[mod] Underground Realms [0.8] [caverealms]

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HeroOfTheWinds
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Re: [mod] Underground Realms [0.4] [caverealms]

by HeroOfTheWinds » Fri Dec 12, 2014 19:40

I certainly love that idea, and I like how far you have taken it. I have always thought of Journey to the Centre of the Earth while making this mod, especially the lush ocean and environments in the passage described. Naturally, I have had a few discussions about the lighting required, and found out the following: lights on the ceiling at best would reach 14 blocks down, and only dimly. However, you can fake the lighting, and have the whole floor covered with invisible light-giving nodes that you would never know existed.

I especially like the idea of doing away with the caves and making it a whole world when you get very deep. In fact, it would not be all that difficult to port a mod like noise23 to the underground version with a glowing roof and floor, and various decorations like mushrooms and ferns, seas and lava lakes. It would certainly be a bit more CPU intensive than before, but well worth it imho. I'll try tackling that over break.

All in all, it completely fits with my vision, and even expands it a bit. However, I shall leave it to someone else to make dinosaur mobs or other cave mobs, as that should be a separate add-on, since there are still many people who don't care for mobs very much.

Thanks for the ideas!
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Re: [mod] Underground Realms [0.4] [caverealms]

by ExeterDad » Fri Dec 12, 2014 20:59

I have started work on dinosaur mobs in the past, but like always, I'm easily distracted and never completed them.
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Re: [mod] Underground Realms [0.4] [caverealms]

by Don » Sat Dec 13, 2014 13:59

ExeterDad wrote:I have started work on dinosaur mobs in the past, but like always, I'm easily distracted and never completed them.

It is a shame that you never completed it. Dino mobs would be awesome.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

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Re: [mod] Underground Realms [0.4] [caverealms]

by ExeterDad » Sat Dec 13, 2014 17:21

Don wrote:
ExeterDad wrote:I have started work on dinosaur mobs in the past, but like always, I'm easily distracted and never completed them.

It is a shame that you never completed it. Dino mobs would be awesome.

They're on the back burner for a bit. I want them pretty bad, so I'm sure I'll work on them again :)
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Re: [mod] Underground Realms [0.5] [caverealms]

by HeroOfTheWinds » Sun Dec 14, 2014 05:56

Alright, so I checked one item off the to-do list: allow for spawning in the caves!

Thanks to paramat's code for spawning players in watershed, I was able to simplify and modify his code to allow for automatic spawning in the caverealms. And the best part? It happens so fast you hardly realize it happened.

By default, the option in the config file for turning this on and off is deactivated, but you merely need to change the value to true in order for it to work. It will first try spawning you around -960 nodes deep, and lower you by another 80 nodes if the search fails. The area for spawning is quite large, around 2000 nodes away from 0,0,0 in some cases.

There is one known bug at this time: sometimes you will spawn near the walls or ceiling of the cave, and thereby have a nasty drop. Either disable damage or deal with the initial death, since respawning after hitting the floor will leave you right where you are, as that spot fulfills the spawn conditions.

Now to actually work on adding new visual features...
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Re: [mod] Underground Realms [0.8] [caverealms]

by HeroOfTheWinds » Wed Dec 17, 2014 06:03

Image

Here they are, the Deep Realms! Once you cross the -7000 depth, these biomes replace the regular caves, now adding three new environments: the salt crystal biome, the glowing obsidian biome, and the coal dust biome.

The salt crystal environment is marked by its translucent floors, salt crystal decorations, and large, cubic, and pink salt crystals.

The glowing obsidian biome is just what it sounds like: two new kinds of obsidian that glow, although the reddish one has traces of lava in it. So if you get trapped in one of those blocks, you will take damage. Fires also dot the landscape.

Finally, the coal dust biome is the cave variant of a desert, featuring both desert sand and stone mini-stalagmites. However, the biome gets its name from the black dust blocks and coal blocks that mottle the landscape. The coal dust can also be crafted into coal blocks by placing them 3x3 on the crafting grid.

Special thanks to `Zeno for the original concept in his fork.

On a side note, to explain the sudden version jump from 0.5 -> 0.8:
0.5 = option to spawn in caves by default
0.6 = first deep realm (salt)
0.7 = second deep realm (obsidian)
0.8 = current product

...So tempted to jump from 0.8 to 2.0, a la Cave Story.
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Re: [mod] Underground Realms [0.5] [caverealms]

by leeminer » Thu Dec 18, 2014 00:29

I think this idea is a solid one. The lack of underground biomes, giant caverns etc suprises me. Another change to Minetest I think would be very cool!
 

