geode bugfixes
This commit is contained in:
parent
84a5fba4dd
commit
334330dfc0
|
@ -30,5 +30,6 @@ read_globals = {
|
||||||
"vector",
|
"vector",
|
||||||
"VoxelArea",
|
"VoxelArea",
|
||||||
"VoxelManip",
|
"VoxelManip",
|
||||||
|
xpanes = { fields = { "register_pane" } },
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -384,7 +384,8 @@ local function on_generated(minp, maxp, seed)
|
||||||
if cave_noise > tcave then
|
if cave_noise > tcave then
|
||||||
-- Prime region
|
-- Prime region
|
||||||
-- This was the only region in initial versions of the Nether mod.
|
-- 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
|
data[vi] = c_air
|
||||||
contains_nether = true
|
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,
|
-- 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.
|
-- 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
|
-- Only set contains_nether to true here if you want tunnels created between the secondary region
|
||||||
-- and the central region.
|
-- and the central region.
|
||||||
|
|
|
@ -182,7 +182,7 @@ nether.mapgen.excavate_dungeons = function(data, area, rooms)
|
||||||
vi = vi + area.ystride
|
vi = vi + area.ystride
|
||||||
node_id = data[vi]
|
node_id = data[vi]
|
||||||
-- searching forward of the stairs could also be done
|
-- 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
|
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
|
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
|
--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.
|
-- Glass panes can't go in the windows because we aren't setting param data.
|
||||||
-- Until whisper glass is added, every window will be made of netherbrick fence (rather
|
-- Until a Nether glass is added, every window will be made of netherbrick fence rather
|
||||||
-- than material depending on room_seed)
|
-- than material depending on room_seed.
|
||||||
local window_node = c_netherfence
|
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)
|
local function placeWindow(vi, viOutsideOffset, windowNo)
|
||||||
if is_dungeon_brick(data[vi]) and is_dungeon_brick(data[vi + yStride]) then
|
if is_dungeon_brick(data[vi]) and is_dungeon_brick(data[vi + yStride]) then
|
||||||
|
|
|
@ -127,8 +127,9 @@ end
|
||||||
|
|
||||||
local distSquaredList = {}
|
local distSquaredList = {}
|
||||||
local adj_x = 0
|
local adj_x = 0
|
||||||
local adj_y = 0, lasty
|
local adj_y = 0
|
||||||
local adj_z = 0, lastz
|
local adj_z = 0
|
||||||
|
local lasty, lastz
|
||||||
local warpx, warpz
|
local warpx, warpz
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -190,14 +190,14 @@ minetest.register_node("nether:geode", {
|
||||||
align_style = "world",
|
align_style = "world",
|
||||||
scale = 4
|
scale = 4
|
||||||
}},
|
}},
|
||||||
--light_source = 1,
|
|
||||||
is_ground_content = true,
|
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},
|
||||||
sounds = default.node_sound_glass_defaults(),
|
sounds = default.node_sound_glass_defaults(),
|
||||||
})
|
})
|
||||||
|
|
||||||
-- Nether Berylite is a Beryl that can seen in the dark, used to light up the internal structure
|
-- 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", {
|
minetest.register_node("nether:geodelite", {
|
||||||
description = S("Nether Berylite"),
|
description = S("Nether Berylite"),
|
||||||
_doc_items_longdesc = S("Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes"),
|
_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,
|
light_source = 2,
|
||||||
drop = "nether:geode",
|
drop = "nether:geode",
|
||||||
is_ground_content = true,
|
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(),
|
sounds = default.node_sound_glass_defaults(),
|
||||||
})
|
})
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue