dragon-moot. (Hint: beat a snow dragon and you'll almost certainly get an eternal ice crystal.)

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Re: [Mod] Fun Caves [fun_caves]

by burli » Post

Crazy o.O

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