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

by fireuser » Thu Dec 18, 2014 04:34

This is over my every expectation! You really out did your self HeroOfTheWinds. When I was asking the question of spawning in caves, I thought it was nearly impossible. This is was I have wanted for so long. I like the huge underground world Idea. Hope It works out. :D
 

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

by voxeldork » Sat Dec 20, 2014 02:54

Oh my god this is so amazing. Me and a friend have been playing on a server for the last couple weeks with this mod installed, and we would really hate to get rid of our current progress but really dig these new biomes. Will we be able to just upgrade the mod version on the server with no issues? Or do we need a new map?

If it matters, it's the version included in dreambuilder. We've already found 2 of these caves and neither of them have been fully generated/explored. (they're so huge!)
 

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

by ExeterDad » Sat Dec 20, 2014 04:50

voxeldork wrote:Oh my god this is so amazing. Me and a friend have been playing on a server for the last couple weeks with this mod installed, and we would really hate to get rid of our current progress but really dig these new biomes. Will we be able to just upgrade the mod version on the server with no issues? Or do we need a new map?

If it matters, it's the version included in dreambuilder. We've already found 2 of these caves and neither of them have been fully generated/explored. (they're so huge!)

Now THAT is a a notable screen name! Welcome to the forums voxeldork :)
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Re: [mod] Underground Realms [0.8] [caverealms]

by HeroOfTheWinds » Sat Dec 20, 2014 07:07

voxeldork wrote:Oh my god this is so amazing. Me and a friend have been playing on a server for the last couple weeks with this mod installed, and we would really hate to get rid of our current progress but really dig these new biomes. Will we be able to just upgrade the mod version on the server with no issues? Or do we need a new map?

If it matters, it's the version included in dreambuilder. We've already found 2 of these caves and neither of them have been fully generated/explored. (they're so huge!)


Indeed, you should be able to upgrade it with no problem, although the caves that are only partway explored with have a sudden, very clean line made by two different biomes intersecting. However, if your caves are above -7000 level, there will be absolutely no problem.

Wow, I wasn't even aware that this was included in DreamBuilder now. Thanks, VanessaE! Also, upon looking closer, I see that she is using `Zeno's fork. This has just a couple notable deviations from my version: the deep realms are completely different, some depth values for biome shifts are different, and I believe that mycena mushrooms can vary in size in his version. Some of the ground material also has soil value... And he added "deep deep caves," which is basically a farther down dungeon master realm using morestones and gloopblocks to add really hard rock. You can look here ( https://github.com/HeroOfTheWinds/minet ... ms/network ) to get an in-depth view of how things differ between branches.

To summarize, nothing will absolutely break, but they might bend a bit. Nothing you already have will disappear either. I also plan to make some huge additions over the next couple weeks, and I can say that I have high hopes for them. Some of the simpler changes from Zeno's branch, namely adding soil values, will be added along with it. But don't hesitate to download and update your server; if you haven't gotten down to the deep realms in your version yet, you have almost nothing to lose.
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Re: [mod] Underground Realms [0.8] [caverealms]

by Zeno » Sat Dec 20, 2014 08:33

I'm keeping an eye on this and will merge changes into the "Zeno branch" (unless I don't like them I guess :P)

I added "soil type" to some node so that underground forests were easier to plant. I like undergound forests for some reason.

Edit: And as HeroOfTheWinds said you won't encounter problems in already generated areas. In fact, on Onez's Server there are caverealms from different eras as the mod evolved. Kind of like a visual history of progression.
 

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

by voxeldork » Sun Dec 21, 2014 04:22

HeroOfTheWinds wrote:
voxeldork wrote:Oh my god this is so amazing. Me and a friend have been playing on a server for the last couple weeks with this mod installed, and we would really hate to get rid of our current progress but really dig these new biomes. Will we be able to just upgrade the mod version on the server with no issues? Or do we need a new map?

If it matters, it's the version included in dreambuilder. We've already found 2 of these caves and neither of them have been fully generated/explored. (they're so huge!)


Indeed, you should be able to upgrade it with no problem, although the caves that are only partway explored with have a sudden, very clean line made by two different biomes intersecting. However, if your caves are above -7000 level, there will be absolutely no problem

....

To summarize, nothing will absolutely break, but they might bend a bit. Nothing you already have will disappear either. I also plan to make some huge additions over the next couple weeks, and I can say that I have high hopes for them. Some of the simpler changes from Zeno's branch, namely adding soil values, will be added along with it. But don't hesitate to download and update your server; if you haven't gotten down to the deep realms in your version yet, you have almost nothing to lose.



