[mod] Underground Realms [0.8] [caverealms]

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HeroOfTheWinds
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Re: [mod] Underground Realms [0.8] [caverealms]

by HeroOfTheWinds » Thu Sep 03, 2015 04:02

benrob0329 wrote:This should be the MT version of the Nether!!! XP

I almost feel as if an ancient (alien? Think where Mese came from...) civilisation lived down here at one time...

Either way the caves are beautiful, but do you think that they could generate farther down? I like that you don't have to mine too far down, but it feels like its too far up, almost taking away from mining...


This is a setting that individual users/servers can manipulate. In the file "config.lua", there is a line
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setting("number", "ymax", -700) --top realm limit

which you can change. Just use a number less than -700 to make the caves generate deeper. Some servers I know of have set it as deep as -3000... However, just be mindful of these other lines when changing the depth of the caves:
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--realm limits for Dungeon Masters' Lair
setting("number", "dm_top", -4000) --upper limit
setting("number", "dm_bot", -5000) --lower limit

...

--Deep cave settings
setting("number", "deep_cave", -7000) -- upper limit

If need be, lower those values too.

Enjoy!
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
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Re: [mod] Underground Realms [0.8] [caverealms]

by benrob0329 » Thu Sep 03, 2015 04:56

Oh ok, thanks! I'll have to look for the other ones now to!
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by Inocudom » Sat Sep 05, 2015 17:58

If, by ancient aliens, you are referring to a race that existed before modern man, the following YouTube video should interest you:
https://youtu.be/7Fi4WOHW0NI
The twilight that is spoken of is also known as the Purple Dawn, by the way.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by benrob0329 » Sun Sep 06, 2015 02:56

EDIT: I thought you were talking about the TV show...
Last edited by benrob0329 on Sun Sep 06, 2015 05:26, edited 1 time in total.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by duane » Sun Sep 06, 2015 03:37

HeroOfTheWinds wrote:The idea of being able to harvest sticks down in the CaveRealms intrigues me.


Mushroom stems! That's what I did in Valley Mapgen. Journey to the Center of the Earth fashion.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by benrob0329 » Sun Sep 06, 2015 05:24

What if this also was able to use mobs_redo and make a King Dungeoun Master mob that only spawned in his castle? And what if only one, HUGE one was generated?
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by HeroOfTheWinds » Sun Sep 06, 2015 20:28

benrob0329 wrote:What if this also was able to use mobs_redo and make a King Dungeoun Master mob that only spawned in his castle? And what if only one, HUGE one was generated?

You don't know how much I wished MT had the right set up for a "boss-mob" mod... I really want to have a boss down in the Dungeon Master Realm, but MT is just so clumsy with even the small mobs. Goodness knows how bad a huge one would be... But no, I really like that idea, shame it's out of reach atm...

Hmm, I guess I could use the giant mushroom stems for crafting sticks. Still, I'll need parallels for the DM realms and the Deep Caves... That said, you do realize that you can just use the glowing crystals as replacement torches, right?
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Re: [mod] Underground Realms [0.8] [caverealms]

by benrob0329 » Sun Sep 06, 2015 21:43

HeroOfTheWinds wrote:
benrob0329 wrote:What if this also was able to use mobs_redo and make a King Dungeoun Master mob that only spawned in his castle? And what if only one, HUGE one was generated?

You don't know how much I wished MT had the right set up for a "boss-mob" mod... I really want to have a boss down in the Dungeon Master Realm, but MT is just so clumsy with even the small mobs. Goodness knows how bad a huge one would be... But no, I really like that idea, shame it's out of reach atm...



Hmmm, perhaps someone should make a test mod using Mobs Redo testing my theory (I could try, but I'm working on my C++ right now...):

If you generated a spawning block that kept the position of the DM after server restart, and defined the DM with non despawning, you could, in theory, do it. However maybe that should wait until the C++ mobs API is done.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by HeroOfTheWinds » Sun Sep 06, 2015 22:56

That isn't really the problem I'm thinking of, though that could potentially be one too.

