[Mod] Fun Caves [fun_caves]

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Tue Jun 28, 2016 14:44

duane wrote:
azekill_DIABLO wrote:can you chage the texture pls :)


I like the texture. What would you prefer?


Perhaps just colorize it so it's distinguishable from the original.

Also, those pyramids look great! Can't wait to find one.
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Tue Jun 28, 2016 15:30

duane wrote:
azekill_DIABLO wrote:can you chage the texture pls :)


I like the texture. What would you prefer?


it looks like an iron block....i would like a red center :)
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Re: [Mod] Fun Caves [fun_caves]

by duane » Tue Jun 28, 2016 15:37

I got yer texture, right here...

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Tue Jun 28, 2016 16:06

Speaking of textures, the original pyramids mod had used Sandstone Brick. Now that there are new block tiles for Sandstone (and the rest), I wonder what how they would look. The regular sandstone does look a little flush. I found one while looking for ocean so I could find some clay for crucibles.

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Tue Jun 28, 2016 16:06

duane wrote:I got yer texture, right here...

Image


Dunno if you're kidding or not, but +1 anyway.
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Tue Jun 28, 2016 17:00

+1 love it but may be strange w/ the rest of the mod
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azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Fun Caves [fun_caves]

by Don » Tue Jun 28, 2016 23:25

Never lose your crazy duane!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Wed Jun 29, 2016 00:13

No, I'm not using the police box. However, I made the texture a separate file, so you can replace it if you don't like it.
 

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Wed Jun 29, 2016 06:59

If you're interested, check out the textures for teleporters mod from kingarthursteam: https://bitbucket.org/kingarthursteam/t ... ?at=master
 

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villages

by duane » Wed Jun 29, 2016 17:34

I added some little villages. Before you ask, there are no people. I'm not planning to add any, either. If someone else wants to, be my guest.

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Thu Jun 30, 2016 10:40

pls add a setting where we can disable them... +1
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azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Thu Jun 30, 2016 20:32

azekill_DIABLO wrote:pls add a setting where we can disable them... +1


Done.

I changed my mind and added some blood-thirsty savages to the villages. They will not trade with you, but they might eat you.

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Thu Jun 30, 2016 23:41

mobs_npc mod has a trader mob in addition to the normal npc, also.

PS. fun_caves is really great, and I've been having a blast playing in it. Thank you!
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jul 01, 2016 22:00

I got unhappy with the mazes in the fortresses -- they only offer one route through, so you have no chance to avoid something, as you would elsewhere. Mazes aren't really much of a challenge anyway -- once you know how to solve them they become tedious quickly.

So, I added a function for using human-designed floor plans to the fortress code. If you want to add floor plans, here's the format. It's a little tricky in that the positions in an array alternate between cell areas and corner posts:

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   {
      {0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0},
      {0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0},
      {0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,1,0},
      {1,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,0,1,0},
      {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0},
      {1,1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,0},
      {0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0},
      {0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0},
      {0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0},
      {1,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,0,1,0},
      {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0},
      {1,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,0},
      {0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0},
      {0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0},
      {0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0},
      {0,1,1,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,0},
      {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0},
      {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0},
      {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   },


For the following, I'll refer to this diagram:

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   {
      {a,b,c,d,e,f,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {g,h,i,j,k,l,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {m,n,o,p,q,r,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {s,t,u,v,w,x,0,0,0,0,0,0,0,0,0,0,0,0,0},
      ...
   },


Positions a, c, e, m, o, and q refer to the center of a cell (a 6x6 meter area), and aren't actually used by the code. Positions b, d, f, n, p, and r refer to walls between cells -- place a 1 here and a wall appears, 0 and it's absent. The same is true for g, i, k, s, u, and w, which refer to walls aligned along the x-axis. Positions h, j, l, t, v, and x refer to corner posts, which are handy for making free-standing columns.

So, in order to make a room with no doors, I could do this:

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   {
      {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      ...
   },


Obviously, I don't want to do that, because the entrance to the next floor might randomly show up in the closed room, leaving me with no way down. so, let's open a doorway:

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   {
      {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      ...
   },


I might do something fancier with this later, but the mobs don't cope well with anything that complicates their pathing, so it won't be too fancy. Another option would be using structures for each floor. I'm not sure I have the patience to make the structures to suit that.
 

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sat Jul 02, 2016 12:00

duane wrote:
azekill_DIABLO wrote:pls add a setting where we can disable them... +1


Done.

My answer:thank you :)

I changed my mind and added some blood-thirsty savages to the villages. They will not trade with you, but they might eat you.

Image


terrifying Brrr
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Sun Jul 03, 2016 10:17

The fortresses show up great on the radar minimap. It will be fun to design new fortresses and play in them. Very interesting feature.

On the subject of mobs, I have started working on a mobpack for fun_caves (https://github.com/everamzah/fun_caves_mobpack) and was wondering if there's a canonical list of what mobs are supported/recommended by fun_caves.

I have been using the thread's OP recommendations, as well as the mob_stats table in mobs.lua to define which mobs to register. Any hints/suggestions would be most appreciated. Thanks!
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Mon Jul 04, 2016 06:52

everamzah wrote:On the subject of mobs, I have started working on a mobpack for fun_caves (https://github.com/everamzah/fun_caves_mobpack) and was wondering if there's a canonical list of what mobs are supported/recommended by fun_caves.


The table in mobs.lua lists all the external mobs I had as of a couple of weeks ago, because I had it nag me about any that weren't listed.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Thu Jul 07, 2016 14:00

In my latest game, I've hollowed out a pyramid for my base -- a mere 40000 or so cubic meters of rock -- I used explosives for a lot of it. There's more room than I know what to do with. I put a garden on top, and mostly use the space at the apex.