Thanks a lot for the response, I think I'll try to get the two we found to be fully generated before upgrading. We already hit the deep cave biomes because we set them to spawn a bit higher (all content is over -4000 for us, our idea of fun simply isn't digging tens of thousands of blocks into the ground)


If anything screws up too bad I'll let you know, if that would be of any help.
 

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

by HeroOfTheWinds » Wed Jan 07, 2015 02:31

Although I still haven't finished the major new version of CaveRealms yet, a visit to OldCoder's MoonTest server (which actually runs the mod! :D ), I found out two important things:
1. CaveRealms was incompatible with Moontest, and
2. CaveRealms had huge potential for griefing in creative mode.

So, this update fixes both of those things, AND optimizes to prevent crashes in Minetest 0.4.11. So, to recap:
CaveRealms now checks to see if the game being played is Moontest, and if so, changes to support it better. (This includes integration of moontest:stone, fixes to caverealms:constant_flame caused by the lack of fire in Moontest, and integration of moontest:vacuum.
Spawners for fortresses and fountains from the Dungeon Master biome/realm have been removed from creative inventory, and automatically remove themselves if placed outside the DM realms.
CaveRealms' 2D noise for biomes has been tweaked to use a z value of 1, preventing potential crashes from the changes in 0.4.11 to perlin noise.

Keep spelunking!
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Re: [mod] Underground Realms [0.8] [caverealms]

by LanceJZ » Sun Jan 11, 2015 05:41

This sounds like it would go great with the game I've started on. I'll be keeping an eye on it.
 

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

by NandoV2 » Sun Feb 15, 2015 17:49

Be my : I Cant Find A Cave? How Can i make that that i can find 1?
 

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

by HeroOfTheWinds » Sun Feb 15, 2015 21:16

NandoV2 wrote:Be my : I Cant Find A Cave? How Can i make that that i can find 1?

I added an option to the config file for this a few versions ago. Open your mods folder, look in the caverealms folder, and open the file "config.lua". There's an option in there marked for setting you to spawn in the caves when you start a new world. Just change it from 'false' to 'true' then start a new world with CaveRealms enabled.

Hope this helps, and enjoy!

(On a side note, if you'd rather not spawn in them, grant yourself fly and noclip, then fly around underground below y=-700, and you'll eventually find the caves.)
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Re: [mod] Underground Realms [0.8] [caverealms]

by depassages » Tue Mar 03, 2015 08:07

Hi,

I have an error running this mod in minetest 0.4.11


and in debug.txt
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
08:58:05: ERROR[EmergeThread0]: Assignment to undeclared global "n_biome" inside a function at /home/seb/.minetest/mods/caverealms/init.lua:222.
[caverealms] 379 ms
[caverealms] chunk minp (-2512 -912 208)
[caverealms] 387 ms
[caverealms] chunk minp (-2432 -992 208)
[caverealms] 415 ms
[caverealms] chunk minp (-2432 -912 208)
[caverealms] 388 ms
[caverealms] chunk minp (-2432 -992 288)
[caverealms] 393 ms
[caverealms] chunk minp (-2512 -992 288)
[caverealms] 388 ms
[caverealms] chunk minp (-2432 -912 288)
[caverealms] 390 ms
[caverealms] chunk minp (-2512 -912 288)
[caverealms] 393 ms
[caverealms] chunk minp (-2592 -912 288)
[caverealms] 433 ms
[caverealms] chunk minp (-2592 -992 288)
[caverealms] 401 ms
[caverealms] chunk minp (-2352 -992 288)
[caverealms] 413 ms
[caverealms] chunk minp (-2352 -912 288)
[caverealms] 448 ms
[caverealms] chunk minp (-2352 -992 208)
[caverealms] 398 ms
[caverealms] chunk minp (-2352 -912 208)
[caverealms] 404 ms
[caverealms] chunk minp (-2512 -992 128)
[caverealms] 436 ms
[caverealms] chunk minp (-2592 -992 208)
[caverealms] 414 ms
[caverealms] chunk minp (-2592 -912 208)
[caverealms] 416 ms
[caverealms] chunk minp (-2592 -992 128)
[caverealms] 403 ms
08:58:29: ACTION[ServerThread]: singleplayer granted (interact, settime, home, fly, server, teleport, rollback, bring, privs, password, ban, shout, basic_privs, kick, noclip, fast, give) privileges to singleplayer
-----------------------------------------
08:58:30: Printing debug stacks:
-----------------------------------------
Debug stacks:
DEBUG STACK FOR THREAD 7f407f7fd700:
#0  virtual void* MeshUpdateThread::Thread()
DEBUG STACK FOR THREAD 7f407fffe700:
#0  virtual void* EmergeThread::Thread()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  MapSector* ServerMap::loadSectorMeta(std::string, bool))
DEBUG STACK FOR THREAD 7f408b530700:
#0  virtual void* ServerThread::Thread()
#1  void Server::Receive()
(Leftover data: #2  virtual void ServerEnvironment::step(float))
(Leftover data: #3  void RemoteClient::GetNextBlocks(ServerEnvironment*, EmergeManager*, float, std::vector<PrioritySortedBlockTransfer>&))
(Leftover data: #4  void Server::SendBreath(irr::u16, irr::u16))
(Leftover data: #5  MapSector* ServerMap::loadSectorMeta(std::string, bool))
DEBUG STACK FOR THREAD 7f409a559780:
#0  int main(int, char**)
(Leftover data: #1  void ClientMap::renderMap(irr::video::IVideoDriver*, irr::s32))
(Leftover data: #2  virtual void ClientEnvironment::step(float))
(Leftover data: #3  void Client::Receive())
(Leftover data: #4  void Client::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #5  void MeshUpdateQueue::addBlock(v3s16, MeshMakeData*, bool, bool))