The problem with MT mods is the lack of client-side prediction. E.G. the client application doesn't smooth out movements and attacks of mobs by having the server and the client compute the AI of the mobs... Leading it to appear to users that the mobs are jittering or outright warping around, taking little knockback from attacks, and sometimes even shrugging off damage because lol MT's punch mechanisms need a lot of work. Mobs Redo has helped a lot here, but the prediction is still a huge factor, as is trying to punch mobs. Not sure if it's still there, but another problem had been that consecutive punches didn't work unless you move the crosshairs away from the hit box then back onto it.

So, if this is the case, what of a giant hitbox, e.g. a boss? You'd have this big composite cube of pain jittering about, dodging you when you could swear you hit him, and potentially forcing you to turn 90 degrees back and forth until you could hit again. Plus, the only damage mechanism in MT is either projectiles or "punches"... How would you calculate the punches on something that big, barring some really hacky code?

Also, I'd like for a huge boss to be "climbable", so that you had to get onto his shoulders to be able to attack his head to kill him. Entities in MT currently have no such function for collisions between pairs of entities, so you could walk right through the boss' legs too.

Those are just my thoughts on the matter. Perhaps one day MT will let us realize this dream, but until then, I guess the best chance would be maybe having a "monster room" type of challenge, with 10 or so DMs in the same fort. >:D

Meanwhile, I'll keep on making my fighting game in Unity3D.
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
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by benrob0329 » Sun Sep 06, 2015 23:35

So your saying that the biggest problems would be servers and a lack of functionality, hopefully 0.5.0's improved performance and reworked server client communications will help, as well as the improving client side prediction and C++ mobs API.

Wow, I just realised (or re realised) how much I CANT WAIT FOR 0.5.0!
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by Diamond knight » Tue Nov 03, 2015 17:03

this is really good for showing that minetest is not a minecraft knockoff
I can never get enough MESE!!!!!!!!!

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Lava Sucks

by duane » Wed Nov 04, 2015 07:14

I finally got tired of lava mucking up the caverns, so I stuck this in. It also helps keep the goblins from skydiving in and leaving tools everywhere.

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diff --git a/init.lua b/init.lua
index 8921baa..9944a8d 100644
--- a/init.lua
+++ b/init.lua
@@ -122,6 +122,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
        end
       
        local c_water = minetest.get_content_id("default:water_source")
+       local c_river = minetest.get_content_id("default:river_water_source")
        local c_lava = minetest.get_content_id("default:lava_source")
        local c_ice = minetest.get_content_id("default:ice")
        local c_thinice = minetest.get_content_id("caverealms:thin_ice")
@@ -191,6 +192,10 @@ minetest.register_on_generated(function(minp, maxp, seed)
                        for x = x0, x1 do -- for each node do
                                if (nvals_cave[nixyz] + nvals_wave[nixyz])/2 > tcave then --if node falls within cave threshold
                                        data[vi] = c_air --hollow it out to make the cave
+                               elseif (nvals_cave[nixyz] + nvals_wave[nixyz])/2 > tcave - 0.2 then
+                                       if data[vi] == c_lava or data[vi] == c_water or data[vi] == c_river then
+                                               data[vi] = c_air
+                                       end
                                end
                                --increment indices
                                nixyz = nixyz + 1
Last edited by duane on Sun Nov 15, 2015 04:09, edited 1 time in total.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by Inocudom » Sat Nov 14, 2015 17:51

It looks like HeroOfTheWinds is gone from Minetest for all eternity too...
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by benrob0329 » Sun Nov 15, 2015 02:32

From what I can tell he falls off the face of the Earth every little while, I highly doubt that he has left MT.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by HeroOfTheWinds » Mon Nov 16, 2015 01:16

Inocudom wrote:It looks like HeroOfTheWinds is gone from Minetest for all eternity too...

benrob0329 wrote:From what I can tell he falls off the face of the Earth every little while, I highly doubt that he has left MT.