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Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Thu Jul 07, 2016 14:24

wow wat is that green mob??
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azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jul 08, 2016 03:04

azekill_DIABLO wrote:wow wat is that green mob??


A radiated stone monster for the salt areas. It's a little tougher than normal.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Fri Jul 08, 2016 03:06

I've found and corrected a bug in armor handling that should make fun_caves more compatible with 3d_armor. I don't recommend using elixirs and the unmodified armor together unless you like playing with training wheels. It's easy to get down to single digit armor ratings with both.
 

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Flat

by duane » Sat Jul 09, 2016 09:58

On a whim, I added a /flatten command that levels out the terrain in an area. It should leave existing decorations more or less intact. Using "/flatten 100", I went from A to B:

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Re: [Mod] Fun Caves [fun_caves]

by Don » Sat Jul 09, 2016 14:11

That is awesome!
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There Is Pie

by duane » Mon Jul 11, 2016 04:00

To make food a little easier to come by, I've added apple and meat pies. They are more nutritious than their ingredients would be separately.

Image

Apple Pie: 2 apples, 3 syrup (from sap) or 1 honey, 1 flour (from wheat)
Meat Pie: 2 raw meat, 1 onion, 1 flour

Onions drop from long grass, at about the same rate wheat seeds do.

Bake the pie, then stick it back in your craft window to break it into pieces. Bon Apetite.
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Re: [Mod] Fun Caves [fun_caves]

by Don » Mon Jul 11, 2016 14:48

Now I am hungry!
I really like the pie idea.
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Re: [Mod] Fun Caves [fun_caves]

by Robsoie » Tue Jul 12, 2016 18:16

Hello,
I decided to test your latest version from github instead of the old version i had , but now when i create a world with fun_caves i have this error preventing play :

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2016-07-12 20:14:56: ERROR[Main]: ModError: Failed to load and run script from C:\minetest-0.4.14\bin\..\mods\fun_caves-master\init.lua:
2016-07-12 20:14:56: ERROR[Main]: C:\minetest-0.4.14\bin\..\builtin\game\register.lua:62: Name default:sandstone_block does not follow naming conventions: "fun_caves:" or ":" prefix required
2016-07-12 20:14:56: ERROR[Main]: stack traceback:
2016-07-12 20:14:56: ERROR[Main]:    [C]: in function 'error'
2016-07-12 20:14:56: ERROR[Main]:    C:\minetest-0.4.14\bin\..\builtin\game\register.lua:62: in function 'check_modname_prefix'
2016-07-12 20:14:56: ERROR[Main]:    C:\minetest-0.4.14\bin\..\builtin\game\register.lua:110: in function 'register_item'
2016-07-12 20:14:56: ERROR[Main]:    C:\minetest-0.4.14\bin\..\builtin\game\register.lua:177: in function 'register_node'
2016-07-12 20:14:56: ERROR[Main]:    ...netest-0.4.14\bin\..\mods\fun_caves-master/spec_bomb.lua:153: in main chunk
2016-07-12 20:14:56: ERROR[Main]:    [C]: in function 'dofile'
2016-07-12 20:14:56: ERROR[Main]:    C:\minetest-0.4.14\bin\..\mods\fun_caves-master\init.lua:160: in main chunk


the only non-fun_caves mods used are the recommended mobs mods from the 1st post

edit : renamed fun_caves-master into fun_caves but error is still the same on a new world
 

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Re: [Mod] Fun Caves [fun_caves]

by everamzah » Tue Jul 12, 2016 19:10

Can you replace the old debug.txt snippet with the new one, where you've renamed it?
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Wed Jul 13, 2016 02:30

Robsoie wrote:Hello,
I decided to test your latest version from github instead of the old version i had , but now when i create a world with fun_caves i have this error preventing play :


I've pushed a fix for the issue. Let me know if you still have problems.

However, something has removed some of the basic node definitions (e.g. default:sandstone_block) from your game. You won't get all of the features without them. You might want to update your minetest_game.
 

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Re: [Mod] Fun Caves [fun_caves]

by duane » Wed Jul 13, 2016 03:59

For those who like to explore underwater, I've added Dr Robertson's Patented Easy Breathing Elixir, guaranteed to comfort respiratory difficulty, drain the lungs, and improve bodily stamina.

Image

The special ingredient for this elixir is a coral gem, obtained from precious coral.


I'm considering making the elixirs more difficult to create by randomizing the ingredients required for each when the game world is created. You could theoretically find each elixir by doing a lot of experimentation -- each elixir would require two ingredients from a possible list of 84, yielding a staggering 3500 combinations. Most likely, you'd have to find the formula in a book, hidden in a pyramid or fortress.

However, this seems way too complicated for what I've done so far. Armor of some sort is pretty much a requirement, even in the early game, and so far I only have one non-armor elixir which is only really useful in the surface world (and a few high-level areas). I'm working on the code, but I don't intend to do anything with it unless the situation changes.
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Re: [Mod] Fun Caves [fun_caves]

by Robsoie » Wed Jul 13, 2016 09:08

Thanks for the update, i grabbed it from your github and it launched , along mobs_redo perfectly fine.
On my quick test i started in a nice little village with friendly villagers that were all running at me to show how welcoming they were :D

Not sure what could have edited my default minetest_game as i haven't done it myself and having tested without fun_cave i never had that error, but just in case i redownloaded minetest 0.4.14 just to be sure.
Unless you're talking about an update in a development build that would then not be in official 0.4.14 ?
 

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