[Mod] Cave Realms Lite [caverealms_lite]

Shara
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[Mod] Cave Realms Lite [caverealms_lite]

by Shara » Sun Sep 03, 2017 13:13

This caverealms fork provides the biomes and decorations from the original caverealms, with several additions and without the overhead of generating caves. The mapgen used will determine the shape and size of individual caves. This lowers the server resources the mod requires, for example CPU and RAM. This also removes the large lava spills created by the original caverealms.

Screenshots:
+ Spoiler

Features:
  • Unnecessary features, including cave generation, removed for better performance.
  • Additional decorations (new type of glow worms and fire vines).
  • Bricks/stairs/glass added for glow obsidian.
  • Giant mushrooms can now be grown from mushroom saplings.
  • Underground moss/lichen/algae spreads over cobble.
  • Additional features if used with the Ethereal mod.

Compatibility:
As caverealms_lite does not generate its own caves, replacing caverealms with caverealms_lite might result in minor map generation issues. Please report any other issues (such as unknown nodes) by opening an issue on github, and we'll do our best to fix them.

Servers:
caverealms_lite has been tested on, and is used on the Dark Lands Survival and Xanadu servers.

Download: https://github.com/Ezhh/caverealms_lite ... master.zip

Source: https://github.com/Ezhh/caverealms_lite

License: This mod is released under FreeBSD License (Simplified).

Dependencies:
  • Required: default, stairs
  • Optional: ethereal, mobs

A huge thank you to:
  • Zeno - for huge amounts of work helping to make this version of caverealms possible.
  • HeroOfTheWinds - for the amazing original caverealms mod.
  • tenplus1 - for help and suggestions.
  • The players of Dark Lands Survival - for being our test subjects.
 

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Re: [Mod] Cave Realms Lite [caverealms_lite]

by duane » Mon Sep 04, 2017 05:12

Looks good. Do you still get fortresses?
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Shara
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Re: [Mod] Cave Realms Lite [caverealms_lite]

by Shara » Mon Sep 04, 2017 08:47

Hi duane - Those were one of the things we agreed not to keep, (after all, once you have seen one of them, you've really seen all of them), though the DM statues are still there and can now be crafted from hot cobble and glow ore.
 

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Re: [Mod] Cave Realms Lite [caverealms_lite]

by roboto » Sat Oct 14, 2017 23:58

At what depth does caverealms_lite start spawning?
 

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Re: [Mod] Cave Realms Lite [caverealms_lite]

by Shara » Sun Oct 15, 2017 10:47

roboto - There are a few different key depths. Caverealms start at -1500 and deep caverealms start at -7000. By default, the DM's Lair is between -14,000 to -16,000. You can find these values in config.lua and adjust if you'd like to.
 

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Re: [Mod] Cave Realms Lite [caverealms_lite]

by roboto » Tue Oct 17, 2017 03:11

Thanks for the info.

I'll look into contributing to this mod sometime.
 

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Re: [Mod] Cave Realms Lite [caverealms_lite]

by Heraclitus » Sun Apr 01, 2018 19:48

Thanks so much for modifying this to avoid unnecessary cave generation.

Quick question: does the modification affect frequency of lava underground? You mention that code was modified to avoid large lava spills, but does the presence of caverealms_lite affect how often you might find lava caves underground in general now?

I ask because I've been testing this in a new world, and I've never encountered a world with seemingly so little lava as I dig deep. (This is also an issue because I'm also including Technic as a mod, and sulfur now has a number of uses, but it spawns near lava.)

It's possible that I'm just unlucky so far with the particular seed, but there really seems to be almost no lava in the deep regions now.
 

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Re: [Mod] Cave Realms Lite [caverealms_lite]

by Shara » Sat Apr 07, 2018 20:48

I don't think it will change the amount of lava, and I can't say I've noticed an unusual amount in my own uses of the mod. With that said, I haven't looked too closely into how lava is added, but there's nothing here done specifically to stop it appearing. I've sadly encountered maps with very little lava myself as well, so it is something that happens from time to time.

The avoidance of large lava spills comes by using the default mapgen and not adding the caverealms as separate caves. When they are separate caves they can cut through mapgen caves, causing lava in those caves to spill into the caverealms ones. So I guess overall we should have the same number of lava sources, but less flowing lava.
 

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Re: [Mod] Cave Realms Lite [caverealms_lite]

by EdShouldBeInBed » Wed Jul 11, 2018 21:03

Came across this while digging, boots me back to main menu (using minetest 0.4.17.1, personal game):
Code: Select all
2018-07-11 16:47:21: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'caverealms' in callback environment_OnGenerated(): ...ard/.minetest/games/edtest/mods/caverealms_lite/init.lua:312: attempt to call method 'stalagmite' (a nil value)
2018-07-11 16:47:21: ERROR[Main]: stack traceback:
2018-07-11 16:47:21: ERROR[Main]:    ...ard/.minetest/games/edtest/mods/caverealms_lite/init.lua:312: in function <...ard/.minetest/games/edtest/mods/caverealms_lite/init.lua:66>
2018-07-11 16:47:21: ERROR[Main]:    /usr/share/minetest/builtin/game/register.lua:420: in function </usr/share/minetest/builtin/game/register.lua:400>
2018-07-11 16:47:21: ACTION[Server]: singleplayer leaves game. List of players:
2018-07-11 16:47:21: ACTION[Main]: [playereffects] Server shuts down. Rescuing data into playereffects.mt
2018-07-11 16:47:21: ACTION[Main]: [playereffects] Wrote playereffects data into /home/edward/.minetest/worlds/ICP/playereffects.mt.


First time I've gotten any sort of generation error with caverealms_lite. Thoughts?
I'm a writer who tinkers with code on occasion. I play minetest when insomnia makes the writing hard.
 

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Re: [Mod] Cave Realms Lite [caverealms_lite]

by Shara » Fri Jul 13, 2018 11:11

Thanks for reporting. I've not been able to duplicate this crash, and haven't had any reports back from the servers using the mod to suggest there might be a problem.

Could I ask if you have adjusted the mod in any way? And if not, was this a one off crash or is it frequent?

The mod is running on at least one 0.4.17.1 server, so I don't think it's about a change in that version.
 


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