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47 Commits
v2 ... master

Author SHA1 Message Date
Treer
92431f2303
Fix client-side particle texture errors (#82)
Somewhere between minetest v5.8 and 5.9, it stopped allowing texture modifiers without a baseimg

ERROR[Main]: generateImage(): baseimg is NULL (attempted to create texture "")
ERROR[Main]: generateImagePart(): baseime == NUL for part_of_name="[colorize:#FB0:255", cancelling.
2024-12-19 20:01:41 +01:00
randomei
bd28f97946
Add Russian localization (#80) 2024-11-26 17:49:23 +01:00
Treer
b51b831483
Remove technic (fix issue #77) (#78)
nether added technic support on April 29, and technic added nether support on May 1, resulting in them both optionally depending on each other and becoming incompatible with each other.

To resolve this, technic will keep the nether support, the compressor recipe has been moved into technic (https://github.com/minetest-mods/technic/pull/644), and this commit reverts the technic-related parts of a6d1f55f, removing the technic dependency.
2024-07-16 21:21:15 +02:00
Mikita Wiśniewski
01b6f3c56d
No wear out in creative and replace add_wear with add_wear_by_uses (#76) 2024-05-20 20:22:39 +02:00
Diablosxm
a6d1f55f0a
Technic and Toolranks support (#73)
Co-authored-by: Treer <treer.git@gmail.com>
2024-04-28 18:53:46 +02:00
Jacob Lifshay
d16b530685
Call old on_place when not clicking on portal material (#74)
This is needed to work with telemosaic since telemosaic depends on `on_rightclick` being called on beacon node when wielding a mese crystal fragment.
2024-03-09 19:29:03 +01:00
Treer
ea677c5a1b
Hide unknown nodes under the nether bug (#72)
Hides bug #51 - the node_stone of the biome appears in the whole chunk under the Nether, so make nether:native_mapgen look the same as default:stone, and drop whatever default:stone drops
2023-05-06 14:44:54 +02:00
Treer
21c7e2801d restore string key in template
903025e accidently dropped a .
2023-04-16 01:38:43 +10:00
JoeEnderman
3470b1e22e add some French translations
I Hope all of the formatting is the same. I did check it multiple times.
2023-04-16 01:38:43 +10:00
Treer
3e809a811b
Merge pull request #65 from Treer/feature/fix-netherrack-slab-upstream
Update localization files
2023-04-15 12:51:51 +10:00
Treer
6c6a182366 Update localization files 2023-04-15 12:43:56 +10:00
JoeEnderman
9c1fa2c843
A fix for Netherrack slab being called Deep Netherrack slab (#63)
* fix netherrack slab being called Deep Netherrack
* Fix several lowercase block names

Several slabs and stairs were incorrectly named.
2023-04-15 12:34:20 +10:00
Treer
957fdc887b
Add giant crystal geodes (#35) 2023-01-26 15:59:05 +01:00
Treer
7dc32f6bb8
fix the sky in the nether caverns when using climate_api (#61)
The mantle and geode skys were working correctly, but not the sky in the main nether area - it would always switch back to stars.
Issue was found by process of elimination, so I don't know why climate_api doesn't accept "nether:nether" as a unique weather name identifier, or how this issue wasn't noticed earlier (did something change?).

climate_api's api_doc.md file says the name "should be prefixed with the mod's name in a way that could look like ``mymod:awesome_weather``. This name should only be used once."

so perhaps names of the form "mymod:mymod" cause issues? (I don't plan on figuring this climate_api behavior out though)
2022-11-20 01:05:03 +11:00
fluxionary
a8a6bb00c5
fumaroles: don't extinguish fires outside of the nether (#60)
thanks
2022-11-14 00:55:49 +11:00
fluxionary
12ca98c25a
Add gravel sounds to lava crust (#58) 2022-11-12 22:30:31 +11:00
Treer
a03375c5a4
Use Minetest_game fences API if it's available (#57)
Fixes #56, and adds netherbrick rails (for consistency with MTG) if the fences API is found.
Using the MTG fence system adds interop between different fence types, and support for the "Tall fences and walls" option.

I've left the nether's register_craft() call unchanged, it overrides the recipe that default.register_fence() registers, granting 6 fences per crafting instead of MTG's 4.
2022-09-11 14:51:23 +02:00
Treer
d3f79e961b Update locale templates 2022-02-13 14:14:03 +11:00
Treer
d8e6a6aca3
Treasures (#50)
* Add Netherrack slabs and walls

Also adds deep netherrack stairs, and deep nether brick stairs, slabs, inner stairs and outer stairs.
Adds 9 new nodes in total.

* Treasure: Nether pickaxe takes 10x less wear damage when mining netherrack

cracky-3 mining time of Nether pickaxe reduced from 0.4 to 0.3 to mine netherrack faster.
maxlevel of nether pickaxe dropped from 3 to 2 to increase wear damage with non-netherrack nodes.

* Treasure: Nether staff of light

Adds "Nether staff of Light" and "Nether staff of Eternal Light"
One is limited to 60 uses, and the other has unlimited uses but the glowstone it creates will only last for 40 seconds.
There are no crafting recipes as I hope these to eventually be treasure that can be found in the nether.

See the pull request (#50) for more discussion
2021-11-27 15:40:00 +11:00
Treer
247ca0844b Switch Deep-netherbrick to a texture with licence allowing adaption & redistribution (CC BY-SA 4.0)
To fix #52, while trying to capture some of the feel of the original texture.
2021-10-28 23:09:26 +11:00
Treer
52038017f3
Make ShiftExistingBiomes available via API (#40)
* bug fixes

Fixes wrong new_y_min when shift_existing_biomes() shifts a biome below the nether floor,
find_surface_anchorPos() no longer assumes y=0 will be outside the nether.
Nil-reference fixed when a mods tries to register a portal after mods are finished loading, but the portal shape+material was already registered by another mod.

* Make ShiftExistingBiomes available via API

makes the ShiftExistingBiomes function available to other mods via the nether global, since it's not a simple function and biomes would also need to be shifted if another mod wants to add a second nether layer.

* Allow layers to extend the depth of nether effects

Mods can set/lower nether.DEPTH_FLOOR_LAYERS when creating a layer under the nether. This allows multiple layer mods to know where their ceiling should start, and to be included in the effects which only happen in the nether.

* document nether API

More of a tentative interop guide than an API.
Use snake_case for API functions.
2021-07-18 16:44:37 +10:00
tenplus1
54613d673a Update README.md
add texture license info
2021-07-11 12:11:39 +10:00
tenplus1
023539c297
add deep nether brick (#47)
* add deep nether brick
* Update crafts.lua
2021-07-11 12:10:58 +10:00
tenplus1
b90afa0b86 fix nil bug in portal_api.lua
fixes a nil bug in portal_api.lua where nodedef.is_ground_content isn't available.
2021-07-08 10:14:24 +10:00
sys4-fr
fb6b666895
Fix deprecation warnings (#44)
Co-authored-by: sys4 <bricassa@sys4.fr>
2021-04-18 16:30:05 +02:00
Treer
fb3c358f74 #43 Ethereal compatibility
Ethereal clears every biome when it starts to get rid of the default mapgen, which breaks the nether and can cause crashes.
Adding Ethereal as an optional dependency ensures the nether is loaded after Ethereal has already cleared the biomes.
2021-03-14 16:37:48 +11:00
Treer
ecce6e27c9 #42 make lava crust walkable
Fixes issue #42 - mobs not being able to walk on lava_crust
2021-03-14 16:37:48 +11:00
Treer
3f4b014298 #41 Allow nether to be in the sky
fixes issue #41
(Now that the Nether no longer extends all the way to -31000)
2021-03-14 16:37:48 +11:00
Treer
bafa4e8ea1 Improve dungeons
* clears netherrack from dungeon stairways
* Adds pillars or mezzanine floors to large rooms
* slightly more careful with window placement
* glowstone sometimes added behind in windows
2021-02-13 16:47:26 +11:00
Treer
b30272d2dd Move dungeon excavation functions to separate file 2021-02-13 16:47:26 +11:00
Treer
87f0ea7a51 Implement PR feedback 2021-02-13 13:00:41 +11:00
Treer
3008b167b2 climate_api support - add distance fog
Add more appropriate/atmosphere distance fog to the nether, via climate_api mod to avoid conflicting with other mods.
Any game or server with climate_api mod installed will be expecting climate_api to take control of sky values.
2021-02-13 13:00:41 +11:00
Treer
00099f2aa2 Fix #36 - better handling of biome definition tables
Add support for min_pos and max_pos in biome definition tables, and follow the same interpretation logic as Minetest, same defaults/fallbacks etc.
2021-02-06 00:25:27 +11:00
Treer
89a467698a minor fixes
Fixes issue #34 (get_node_group deprecated), and removes nether:lava_source from creative_inventory
2021-02-02 17:15:22 +11:00
Treer
979493ed64 Fix nil reference
The error below was reported, so handle the existence of a mod called "bucket" which doesn't have any liquids field:

Runtime error from mod 'nether' in callback on_mods_loaded(): /mods/environment/nether/nodes.lua:378: attempt to index field 'liquids' (a nil value)
stack traceback:
/mods/environment/nether/nodes.lua:378: in function /mods/environment/nether/nodes.lua:373
/minetest/builtin/game/register.lua:429: in function /minetest/builtin/game/register.lua:413
2021-01-26 19:49:10 +11:00
Treer
1fbab7451e Update README.md 2021-01-22 15:35:50 +11:00
Treer
4b508f8492 Update README.md 2021-01-15 00:29:23 +11:00
Treer
24845dce1e Update descriptions 2021-01-15 00:29:23 +11:00
Treer
00cda53a13 Add the Mantle
Adds a magma oceans region to the nether outside the existing nether caverns, which can be reached via tunnels.

Other misc changes:
* chatcomment nether_whereami, a debug aid for knowing which perlin-noise region you are in
* Nether ores no longer obtainable on the ceiling
* Move crafts into crafts.lua
* Add steam to lava cooling, and play bubbling lava upon death by lava
* Add cracked netherbrick
    a decorative node which can only be obtained from dungeons or structures
    I encourage someone to improve or replace the cracked netherbrick texture. For copyright purposes it's currently a derivative work (by me, 2020) from nether_brick.png, which is licensed under CC BY-SA 3.0 by PilzAdam, so it can fall under the "All other media" PilzAdam's credit in readme.md rather than need its own entry.
2021-01-15 00:29:23 +11:00
Treer
5a2a6c63f1 Add tools attributions 2021-01-04 18:05:48 +11:00
Treer
00bb132edb add "fire" optional dependency
fumaroles use flame nodes if available
2021-01-04 18:05:48 +11:00
lortas
c7776cc082
Add nether based tools to mod (#31)
* textures for new tool items

* axe, shovel, pick, sword based on nether

* run also tools.lua

* Textture for Compressed Netherbrick

* new node "Compressed Netherbrick"

* define how to craft "Compressed Netherbrick"

* change recipe for NetherLump and remove old node

* Delete nether_nether_compressed.png
2021-01-01 23:54:48 +11:00
Treer
09ca1efd62 Square smoke puffs
The round ones look nice and cartoony, but not the right art direction for Minetest Nether.
Making use of the existing default_item_smoke.png is also a close contender for smoke puffs, but it's not translucent and I think the roundness of it reduces how much the puffs form into plumes.
2020-12-28 20:38:55 +11:00
Treer
f3c6f2df23 Add fumaroles (Nether chimneys)
Or they can be used on the surface as cottage chimneys.
2020-12-28 20:38:55 +11:00
Treer
2fb93b8c74 Add Concealed crevice / Lava sinkhole 2020-12-28 20:38:55 +11:00
Louis
1268049706 Remove string.lower so item name is correctly translated 2020-09-28 00:07:03 +10:00
Louis
c70a669709 Add french translation 2020-09-28 00:07:03 +10:00
49 changed files with 3838 additions and 319 deletions

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@ -2,10 +2,12 @@ unused_args = false
allow_defined_top = true
globals = {
"bucket",
"nether"
}
read_globals = {
"climate_api",
"core",
"default",
"DIR_DELIM",
@ -25,8 +27,11 @@ read_globals = {
"stairsplus",
"string.split",
table = { fields = { "copy", "getn" } },
"toolranks",
"vector",
"VoxelArea",
"VoxelManip",
"walls",
xpanes = { fields = { "register_pane" } },
}

