[Mod] Yet Another Dungeon Generator [roomgen]

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slemon
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[Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

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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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

I have started a creative server with this generator at slemonide.ddns.net. Feel free to try it!

slemon
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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

This is a map of a part of the maze
Image

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cd2
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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by cd2 » Post

wow, looks great :D

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paramat
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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by paramat » Post

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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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

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.

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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

A screenshot of one weird bug. During the night time it is dark.. in the tunnels. Darkness seem to ignore the torches.
Image

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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

Update. Now there are less dead ends. All tunnels are now connected.
Image

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paramat
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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by paramat » Post

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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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

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.

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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

Update. Now there are more stone.
Image

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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by twoelk » Post

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.

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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

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

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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by benrob0329 » Post

This would be cool as a mtiplayer map, an underground community!

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azekill_DIABLO
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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by azekill_DIABLO » Post

slemon wrote:Update. Now there are more stone.
Image
/|\
|
|
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!

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paramat
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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by paramat » Post

Nice structure.

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Krock
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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by Krock » Post

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.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

slemon
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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

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.

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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

Integration with other world generators is added.

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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by roboto » Post

Any integration with the catacomb mod?

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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

How do you propose I integrate it with the catacomb mod?

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paramat
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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by paramat » Post

It's not really combinable with catacomb mod, very different generation methods.

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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by texmex » Post

This was pretty interesting. Anyone else working on something like this but more flexible?

slemon
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Re: [Mod] Yet Another Dungeon Generator [roomgen]

by slemon » Post

Would you like to collaborate on a more flexible version of this mod?

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