Aye, I haven't left, I've just been buried under Computation Physics, Data Structures, Computer Organization and Assembly Language, and Calculus II. I might as well be the fossils I study in Anthropology 110: Archaeology. :P

So, while I'm fairly dormant, look for me to resume activity around mid-December. :)

Rest assured, I miss having the time for this....................................................................
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
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by twoelk » Mon Nov 16, 2015 11:05

Archaeology on Hawaii? - Sounds interesting
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by Gael de Sailly » Tue Jan 26, 2016 20:00

The sky should become black when we go deep underground, because when a big cave is not completely loaded, we can see blue sky.
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by ssieb » Tue Jan 26, 2016 21:06

Gael de Sailly wrote:The sky should become black when we go deep underground, because when a big cave is not completely loaded, we can see blue sky.

That would be an issue with the minetest engine, nothing that this mod can do anything about.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by blert2112 » Wed Jan 27, 2016 14:03

ssieb wrote:That would be an issue with the minetest engine, nothing that this mod can do anything about.

player:set_sky()
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by MangleFox70 » Thu Feb 04, 2016 13:40

Is there anything that needs to be added to mg_flags? Or does enabling Underground Realms require creating a new world? We enabled it on our server and can see the related blocks in creative inventory, but so far, we have searched and searched underground and cannot find any realms.

Please help :)
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Re: [mod] Underground Realms [0.8] [caverealms]

by Gael de Sailly » Thu Feb 04, 2016 21:35

You can't find caves on already generated chunks. Go to unexplored places and you may find some of them.
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by Nathan.S » Thu Feb 04, 2016 21:37

Caves spawn between y = -700 and -33,000, and can be quite extensive. As Gael de Sailly said they do need to be unexplored places, though I think if you turn no clip on, and fly around underground you'll be able to find them in places where the ground level has already been generated because the chunks don't go as deep as is needed to make these caves.
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Re: [mod] Underground Realms [0.8] [caverealms]

by MangleFox70 » Thu Feb 04, 2016 22:12

Thanks! We'll give that a try!

Update: You folks are brilliant! Sure enough, noclip made it super simple, but we had been digging in areas which were already spawned before adding the mod. So flying noclip well away from our original village and yay! We found not one but two caverealms! BEAUTIFUL! Really nice work.
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Re: [mod] Underground Realms [0.8] [caverealms]

by MangleFox70 » Wed Feb 10, 2016 19:32

Gael de Sailly & Nathan.S -- thanks again for your help. I'm going to mention it on this week's show. Worked a treat!
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Re: [mod] Underground Realms [0.8] [caverealms]

by Nathan.S » Thu Feb 11, 2016 04:43

MangleFox70 wrote:Gael de Sailly & Nathan.S -- thanks again for your help. I'm going to mention it on this week's show. Worked a treat!


You're welcome, I enjoy the show too by the way.
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Re: [mod] Underground Realms [0.8] [caverealms]

by MangleFox70 » Thu Feb 11, 2016 13:53

Nathan.S wrote:I enjoy the show too by the way.


Thanks! We're still learning how to pull it all together, but I think it gets better and better with each episode. :) We're having a blast doing it!
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Re: [mod] Underground Realms [0.8] [caverealms]

by coeseta » Sun Feb 21, 2016 20:26

Great mod!
I just made some textures with krita for it, that way it looks even better with the textures from our server :)

Image
Image
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by burli » Wed May 04, 2016 06:55

I tried to spawn in a caverealm. Two times I spawned in a tiny cave less then 10x10x10 nodes, then I spawned in the decoration, I fall to death twice and I spawned in a tiny hole in the wall high above the ground.

I thought about using the spawn function to teleport the player into a caverealm, if that would be possible, but with 6 fails out if 6 I can't use it. I know that it is difficult, but can this be solved?

Edit: maybe this might help
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by AlucardXEL » Sun Jun 05, 2016 03:01

First of all, amazing app. I have only explored it a bit, but I love it.

Secondly, any idea on when the Center of the Earth cave will be implemented? It would be perfect for one of my builds. If I don't have access to that, I will probably use the special deep level cave.

Thanks.
 

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Re: [mod] Underground Realms [0.8] [caverealms]

by JoshMars » Tue Jan 03, 2017 14:38

I think 0.4.15 broke this. Updates to the default fire mod removed functions that this mod calls.
 

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