View File

@ -1,9 +1,32 @@
Nether Mod for Minetest, with Portals API.
# Nether Mod for Minetest, with Portals API.
Allows Nether portals to be constructed, opening a gateway between the surface
realm and one of lava and netherrack, with rumors of a passageway through the
netherrack to a great magma ocean.
To view the options provided by this mod, see settingtypes.txt or
go to "Settings"->"All Settings"->"Mods"->"nether" in the game.
A Nether portal is built as a rectangular vertical frame of obsidian, 4 blocks
wide and 5 blocks high. Once constructed, a Mese crystal fragment can be
right-click/used on the frame to activate it.
## Modders and game designers
See portal_api.txt for how to create custom portals to your own realms.
See settingtypes.txt or go to "Settings"->"All Settings"->"Mods"->"nether"
in the game to view the options provided by this mod.
Nether Portals can allow surface fast-travel.
This mod provides Nether basalts (natural, hewn, and chiseled) as nodes which
require a player to journey to the magma ocean to obtain, so these can be used
for gating progression through a game. For example, a portal to another realm
might need to be constructed from basalt, thus requiring a journey through
the nether first, or basalt might be a crafting ingredient required to reach
a particular branch of the tech-tree.
Netherbrick tools are provided (pick, shovel, axe, & sword), see tools.lua
The Nether pickaxe has a 10x bonus against wear when mining netherrack.
## License of source code:
@ -27,22 +50,35 @@ SOFTWARE.
### [Public Domain Dedication (CC0 1.0)](https://creativecommons.org/publicdomain/zero/1.0/)
* `nether_portal_teleport.ogg` is a timing adjusted version of "teleport" by outroelison (https://freesound.org/people/outroelison), used under CC0 1.0
* `nether_portal_teleport.ogg` is a timing adjusted version of "teleport" by [outroelison](https://freesound.org/people/outroelison), used under CC0 1.0
* `nether_rack_destroy.ogg` is from "Rock destroy" by [Bertsz](https://freesound.org/people/Bertsz/), used under CC0 1.0
### [Attribution 3.0 Unported (CC BY 3.0)](https://creativecommons.org/licenses/by/3.0/)
* `nether_lightstaff.ogg` is "Fire Burst" by [SilverIllusionist](https://freesound.org/people/SilverIllusionist/), 2019
* `nether_portal_ambient.ogg` & `nether_portal_ambient.0.ogg` are extractions from "Deep Cinematic Rumble Stereo" by [Patrick Lieberkind](http://www.lieberkindvisuals.dk), used under CC BY 3.0
* `nether_portal_extinguish.ogg` is an extraction from "Tight Laser Weapon Hit Scifi" by damjancd (https://freesound.org/people/damjancd), used under CC BY 3.0
* `nether_portal_ignite.ogg` is a derivative of "Flame Ignition" by hykenfreak (https://freesound.org/people/hykenfreak), used under CC BY 3.0. "Nether Portal ignite" is licensed under CC BY 3.0 by Treer.
* `nether_portal_extinguish.ogg` is an extraction from "Tight Laser Weapon Hit Scifi" by [damjancd](https://freesound.org/people/damjancd), used under CC BY 3.0
* `nether_portal_ignite.ogg` is a derivative of "Flame Ignition" by [hykenfreak](https://freesound.org/people/hykenfreak), used under CC BY 3.0. "Nether Portal ignite" is licensed under CC BY 3.0 by Treer.
### [Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)](https://creativecommons.org/licenses/by-sa/4.0/)
* `nether_basalt`* (files starting with "nether_basalt"): Treer, 2020
* `nether_book_`* (files starting with "nether_book"): Treer, 2019-2020
* `nether_portal_ignition_failure.ogg`: Treer, 2019
* `nether_brick_deep.png`: Treer, 2021
* `nether_fumarole.ogg`: Treer, 2020
* `nether_geode.png`: Treer, 2021
* `nether_geode_glass.png`: Treer, 2021
* `nether_lava_bubble`* (files starting with "nether_lava_bubble"): Treer, 2020
* `nether_lava_crust_animated.png`: Treer, 2019-2020
* `nether_lightstaff.png`: Treer, 2021
* `nether_particle_anim`* (files starting with "nether_particle_anim"): Treer, 2019
* `nether_portal_ignition_failure.ogg`: Treer, 2019
* `nether_smoke_puff.png`: Treer, 2020
### [Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)](http://creativecommons.org/licenses/by-sa/3.0/)
* `nether_rack.png`: Zeg9
* `nether_glowstone.png`: BlockMen
* `nether_glowstone`* (files starting with "nether_glowstone"): BlockMen
* `nether_nether_ingot.png` & `nether_nether_lump.png`: color adjusted versions from "[default](https://github.com/minetest/minetest_game/tree/master/mods/default)" mod, originally by Gambit
* `nether_portal.png`: [Extex101](https://github.com/Extex101), 2020
* `nether_rack`* (files starting with "nether_rack"): Zeg9
* `nether_tool_`* (files starting with "nether_tool_"): color adjusted versions from "[default](https://github.com/minetest/minetest_game/tree/master/mods/default)" mod, originals by BlockMen
All other media: Copyright © 2013 PilzAdam, licensed under CC BY-SA 3.0 by PilzAdam.
All other media: Copyright © 2013 PilzAdam, licensed under CC BY-SA 3.0 by PilzAdam.

72
crafts.lua Normal file
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@ -0,0 +1,72 @@
--[[
Copyright (C) 2013 PilzAdam
Copyright (C) 2020 lortas
Copyright (C) 2020 Treer
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
minetest.register_craft({
output = "nether:brick 4",
recipe = {
{"nether:rack", "nether:rack"},
{"nether:rack", "nether:rack"},
}
})
minetest.register_craft({
output = "nether:fence_nether_brick 6",
recipe = {
{"nether:brick", "nether:brick", "nether:brick"},
{"nether:brick", "nether:brick", "nether:brick"},
},
})
minetest.register_craft({
output = "nether:brick_compressed",
recipe = {
{"nether:brick","nether:brick","nether:brick"},
{"nether:brick","nether:brick","nether:brick"},
{"nether:brick","nether:brick","nether:brick"},
}
})
minetest.register_craft({
output = "nether:brick_deep 4",
recipe = {
{"nether:rack_deep", "nether:rack_deep"},
{"nether:rack_deep", "nether:rack_deep"}
}
})
minetest.register_craft({
output = "nether:basalt_hewn",
type = "shapeless",
recipe = {
"nether:basalt",
"nether:basalt",
},
})
minetest.register_craft({
output = "nether:basalt_chiselled 4",
recipe = {
{"nether:basalt_hewn", "nether:basalt_hewn"},
{"nether:basalt_hewn", "nether:basalt_hewn"}
}
})
-- See tools.lua for tools related crafting

View File

@ -1,7 +1,10 @@
stairs
default
moreblocks?
mesecons?
loot?
dungeon_loot?
stairs
doc_basics?
dungeon_loot?
fire?
loot?
mesecons?
moreblocks?
climate_api?
xpanes?

