geode bugfixes
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@ -30,5 +30,6 @@ read_globals = {
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"vector",
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"VoxelArea",
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"VoxelManip",
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xpanes = { fields = { "register_pane" } },
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}
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@ -384,7 +384,8 @@ local function on_generated(minp, maxp, seed)
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if cave_noise > tcave then
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-- Prime region
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-- This was the only region in initial versions of the Nether mod.
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-- It is the only region which portals from the surface will open into.
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-- It is the only region which portals from the surface will open into,
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-- getting to any other regions in the Nether will require Shanks' Pony.
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data[vi] = c_air
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contains_nether = true
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@ -394,7 +395,7 @@ local function on_generated(minp, maxp, seed)
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-- Reaching here would require the player to first find and journey through the central region,
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-- as it's always separated from the Prime region by the central region.
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data[vi] = mapgen.getGeodeInteriorNodeId(x, y, z)
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data[vi] = mapgen.getGeodeInteriorNodeId(x, y, z)-- function from mapgen_geodes.lua
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-- Only set contains_nether to true here if you want tunnels created between the secondary region
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-- and the central region.
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@ -182,7 +182,7 @@ nether.mapgen.excavate_dungeons = function(data, area, rooms)
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vi = vi + area.ystride
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node_id = data[vi]
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-- searching forward of the stairs could also be done
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if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
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if node_id == c_netherrack or node_id == c_netherrack_deep or node_id == c_crystaldark then data[vi] = c_air end
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end
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end
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end
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@ -232,11 +232,11 @@ nether.mapgen.decorate_dungeons = function(data, area, rooms)
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and room_min.z > minEdge.z and room_max.z < maxEdge.z then
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--data[area:indexp(roomInfo)] = minetest.get_content_id("default:mese_post_light") -- debug
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-- Can't use glass panes because they need the param data set.
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-- Until whisper glass is added, every window will be made of netherbrick fence (rather
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-- than material depending on room_seed)
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-- Glass panes can't go in the windows because we aren't setting param data.
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-- Until a Nether glass is added, every window will be made of netherbrick fence rather
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-- than material depending on room_seed.
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local window_node = c_netherfence
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--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_crystallight end
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--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_netherglass end
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local function placeWindow(vi, viOutsideOffset, windowNo)
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if is_dungeon_brick(data[vi]) and is_dungeon_brick(data[vi + yStride]) then
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@ -127,8 +127,9 @@ end
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local distSquaredList = {}
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local adj_x = 0
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local adj_y = 0, lasty
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local adj_z = 0, lastz
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local adj_y = 0
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local adj_z = 0
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local lasty, lastz
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local warpx, warpz
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@ -190,14 +190,14 @@ minetest.register_node("nether:geode", {
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align_style = "world",
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scale = 4
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}},
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--light_source = 1,
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is_ground_content = true,
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groups = {cracky = 3, oddly_breakable_by_hand = 3, nether_crystal = 1},
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sounds = default.node_sound_glass_defaults(),
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})
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-- Nether Berylite is a Beryl that can seen in the dark, used to light up the internal structure
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-- of the geode, so to avoid player confusion we'll just have it drop plain Beryl.
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-- of the geode, so to avoid player confusion we'll just have it drop plain Beryl, and have only
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-- plain Beryl in the creative inventory.
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minetest.register_node("nether:geodelite", {
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description = S("Nether Berylite"),
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_doc_items_longdesc = S("Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes"),
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@ -209,7 +209,7 @@ minetest.register_node("nether:geodelite", {
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light_source = 2,
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drop = "nether:geode",
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is_ground_content = true,
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groups = {cracky = 3, oddly_breakable_by_hand = 3, nether_crystal = 1},
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groups = {cracky = 3, oddly_breakable_by_hand = 3, nether_crystal = 1, not_in_creative_inventory = 1},
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sounds = default.node_sound_glass_defaults(),
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})
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