Any idea where it's from ?
 

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

by HeroOfTheWinds » Wed Mar 04, 2015 06:16

Interesting find... seems like it doesn't break it, but surprised no one found it til now. Thanks, depassages!

I issued a commit fixing it, although you can easily fix it yourself by adding "local" before "n_biome" on line 222.
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Re: [mod] Underground Realms [0.8] [caverealms]

by Gael de Sailly » Sun Apr 19, 2015 13:33

Amazing !

I'm fully captivated by these caves. They seem both mysterious and reassuring : not completely dark, the lighting is somewhat fairy.

It really confirms that Minetest has a huge potential, especially about mapgen. The problem is that awesome mods like this one aren't enough highlighted, and the beginner is soon sick of the game. He doesn't know what he's missing.

2 small issues :
– The lava is sometimes generated inside caves.
– Caves are sometimes too large in my opinion. Too large caves can't be wholly seen and so we can see blue sky, that ruins the wonderful atmosphere of the caves. I play with these following params :
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
-- 3D noise for caves

local np_cave = {
   offset = 0,
   scale = 1,
   spread = {x=128, y=64, z=128}, -- squashed 2:1
   seed = 59033,
   octaves = 5,
   persist = 0.63
}

-- 3D noise for wave

local np_wave = {
   offset = 0,
   scale = 1,
   spread = {x=128, y=128, z=128},
   seed = -400000000089,
   octaves = 3,
   persist = 0.67
}

-- 2D noise for biome

local np_biome = {
   offset = 0,
   scale = 1,
   spread = {x=128, y=128, z=128},
   seed = 9130,
   octaves = 3,
   persist = 0.5
}
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 fooljap » Fri Jun 05, 2015 06:03

I love this MOD, but am not usable because an error occurs.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
[caverealms] 110 ms
[caverealms] chunk minp (-112 -112 -112)
14:26:08: ERROR[main]: ServerError: caught (...)
14:26:08: ERROR[main]: stack traceback:
14:26:08: ERROR[main]:    [C]: in function 'get_data'
14:26:08: ERROR[main]:    C:\game\minetest-0.4.12\bin\..\mods\caverealms\init.lua:113: in function <C:\game\minetest-0.4.12\bin\..\mods\caverealms\init.lua:94>
14:26:08: ERROR[main]:    C:\game\minetest-0.4.12\bin\..\builtin\game\register.lua:341: in function <C:\game\minetest-0.4.12\bin\..\builtin\game\register.lua:329>
15:01:54: INFO: event_handler(): Ctrl+C, Close Event, Logoff Event or Shutdown Event, shutting down.
 