128
init.lua
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@ -42,12 +42,18 @@ end
-- Global Nether namespace
nether = {}
nether.mapgen = {} -- Shared Nether mapgen namespace, for mapgen files to expose functions and constants
nether.modname = minetest.get_current_modname()
nether.path = minetest.get_modpath(nether.modname)
nether.get_translator = S
-- nether.useBiomes allows other mods to know whether they can register ores etc. in the Nether.
-- See mapgen.lua for an explanation of why minetest.read_schematic is being checked
nether.useBiomes = minetest.get_mapgen_setting("mg_name") ~= "v6" and minetest.read_schematic ~= nil
nether.fogColor = { -- only used if climate_api is installed
netherCaverns = "#1D0504", -- Distance-fog colour for classic nether
mantle = "#070916", -- Distance-fog colour for the Mantle region
geodes = "#300530" -- Distance-fog colour for secondary region
}
-- Settings
@ -70,6 +76,19 @@ if nether.DEPTH_FLOOR + 1000 > nether.DEPTH_CEILING then
end
nether.DEPTH = nether.DEPTH_CEILING -- Deprecated, use nether.DEPTH_CEILING instead.
-- DEPTH_FLOOR_LAYERS gives the bottom Y of all locations that wish to be
-- considered part of the Nether.
-- DEPTH_FLOOR_LAYERS Allows mods to insert extra layers below the
-- Nether, by knowing where their layer ceiling should start, and letting
-- the layers be included in effects which only happen in the Nether.
-- If a mod wishes to add a layer below the Nether it should read
-- nether.DEPTH_FLOOR_LAYERS to find the bottom Y of the Nether and any
-- other layers already under the Nether. The mod should leave a small gap
-- between DEPTH_FLOOR_LAYERS and its ceiling (e.g. use DEPTH_FLOOR_LAYERS - 6
-- for its ceiling Y, so there is room to shift edge-case biomes), then set
-- nether.DEPTH_FLOOR_LAYERS to reflect the mod's floor Y value, and call
-- shift_existing_biomes() with DEPTH_FLOOR_LAYERS as the floor_y argument.
nether.DEPTH_FLOOR_LAYERS = nether.DEPTH_FLOOR
-- A debug-print function that understands vectors etc. and does not
-- evaluate when debugging is turned off.
@ -115,6 +134,8 @@ end
-- Load files
dofile(nether.path .. "/portal_api.lua")
dofile(nether.path .. "/nodes.lua")
dofile(nether.path .. "/tools.lua")
dofile(nether.path .. "/crafts.lua")
if nether.NETHER_REALM_ENABLED then
if nether.useBiomes then
dofile(nether.path .. "/mapgen.lua")
@ -147,7 +168,7 @@ This opens to a truly hellish place, though for small mercies the air there is s
The expedition parties have found no diamonds or gold, and after an experienced search party failed to return from the trail of a missing expedition party, I must conclude this is a dangerous place.]], 10 * nether.FASTTRAVEL_FACTOR),
is_within_realm = function(pos) -- return true if pos is inside the Nether
return pos.y < nether.DEPTH_CEILING
return pos.y < nether.DEPTH_CEILING and pos.y > nether.DEPTH_FLOOR
end,
find_realm_anchorPos = function(surface_anchorPos, player_name)
@ -155,7 +176,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int
destination_pos.y = nether.DEPTH_CEILING - 1000 -- temp value so find_nearest_working_portal() returns nether portals
destination_pos.y = nether.DEPTH_CEILING - 1 -- temp value so find_nearest_working_portal() returns nether portals
-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether)
local existing_portal_location, existing_portal_orientation =
@ -180,7 +201,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
local destination_pos = vector.multiply(realm_anchorPos, nether.FASTTRAVEL_FACTOR)
destination_pos.x = math.min(30900, math.max(-30900, destination_pos.x)) -- clip to world boundary
destination_pos.z = math.min(30900, math.max(-30900, destination_pos.z)) -- clip to world boundary
destination_pos.y = 0 -- temp value so find_nearest_working_portal() doesn't return nether portals
destination_pos.y = nether.DEPTH_CEILING + 1 -- temp value so find_nearest_working_portal() doesn't return nether portals
-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether)
local existing_portal_location, existing_portal_orientation =
@ -225,4 +246,103 @@ The expedition parties have found no diamonds or gold, and after an experienced
end
})
end
-- Set appropriate nether distance-fog if climate_api is available
--
-- Delegating to a mod like climate_api means nether won't unexpectedly stomp on the sky of
-- any other mod.
-- Skylayer is another mod which can perform this role, and skylayer support could be added
-- here as well. However skylayer doesn't provide a position-based method of specifying sky
-- colours out-of-the-box, so the nether mod will have to monitor when players enter and
-- leave the nether.
if minetest.get_modpath("climate_api") and minetest.global_exists("climate_api") and climate_api.register_weather ~= nil then
climate_api.register_influence(
"nether_biome",
function(pos)
local result = "surface"
if pos.y <= nether.DEPTH_CEILING and pos.y >= nether.DEPTH_FLOOR then
result = "nether"
-- since mapgen_nobiomes.lua has no regions it doesn't implement get_region(),
-- so only use get_region() if it exists
if nether.mapgen.get_region ~= nil then
-- the biomes-based mapgen supports 2 extra regions
local regions = nether.mapgen.RegionEnum
local region = nether.mapgen.get_region(pos)
if region == regions.CENTER or region == regions.CENTERSHELL then
result = "mantle"
elseif region == regions.NEGATIVE or region == regions.NEGATIVESHELL then
result = "geode"
end
end
end
return result
end
)
-- using sky type "plain" unfortunately means we don't get smooth fading transitions when
-- the color of the sky changes, but it seems to be the only way to obtain a sky colour
-- which doesn't brighten during the daytime.
local undergroundSky = {
sky_data = {
base_color = nil,
type = "plain",
textures = nil,
clouds = false,
},
sun_data = {
visible = false,
sunrise_visible = false
},
moon_data = {
visible = false
},
star_data = {
visible = false
}
}
local netherSky, mantleSky, geodeSky = table.copy(undergroundSky), table.copy(undergroundSky), table.copy(undergroundSky)
netherSky.sky_data.base_color = nether.fogColor.netherCaverns
mantleSky.sky_data.base_color = nether.fogColor.mantle
geodeSky.sky_data.base_color = nether.fogColor.geodes
climate_api.register_weather(
"nether:caverns",
{ nether_biome = "nether" },
{ ["climate_api:skybox"] = netherSky }
)
climate_api.register_weather(
"nether:mantle",
{ nether_biome = "mantle" },
{ ["climate_api:skybox"] = mantleSky }
)
climate_api.register_weather(
"nether:geode",
{ nether_biome = "geode" },
{ ["climate_api:skybox"] = geodeSky }
)
end
end -- end of "if nether.NETHER_REALM_ENABLED..."
-- Play bubbling lava sounds if player killed by lava
minetest.register_on_dieplayer(
function(player, reason)
if reason.node ~= nil and minetest.get_node_group(reason.node, "lava") > 0 or reason.node == "nether:lava_crust" then
minetest.sound_play(
"nether_lava_bubble",
-- this sample was encoded at 3x speed to reduce .ogg file size
-- at the expense of higher frequencies, so pitch it down ~3x
{to_player = player:get_player_name(), pitch = 0.3, gain = 0.8}
)
end
end
)

