geode bugfixes

This commit is contained in:
Treer 2021-07-31 15:39:53 +10:00 committed by Treer
parent 84a5fba4dd
commit 334330dfc0
5 changed files with 16 additions and 13 deletions

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@ -30,5 +30,6 @@ read_globals = {
"vector",
"VoxelArea",
"VoxelManip",
xpanes = { fields = { "register_pane" } },
}

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@ -384,7 +384,8 @@ local function on_generated(minp, maxp, seed)
if cave_noise > tcave then
-- Prime region
-- This was the only region in initial versions of the Nether mod.
-- It is the only region which portals from the surface will open into.
-- It is the only region which portals from the surface will open into,
-- getting to any other regions in the Nether will require Shanks' Pony.
data[vi] = c_air
contains_nether = true
@ -394,7 +395,7 @@ local function on_generated(minp, maxp, seed)
-- Reaching here would require the player to first find and journey through the central region,
-- as it's always separated from the Prime region by the central region.
data[vi] = mapgen.getGeodeInteriorNodeId(x, y, z)
data[vi] = mapgen.getGeodeInteriorNodeId(x, y, z)-- function from mapgen_geodes.lua
-- Only set contains_nether to true here if you want tunnels created between the secondary region
-- and the central region.

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@ -165,7 +165,7 @@ nether.mapgen.excavate_dungeons = function(data, area, rooms)
vi = area:index(room_min.x, y, z)
for x = room_min.x, room_max.x do
node_id = data[vi]
if node_id == c_netherrack or node_id == c_netherrack_deep or node_id == c_crystaldark then data[vi] = c_air end
if node_id == c_netherrack or node_id == c_netherrack_deep or node_id == c_crystaldark then data[vi] = c_air end
vi = vi + 1
end
end
@ -182,7 +182,7 @@ nether.mapgen.excavate_dungeons = function(data, area, rooms)
vi = vi + area.ystride
node_id = data[vi]
-- searching forward of the stairs could also be done
if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
if node_id == c_netherrack or node_id == c_netherrack_deep or node_id == c_crystaldark then data[vi] = c_air end
end
end
end
@ -232,11 +232,11 @@ nether.mapgen.decorate_dungeons = function(data, area, rooms)
and room_min.z > minEdge.z and room_max.z < maxEdge.z then
--data[area:indexp(roomInfo)] = minetest.get_content_id("default:mese_post_light") -- debug
-- Can't use glass panes because they need the param data set.
-- Until whisper glass is added, every window will be made of netherbrick fence (rather
-- than material depending on room_seed)
-- Glass panes can't go in the windows because we aren't setting param data.
-- Until a Nether glass is added, every window will be made of netherbrick fence rather
-- than material depending on room_seed.
local window_node = c_netherfence
--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_crystallight end
--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_netherglass end
local function placeWindow(vi, viOutsideOffset, windowNo)
if is_dungeon_brick(data[vi]) and is_dungeon_brick(data[vi + yStride]) then

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@ -127,8 +127,9 @@ end
local distSquaredList = {}
local adj_x = 0
local adj_y = 0, lasty
local adj_z = 0, lastz
local adj_y = 0
local adj_z = 0
local lasty, lastz
local warpx, warpz

View File

@ -190,14 +190,14 @@ minetest.register_node("nether:geode", {
align_style = "world",
scale = 4
}},
--light_source = 1,
is_ground_content = true,
groups = {cracky = 3, oddly_breakable_by_hand = 3, nether_crystal = 1},
sounds = default.node_sound_glass_defaults(),
})
-- Nether Berylite is a Beryl that can seen in the dark, used to light up the internal structure
-- of the geode, so to avoid player confusion we'll just have it drop plain Beryl.
-- of the geode, so to avoid player confusion we'll just have it drop plain Beryl, and have only
-- plain Beryl in the creative inventory.
minetest.register_node("nether:geodelite", {
description = S("Nether Berylite"),
_doc_items_longdesc = S("Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes"),
@ -209,7 +209,7 @@ minetest.register_node("nether:geodelite", {
light_source = 2,
drop = "nether:geode",
is_ground_content = true,
groups = {cracky = 3, oddly_breakable_by_hand = 3, nether_crystal = 1},
groups = {cracky = 3, oddly_breakable_by_hand = 3, nether_crystal = 1, not_in_creative_inventory = 1},
sounds = default.node_sound_glass_defaults(),
})