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

by fooljap » Sun Jun 07, 2015 12:09

another bug
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
[caverealms] searching for spawn 59
21:06:02: ERROR[main]: ServerError: caught (...)
21:06:02: ERROR[main]: stack traceback:
21:06:02: ERROR[main]:    [C]: in function 'get3dMap_flat'
21:06:02: ERROR[main]:    ....4.12-win64-msvc-jp\bin\..\mods\caverealms/functions.lua:571: in function 'spawnplayer'
21:06:02: ERROR[main]:    ....4.12-win64-msvc-jp\bin\..\mods\caverealms/functions.lua:503: in function <....4.12-win64-msvc-jp\bin\..\mods\caverealms/functions.lua:499>
21:06:02: ERROR[main]:    ...st-0.4.12-win64-msvc-jp\bin\..\builtin\game\register.lua:341: in function <...st-0.4.12-win64-msvc-jp\bin\..\builtin\game\register.lua:329>
[plants_lib] Stand by, playing out the rest of the aircheck mapblock log
(there are 0 entries)...
[plants_lib] Stand by, playing out the rest of the no-aircheck mapblock log
(there are 0 entries)...
21:08:13: INFO: event_handler(): Ctrl+C, Close Event, Logoff Event or Shutdown Event, shutting down.
 

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Re: Underground Realms idea

by Diamond knight » Wed Jun 10, 2015 20:38

HeroOfTheWinds wrote:
fireuser wrote:Could you make it so you spawn in these caves? I have tried to make you spawn in caves, but failed miserably. I love under ground and it would make it easy to find the caves. (because you spawn in them Du) Any ways it's kind of stupid so if you don't like it, forget about it. It would probably only cause trouble. Thanks : )


that would be cool

maybe some underground versions of the overworld (cave trees, cave apples, cave grass(the tall kind))
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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

by HeroOfTheWinds » Sun Jun 14, 2015 20:05

Fooljap, what version of Minetest are you using? It works for me in Minetest 0.4.12.

I'm not sure about the first error, looks like voxelmanip failed.
The second error looks like the same problem.

@DiamondKnight: I actually do have something like that planned, it's gonna take a while though. I've procrastinated a long time, and I'm sorry for that. College happens, then internship happens.
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 dannyplaysminetest » Sun Jun 28, 2015 21:51

Awesome Mod! Thanks for the hard work on this one, cool to have fantasy world like places to explore in MineTest..

News!
I now have Nether Crystal Caves, while generating a new map, i left the seed option off and i enabled the Nether and Caverealms Mod at the same time, and this is the result :

Image

Note : Normally one would end up with a huge Lava Lake on the floor, i spend quite some time yesterday stopping and removing 99% of the lava, now a whole city can fit in this cave. ^_^

I discovered many of these places deep underground yesterday, i´m still trying to find a (more complete) crystal cave without the Netherrack, i hope those still exist on that map as wel.
 

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

by duane » Fri Aug 28, 2015 21:37

-- deleted --
 

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

by Ferk » Tue Sep 01, 2015 21:10

I just wanted to say that this mod is awesome.

The feeling of uncovering a huge cave filled with little lights when you have spent a long time digging deep down through claustrophobic darkness is incredible. Imho, this mod is a must and it's much more interesting than the nether idea, imho. We need more stuff like this.

I specially like the fungi biome.. it would be interesting if we had mobs in there and it could become a living forest underground filled with strange flora and fauna. Almost like an alternate dimension.

There should be some way to make sticks out of some plants or something, so that it would be possible to build tools and make a living inside of the underground biome.
{ ☠ Dungeontest ☠ , ᗧ••myarcade•• }
 

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

by Sane » Tue Sep 01, 2015 21:23

This is a very beautyful mod.
I just wanted to give it a quick look and ended up flying through connected caves for 2 hours.
Thanks for this mod!

One little thing is buggig me though. Lava lakes keep leaking into the caves which is kind of griefy.
Trying to stay me.
 

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

by HeroOfTheWinds » Wed Sep 02, 2015 20:05

Thank you, and I'm glad you like the caves so much!

The idea of being able to harvest sticks down in the CaveRealms intrigues me. I rather like the idea, and I'll try thinking of some plausible way for sticks to be down there. That said, college keeps me very busy, so it could be some time before I actually get around to putting them in. :P

As far as mobs go, I too would like mobs down there. A while back, someone said they were working on a dinosaur mod, and I intend to add compatibility with it should it ever be finished. On another note, TenPlus1's Mobs Redo is compatible with caverealms right out of the box. Stone monsters, Dungeon Masters, Oerkki(s), and Mese monsters all spawn in the caves if that mod is installed.

Regarding lava lakes.... That has been a problem for as long as I have worked on this mod. Part of the problem is that it seems as if lava is generated after the on_generated() function (where the magic happens) finishes, which means that I generally can't do much. Perhaps something has changed in the engine by now that would let me fix it...
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 » Wed Sep 02, 2015 22:26

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...
 

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