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# textdomain: nether
# Translation FR by Louis Royer and JoeEnderman
### init.lua ###
Construction requires 14 blocks of obsidian, which we found deep underground where water had solidified molten rock. The finished frame is four blocks wide, five blocks high, and stands vertically, like a doorway.@n@nThis opens to a truly hellish place, though for small mercies the air there is still breathable. There is an intriguing dimensional mismatch happening between this realm and ours, as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @1 in the natural world.@n@nThe expedition parties have found no diamonds or gold, and after an experienced search party failed to return from the trail of a missing expedition party, I must conclude this is a dangerous place.=Cette construction nécessite 14 blocs dobsidienne, qui peut être trouvée profondément sous terre, là où leau a solidifié de la roche fondue. Une fois terminé, le cadre fait quatre blocs de large, cinq blocs de haut, et se tient verticalement comme une porte.@n@nElle ouvre sur un lieu vraiment infernal, mais on peut sestimer heureux que lair y soit quand même respirable. Il y a un décalage dimensionnel intrigant entre ce monde et le nôtre, car après avoir ouvert un deuxième portail, nous avons observé que 10 pas effectués dans le Nether semblent être léquivalent de @1 dans notre monde.@n@nLes membres de lexpédition nontr trouvé ni diamants ni or, et après quun groupe de recheche expérimenté nait pas réussi à retrouver la piste dun membre de lexpédition disparu, je nai dautre choix que de conclure que cet endroit est trop dangereux pour nous.
### init.lua ###
### nodes.lua ###
Nether Portal=Portail du Nether
### mapgen_mantle.lua ###
, @1m above lava-sea level=, @1m au-dessus du niveau de la mer de lave
, @1m below lava-sea level=, @1m en-dessous du niveau de la mer de lave
, approaching y boundary of Nether=, approchant de la limite y du Nether
@1@2@3@4=
Center/Mantle, but outside the caverns=Centre/Manteau, mais à l'extérieur des cavernes
Center/Mantle, inside cavern=Centre/Manteau, à l'intérieur d'une caverne
Describes which region of the nether the player is in=Indique dans quelle région du Nether se trouve le joueur
Negative nether=Nether négatif
Positive nether=Nether positif
Shell between negative nether and center region=Coquille entre le Nether négatif et la région centrale
Shell between positive nether and center region=Coquille entre le Nether positif et la région centrale
The Overworld=L'Overworld
Unknown player position=Position du joueur inconnue
[Perlin @1] =
### nodes.lua ###
A Deep Netherrack Wall=Un mur profond en Netherrack
A Netherrack Wall=Un mur en Netherrack
A finely finished block of solid Nether Basalt.=Un bloc fini de basalte du Nether solide.
A rough cut solid block of Nether Basalt.=Un bloc solide de basalte du Nether taillé à la hache.
A thin crust of cooled lava with liquid lava beneath=Une croûte fine de lave refroidie avec de la lave liquide en dessous
A vent in the earth emitting steam and gas=Une fissure dans la terre émettant de la vapeur et du gaz
Can be repurposed to provide puffs of smoke in a chimney=Peut être réutilisé pour produire des bouffées de fumée dans une cheminée
Chiselled Basalt=Basalte sculpté
Columns of dark basalt found only in magma oceans deep within the Nether.=Colonnes de basalte noir que l'on trouve uniquement dans les océans de magma profonds du Nether.
Compressed Netherbrick=Briques du Nether compressées
Cracked Nether Brick=Briques du Nether craquelées
Deep Glowstone=Pierre lumineuse profonde
Deep Nether Brick=Briques du Nether profondes
Deep Nether Slab=Dalle du Nether profonde
Deep Nether Stair=Escalier du Nether profond
Deep Netherrack=Netherrack profond
Deep Netherrack Slab=Dalle de Netherrack profonde
Deep Netherrack Stair=Escalier de Netherrack profond
Fumarolic Chimney=Cheminée fumarolique
Fumarolic Chimney Corner=Coin de cheminée fumarolique
Fumarolic Chimney Slab=Dalle de cheminée fumarolique
Glowstone=Pierre lumineuse
Hewn Basalt=Basalte taillé
Inner Deep Nether Stair=Escalier intérieur du Nether profond
Inner Nether Stair=Escalier intérieur du Nether
Lava Crust=Croûte de lave
Lava crust is strong enough to walk on, but still hot enough to inflict burns.=La croûte de lave est assez solide pour marcher dessus, mais encore assez chaude pour causer des brûlures
Nether Basalt=Basalte du Nether
Nether Beryl=Béryl du Nether
Nether Berylite=Bérylite du Nether
Nether Brick=Brique du Nether
Nether Brick Fence=Barrière en briques du Nether
Nether Brick Fence Rail=Rail de barrière en briques du Nether
Nether Crystal Pane=Panneau de cristal du Nether
Nether Slab=Dalle du Nether
Nether Stair=Escalier du Nether
Nether geode crystal, found lining the interior walls of Nether geodes=Cristal de géode du Nether, trouvé le long des parois intérieures des géodes du Nether
Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes=Cristal de géode du Nether. Une structure cristalline avec une faible lueur trouvée à l'intérieur des grandes géodes du Nether.
Netherrack=Roche du Nether
Netherrack from deep in the mantle=Roche du Nether provenant des profondeurs du manteau
Netherrack Slab=Dalle du Nether
Netherrack Stair=Escalier du Nether
Nethersand=Sable du Nether
Outer Deep Nether Stair=Escalier extérieur profond du Nether
Outer Nether Stair=Escalier extérieur du Nether
Portal=Portail
### portal_api.lua ###
@n@nThe key to opening such a doorway is to strike the frame with a @1, at which point the very air inside begins to crackle and glow.=@n@nLa méthode pour ouvrir une telle porte est de frapper son cadre avec un @1, jusquà ce que tout lair à lintérieur commence à crépiter et briller.
A definitive guide to Rifts and Portals=Un guide détaillé des failles et des portails
A guidebook for how to build portals to other realms. It can sometimes be found in dungeon chests, however a copy of this book is not needed as its contents are included in this Encyclopedia.=Un guide sur comment construire des portails vers dautres mondes. Il peut parfois être trouvé dans des coffres de dongeons, cependant la copie de ce livre nest pas nécessaire puisque son contenu est inclus dans lencyclopédie.
Book of Portals=Livre des portails
Building Portals=Construire des portails
In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only @1 can I confirm as being more than merely stories.=Après tous mes voyages, et le temps passé dans les Grandes Bibliothèques, je ne manque pas de légendes sur les portes surnaturelles qui, dit-on souvrent vers dautres mondes, mais seul @1 peut confirmer que ce sont plus que de simples histoires.
In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only one can I confirm as being more than merely a story.=Après tous mes voyages, et le temps passé dans les Grandes Bibliothèques, je ne manque pas de légendes sur les portes surnaturelles qui, dit-on souvrent vers dautres mondes, mais seul une personne peut confirmer que ce sont plus que de simples histoires.
Mysterious forces prevented you from opening that portal. Please try another location=Des forces mystérieuses vous empêchent d'ouvrir ce portail. Veuillez essayer un autre emplacement.
Portal wormhole=Vortex du portail
Portals to other realms can be opened by building a frame in the right shape with the right blocks, then using an item to activate it. A local copy of the guidebook to portals is published below.@n---@n@n=Les portails vers dautres mondes peuvent être ouvert en construisant un cadre de la bonne forme avec les bons blocs, puis en utilisant un objet pour lactiver. Une copie du guide des portails est ci-dessous.@n---@n@n
Refer: "Help" > "Basics" > "Building Portals"=Voir : Aide > Bases > Construire des portails
Untitled portal=Portail sans nom
We know almost nothing about this portal=Nous ne savons presque rien sur les portails
### portal_examples.lua ###
Floatlands Portal=Portail du monde flottant
Requiring 16 blocks of tin and constructed in a circular fashion, a finished frame is seven blocks wide, seven blocks high, and stands vertically like a doorway.@n@nThese travel a distance along the ground, and even when constructed deep underground will link back up to the surface. They appear to favor a strange direction, with the exit portal linking back only for as long as the portal stays open — attempting to reopen a portal from the exit doorway leads to a new destination along this favored direction. It has stymied our ability to study the behavior of these portals because without constructing dual portals and keeping both open it's hard to step through more than one and still be able to return home.@n@nDue to such difficulties, we never learned what determines the direction and distance where the matching twin portal will appear, and I have lost my friend and protégé. In cavalier youth and with little more than a rucksack, Coudreau has decided to follow the chain as far as it goes, and has not been seen since. Coudreau believes it works in epicycles, but I am not convinced. Still, I cling to the hope that one day the portal will open and Coudreau will step out from whichever place leads to this one, perhaps with an epic tale to tell.=Nécessite 16 blocs détain placés de manière circulaire, le cadre final fait sept blocs de large, sept blocs de haut, et se tient verticalement comme une porte.@n@nIls permettent de voyager une distance sous le sol et se relieent à la surface même sils sont construits profondément sous terre. Ils ont lair de préférer une direction étrange, avec le portail de sortie ne se reliant au portail dentrée que tant quils restent tous deux ouverts tenter de réouvrir le portail de sortie mènera à une nouvelle destination dans cette direction privilégiée.Cela a entravé notre capacité à étudier le comportement de ces portails, car sans la construction de doubles portails et en gardant les deux ouverts, il est difficile d'en traverser plus d'un et de pouvoir rentrer chez soi.@n@nEn raison de ces difficultés, nous n'avons jamais appris ce qui détermine la direction et la distance à laquelle le portail jumeau correspondant apparaîtra, et jai perdu mon ami et mon protégé. Dans sa jeunesse cavalière et avec à peine plus qu'un sac à dos, Coudreau a décidé de suivre la chaîne jusqu'au bout, et n'a pas été vu depuis. Coudreau croit qu'elle fonctionne sur les épicycles, mais je n'en suis pas convaincu. Je m'accroche néanmoins à l'espoir qu'un jour le portail s'ouvrira et que Coudreau sortira de l'endroit qui mène à celui-ci, peut-être avec un récit épique à raconter.
Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform with walls, or like a bowl. A finished platform is 2 blocks high, and 5 blocks wide at the widest in both directions.@n@nThis portal is different to the others, rather than acting akin to a doorway it appears to the eye more like a small pool of water which can be stepped into. Upon setting foot in the portal we found ourselves at a tremendous altitude.@1=Nécessite 21 blocs de glace placés pour former une plateforme de 3 × 3 avec des murs, ou comme un bol. La plateforme finale fait 2 blocs de haut, et 5 blocs de large à sa largeur maximale dans les deux directions.@n@nCe portail est différent des autres, au lieu de ressembler à une porte, il ressemble plus à un petit bassin deau dans lequel on peut entrer. En mettant les pieds dans le portail, nous nous sommes retrouvés à une altitude énorme.@1
Surface Portal=Portail de surface
There is a floating land of hills and forests up there, over the edges of which is a perilous drop all the way back down to sea level. We have not found how far these pristine lands extend. I have half a mind to retire there one day.=Il y a là un monde flottant remplis de collines et de forêts, sur les bords duquel se trouve une chute périlleuse jusqu'au niveau de la mer. Nous n'avons pas encore trouvé jusqu'où s'étendent ces terres vierges. J'ai à moitié envie de m'y retirer un jour.
### tools.lua ###
Nether Axe=Hache du Nether
Nether Ingot=Lingot du Nether
Nether Lump=Morceau du Nether
Nether Pickaxe@nWell suited for mining netherrack=Pioche du Nether@nBien adaptée pour miner la roche du Nether
Nether Shovel=Pelle du Nether
Nether Sword=Épée du Nether
Nether staff of Eternal Light@nCreates glowstone from netherrack=Bâton du Nether de lumière éternelle@nCrée des blocs de pierre lumineuse à partir de roche du Nether
Nether staff of Light@nTemporarily transforms the netherrack into glowstone=Bâton du Nether de lumière@nTransforme temporairement la roche du Nether en blocs de pierre lumineuse
Uniquely suited for mining netherrack, with minimal wear when doing so. Blunts quickly on other materials.=Convient parfaitement pour miner la roche du Nether avec une usure minimale. S'émousse rapidement sur les autres matériaux.

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# textdomain: nether
### init.lua ###
Construction requires 14 blocks of obsidian, which we found deep underground where water had solidified molten rock. The finished frame is four blocks wide, five blocks high, and stands vertically, like a doorway.@n@nThis opens to a truly hellish place, though for small mercies the air there is still breathable. There is an intriguing dimensional mismatch happening between this realm and ours, as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @1 in the natural world.@n@nThe expedition parties have found no diamonds or gold, and after an experienced search party failed to return from the trail of a missing expedition party, I must conclude this is a dangerous place.=Конструкция требует 14 блоков обсидиана, который можно найти глубоко под землей, где с помощью воды затвердевает расплавленный камень. Законченная рамка в 4 блока шириной, 5 в высоту, стоящая вертикально как дверной проем.@n@nОткрывает действительно адское место, к счастью воздух здесь все еще пригоден для дыхания. После открытия второго портала в Незер мы обнаружили, что между этим миром и нашим происходит некое искривление простанства, благодаря которому 10 шагов в Незере равны @1 в нашем мире.@n@nРазведывательные команды не нашли золота или алмазов, и после того как опытная исследовательская команда сбилась со следа пропавшей команды, я вынужден констатировать, что это действительно опасное место.
### init.lua ###
### nodes.lua ###
Nether Portal=Незер-портал
### mapgen_mantle.lua ###
, @1m above lava-sea level=, @1м над уровнем моря лавы
, @1m below lava-sea level=, @1м под уровнем моря лавы
, approaching y boundary of Nether=, приближаетесь к y границы Незера
@1@2@3@4=
Center/Mantle, but outside the caverns=Центр/мантия, но вне пещер
Center/Mantle, inside cavern=Центр/мантия, внутри пещеры
Describes which region of the nether the player is in=Описывает в каком регионе Незера находится игрок
Negative nether=Отрицательный Незер
Positive nether=Положительный Незер
Shell between negative nether and center region=Оболочка между отрицательным Незер и центральным регионом
Shell between positive nether and center region=Оболочка между положительным Незер и центральным регионом
The Overworld=Внешний мир
Unknown player position=Неизвестная положение игрока
[Perlin @1] =
### nodes.lua ###
A Deep Netherrack Wall=Стена глубинного адского камня
A Netherrack Wall=Стена адского камня
A finely finished block of solid Nether Basalt.=Прекрасно обработанный блок незер-базальта.
A rough cut solid block of Nether Basalt.=Грубо разрезанный блок незер-базальта.
A thin crust of cooled lava with liquid lava beneath=Тонкая корка охлажденной лавы с жидкой лавой под ней.
A vent in the earth emitting steam and gas=Отверстие в земле, испускающее пар и газ
Can be repurposed to provide puffs of smoke in a chimney=Может быть использован для создания клубов дыма в дымоходе
Chiselled Basalt=Высеченный базальт
Columns of dark basalt found only in magma oceans deep within the Nether.=Колонный темного базальта можно наяти только в океанах магмы глубоко внутри Незера.
Compressed Netherbrick=Сжаты незер-кирпич
Cracked Nether Brick=Треснутый незер-кирпич
Deep Glowstone=Глубинный светокамень
Deep Nether Brick=Глубинный незер-кирпич
Deep Nether Slab=Глубинные незер (плита)
Deep Nether Stair=Глубинные незер (ступени)
Deep Netherrack=Глубинный адский камень
Deep Netherrack Slab=Глубинный адский камень (плита)
Deep Netherrack Stair=Глубинный адский камень (ступени)
Fumarolic Chimney=Фумарольный дымоход
Fumarolic Chimney Corner=Уголь фумарольного дымохода
Fumarolic Chimney Slab=Плита фумарольного дымохода
Glowstone=Светокамень
Hewn Basalt=Высеченный базальт
Inner Deep Nether Stair=Внутренние ступени из глубинного незера
Inner Nether Stair=Внутренние ступени из незера
Lava Crust=Лавовая корка
Lava crust is strong enough to walk on, but still hot enough to inflict burns.=Лавовая кока достаточно прочна, чтобы по ней ходить, однако также достаточно горяча, чтобы вызвать ожоги.
Nether Basalt=Незер-базальт
Nether Beryl=Незер-берилл
Nether Berylite=Незер-бериллит
Nether Brick=Незер-кирпич
Nether Brick Fence=Забор из незер-кирпича
Nether Brick Fence Rail=Перила забора из незер-кирпича
Nether Crystal Pane=Панель из незер-кристалла
Nether Slab=Незер-плита
Nether Stair=Незер-ступени
Nether geode crystal, found lining the interior walls of Nether geodes=Кристалл жеоды Незера, выстилает изнутри стены жеод Незера.
Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes=Кристалл жеоды Незера. Кристаллическая структура со слабым свечением, которую можно обнаружить внутри больших жеод Незера.
Netherrack=Адский камень
Netherrack from deep in the mantle=Адский камень из глубины мантии
Netherrack Slab=Адский камень (плита)
Netherrack Stair=Адский камень (ступени)
Nethersand=Незер-песок
Outer Deep Nether Stair=Внешние ступени из глубинного незера
Outer Nether Stair=Внешние ступени из незера
Portal=Портал
### portal_api.lua ###
@n@nThe key to opening such a doorway is to strike the frame with a @1, at which point the very air inside begins to crackle and glow.=@n@nКлюч к открытию такого прохода - это высечь пламя с помощью @1, при этом сам воздух внутри начинает трещать и светиться.
A definitive guide to Rifts and Portals=Полное руководство по разломам и порталам
A guidebook for how to build portals to other realms. It can sometimes be found in dungeon chests, however a copy of this book is not needed as its contents are included in this Encyclopedia.=Руководство по стоительству порталов в другие миры. Может быть иногда обнаружено в сундуках подземелий, хотя копия этой книги не требуется, так как ее содержимое включено в эту Энциклопедию.
Book of Portals=Книга порталов
Building Portals=Строительство порталов
In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only @1 can I confirm as being more than merely stories.=Во время своих путешествий и долгих часов, проведённых в Великих Библиотеках, я обнаружил множество легенд о сверхъестественных порталах в иные миры. Лишь в @n случаях я могу подтвердить, что это не просто сказки.
In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only one can I confirm as being more than merely a story.=Во время своих путешествий и долгих часов, проведённых в Великих Библиотеках, я обнаружил множество легенд о сверхъестественных порталах в иные миры. Лишь в одном случае я могу подтвердить, что это не просто сказки.
Mysterious forces prevented you from opening that portal. Please try another location=Мистические силы не дают Вам открыть этот портал. Пожалуйста, попробуйте в другом месте.
Portal wormhole=Червоточина портала
Portals to other realms can be opened by building a frame in the right shape with the right blocks, then using an item to activate it. A local copy of the guidebook to portals is published below.@n---@n@n=Порталы в другие миры могут быть открыты с помощью рамки нужной формы из правильных блоков, а также с помощью предмета для активации. Локальная копия руководства по порталам находится ниже.@n---@n@n
Refer: "Help" > "Basics" > "Building Portals"=Оглавление: "Помощь" > "Основы" > "Строительство порталов"
Untitled portal=Портал без названия
We know almost nothing about this portal=Мы ничего не знаем об этом портале
### portal_examples.lua ###
Floatlands Portal=Портал на Парящие Острова
Requiring 16 blocks of tin and constructed in a circular fashion, a finished frame is seven blocks wide, seven blocks high, and stands vertically like a doorway.@n@nThese travel a distance along the ground, and even when constructed deep underground will link back up to the surface. They appear to favor a strange direction, with the exit portal linking back only for as long as the portal stays open — attempting to reopen a portal from the exit doorway leads to a new destination along this favored direction. It has stymied our ability to study the behavior of these portals because without constructing dual portals and keeping both open it's hard to step through more than one and still be able to return home.@n@nDue to such difficulties, we never learned what determines the direction and distance where the matching twin portal will appear, and I have lost my friend and protégé. In cavalier youth and with little more than a rucksack, Coudreau has decided to follow the chain as far as it goes, and has not been seen since. Coudreau believes it works in epicycles, but I am not convinced. Still, I cling to the hope that one day the portal will open and Coudreau will step out from whichever place leads to this one, perhaps with an epic tale to tell.=Для создания портала требуется 16 блоков олова, выложенных по кругу; готовая рама достигает семи блоков в ширину и высоту, стоя вертикально, подобно двери.@n@nЭти порталы могут вести на большое расстояние, и даже если они построены глубоко под землёй, их выход зачастую находится на поверхности. Порталы, похоже, следуют странному направлению, где выход ведёт обратно только до тех пор, пока портал остаётся открытым. Если попытаться открыть портал заново из выходной точки, он приведёт в новое место по этому загадочному маршруту. Это осложняет наше изучение этих порталов, ведь без одновременного поддержания работы двух порталов трудно пройти через один из них и всё же вернуться обратно.@n@nИз-за таких трудностей мы так и не выяснили, что определяет направление и расстояние, на котором появится связанный портал. Я потерял друга и ученика. С юношеской бесшабашностью и с одним лишь рюкзаком на плечах, Кудро решил следовать по цепи порталов до самого конца и с тех пор не давал о себе знать. Кудро полагает, что порталы работают по принципу эпициклов, но я не убеждён. Тем не менее, я надеюсь, что однажды портал откроется и Кудро выйдет из него — оттуда, куда ведёт этот портал, — и, возможно, расскажет нам эпическую историю о своих странствиях.
Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform with walls, or like a bowl. A finished platform is 2 blocks high, and 5 blocks wide at the widest in both directions.@n@nThis portal is different to the others, rather than acting akin to a doorway it appears to the eye more like a small pool of water which can be stepped into. Upon setting foot in the portal we found ourselves at a tremendous altitude.@1=Для создания этого портала требуется 21 блок льда, выложенных в форме платформы 3 × 3 с боковыми стенками, напоминающей чашу. Завершённая конструкция достигает высоты двух блоков и в самой широкой части составляет пять блоков в обе стороны.@n@nВ отличие от других порталов, этот скорее напоминает маленький водоём, в который можно шагнуть, чем обычную дверную арку. Когда мы ступили на поверхность портала, то внезапно оказались на невероятной высоте.@1
Surface Portal=Поверхностный портал
There is a floating land of hills and forests up there, over the edges of which is a perilous drop all the way back down to sea level. We have not found how far these pristine lands extend. I have half a mind to retire there one day.=Там, наверху, простирается парящий мир холмов и лесов, с опасными обрывами, за которыми — головокружительное падение обратно до самого уровня моря. Насколько далеко раскинулись эти нетронутые земли, мы пока не знаем. Порой я ловлю себя на мысли, что однажды стоило бы уйти туда навсегда.
### tools.lua ###
Nether Axe=Незер-топор
Nether Ingot=Незер-слиток
Nether Lump=Кусок незера
Nether Pickaxe@nWell suited for mining netherrack=Незер-кирка@nХорошо подходит для копания адского камня
Nether Shovel=Незер-лопата
Nether Sword=Незер-меч
Nether staff of Eternal Light@nCreates glowstone from netherrack=Незер-посох Вечного Света@nСоздает светокамень из адского камня
Nether staff of Light@nTemporarily transforms the netherrack into glowstone=Незер-посох Света@nВременно превращает адский камень в светокамень
Uniquely suited for mining netherrack, with minimal wear when doing so. Blunts quickly on other materials.=Идеально подходит для добычи адского камня, почти не изнашиваясь при этом. Однако быстро тупится при работе с другими материалами.

140
locale/template.txt Normal file
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@ -0,0 +1,140 @@
# textdomain: nether
### init.lua ###
Construction requires 14 blocks of obsidian, which we found deep underground where water had solidified molten rock. The finished frame is four blocks wide, five blocks high, and stands vertically, like a doorway.@n@nThis opens to a truly hellish place, though for small mercies the air there is still breathable. There is an intriguing dimensional mismatch happening between this realm and ours, as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @1 in the natural world.@n@nThe expedition parties have found no diamonds or gold, and after an experienced search party failed to return from the trail of a missing expedition party, I must conclude this is a dangerous place.=
### init.lua ###
### nodes.lua ###
Nether Portal=
### mapgen_mantle.lua ###
, @1m above lava-sea level=
, @1m below lava-sea level=
, approaching y boundary of Nether=
@1@2@3@4=
Center/Mantle, but outside the caverns=
Center/Mantle, inside cavern=
Describes which region of the nether the player is in=
Negative nether=
Positive nether=
Shell between negative nether and center region=
Shell between positive nether and center region=
The Overworld=
Unknown player position=
[Perlin @1] =
### nodes.lua ###
A Deep Netherrack Wall=
A Netherrack Wall=
A finely finished block of solid Nether Basalt.=
A rough cut solid block of Nether Basalt.=
A thin crust of cooled lava with liquid lava beneath=
A vent in the earth emitting steam and gas=
Can be repurposed to provide puffs of smoke in a chimney=
Chiselled Basalt=
Columns of dark basalt found only in magma oceans deep within the Nether.=
Compressed Netherbrick=
Cracked Nether Brick=
Deep Glowstone=
Deep Nether Brick=
Deep Nether Slab=
Deep Nether Stair=
Deep Netherrack=
Deep Netherrack Slab=
Deep Netherrack Stair=
Fumarolic Chimney=
Fumarolic Chimney Corner=
Fumarolic Chimney Slab=
Glowstone=
Hewn Basalt=
Inner Deep Nether Stair=
Inner Nether Stair=
Lava Crust=
Lava crust is strong enough to walk on, but still hot enough to inflict burns.=
Nether Basalt=
Nether Beryl=
Nether Berylite=
Nether Brick=
Nether Brick Fence=
Nether Brick Fence Rail=
Nether Crystal Pane=
Nether Slab=
Nether Stair=
Nether geode crystal, found lining the interior walls of Nether geodes=
Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes=
Netherrack=
Netherrack from deep in the mantle=
Netherrack Slab=
Netherrack Stair=
Nethersand=
Outer Deep Nether Stair=
Outer Nether Stair=
Portal=
### portal_api.lua ###
@n@nThe key to opening such a doorway is to strike the frame with a @1, at which point the very air inside begins to crackle and glow.=
A definitive guide to Rifts and Portals=
A guidebook for how to build portals to other realms. It can sometimes be found in dungeon chests, however a copy of this book is not needed as its contents are included in this Encyclopedia.=
Book of Portals=
Building Portals=
In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only @1 can I confirm as being more than merely stories.=
In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only one can I confirm as being more than merely a story.=
Mysterious forces prevented you from opening that portal. Please try another location=
Portal wormhole=
Portals to other realms can be opened by building a frame in the right shape with the right blocks, then using an item to activate it. A local copy of the guidebook to portals is published below.@n---@n@n=
Refer: "Help" > "Basics" > "Building Portals"=
Untitled portal=
We know almost nothing about this portal=
### portal_examples.lua ###
Floatlands Portal=
Requiring 16 blocks of tin and constructed in a circular fashion, a finished frame is seven blocks wide, seven blocks high, and stands vertically like a doorway.@n@nThese travel a distance along the ground, and even when constructed deep underground will link back up to the surface. They appear to favor a strange direction, with the exit portal linking back only for as long as the portal stays open — attempting to reopen a portal from the exit doorway leads to a new destination along this favored direction. It has stymied our ability to study the behavior of these portals because without constructing dual portals and keeping both open it's hard to step through more than one and still be able to return home.@n@nDue to such difficulties, we never learned what determines the direction and distance where the matching twin portal will appear, and I have lost my friend and protégé. In cavalier youth and with little more than a rucksack, Coudreau has decided to follow the chain as far as it goes, and has not been seen since. Coudreau believes it works in epicycles, but I am not convinced. Still, I cling to the hope that one day the portal will open and Coudreau will step out from whichever place leads to this one, perhaps with an epic tale to tell.=
Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform with walls, or like a bowl. A finished platform is 2 blocks high, and 5 blocks wide at the widest in both directions.@n@nThis portal is different to the others, rather than acting akin to a doorway it appears to the eye more like a small pool of water which can be stepped into. Upon setting foot in the portal we found ourselves at a tremendous altitude.@1=
Surface Portal=
There is a floating land of hills and forests up there, over the edges of which is a perilous drop all the way back down to sea level. We have not found how far these pristine lands extend. I have half a mind to retire there one day.=
### tools.lua ###
Nether Axe=
Nether Ingot=
Nether Lump=
Nether Pickaxe@nWell suited for mining netherrack=
Nether Shovel=
Nether Sword=
Nether staff of Eternal Light@nCreates glowstone from netherrack=
Nether staff of Light@nTemporarily transforms the netherrack into glowstone=
Uniquely suited for mining netherrack, with minimal wear when doing so. Blunts quickly on other materials.=

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@ -2,6 +2,12 @@
Nether mod for minetest
"mapgen.lua" is the modern biomes-based Nether mapgen, which
requires Minetest v5.1 or greater
"mapgen_nobiomes.lua" is the legacy version of the mapgen, only used
in older versions of Minetest or in v6 worlds.
Copyright (C) 2013 PilzAdam
Permission to use, copy, modify, and/or distribute this software for
@ -27,10 +33,31 @@ local NETHER_FLOOR = nether.DEPTH_FLOOR
local TCAVE = 0.6
local BLEND = 128
-- parameters for central region
local REGION_BUFFER_THICKNESS = 0.2
local CENTER_REGION_LIMIT = TCAVE - REGION_BUFFER_THICKNESS -- Netherrack gives way to Deep-Netherrack here
local CENTER_CAVERN_LIMIT = CENTER_REGION_LIMIT - 0.1 -- Deep-Netherrack gives way to air here
local SURFACE_CRUST_LIMIT = CENTER_CAVERN_LIMIT * 0.25 -- Crusted-lava at the surface of the lava ocean gives way to liquid lava here
local CRUST_LIMIT = CENTER_CAVERN_LIMIT * 0.85 -- Crusted-lava under the surface of the lava ocean gives way to liquid lava here
local BASALT_COLUMN_UPPER_LIMIT = CENTER_CAVERN_LIMIT * 0.9 -- Basalt columns may appear between these upper and lower limits
local BASALT_COLUMN_LOWER_LIMIT = CENTER_CAVERN_LIMIT * 0.25 -- This value is close to SURFACE_CRUST_LIMIT so basalt columns give way to "flowing" lava rivers
-- Stuff
local math_max, math_min = math.max, math.min -- avoid needing table lookups each time a common math function is invoked
-- Shared Nether mapgen namespace
-- For mapgen files to share functions and constants
local mapgen = nether.mapgen
mapgen.TCAVE = TCAVE -- const needed in mapgen_mantle.lua
mapgen.BLEND = BLEND -- const needed in mapgen_mantle.lua
mapgen.CENTER_REGION_LIMIT = CENTER_REGION_LIMIT -- const needed in mapgen_mantle.lua
mapgen.CENTER_CAVERN_LIMIT = CENTER_CAVERN_LIMIT -- const needed in mapgen_mantle.lua
mapgen.BASALT_COLUMN_UPPER_LIMIT = BASALT_COLUMN_UPPER_LIMIT -- const needed in mapgen_mantle.lua
mapgen.BASALT_COLUMN_LOWER_LIMIT = BASALT_COLUMN_LOWER_LIMIT -- const needed in mapgen_mantle.lua
mapgen.ore_ceiling = NETHER_CEILING - BLEND -- leave a solid 128 node cap of netherrack before introducing ores
mapgen.ore_floor = NETHER_FLOOR + BLEND
local debugf = nether.debug
if minetest.read_schematic == nil then
-- Using biomes to create the Nether requires the ability for biomes to set "node_cave_liquid = air".
@ -41,7 +68,22 @@ if minetest.read_schematic == nil then
error("This " .. nether.modname .. " mapgen requires Minetest v5.1 or greater, use mapgen_nobiomes.lua instead.", 0)
end
local function override_underground_biomes()
-- Load specialty helper functions
dofile(nether.path .. "/mapgen_dungeons.lua")
dofile(nether.path .. "/mapgen_mantle.lua")
dofile(nether.path .. "/mapgen_geodes.lua")
-- Misc math functions
-- avoid needing table lookups each time a common math function is invoked
local math_max, math_min, math_abs, math_floor = math.max, math.min, math.abs, math.floor
-- Inject nether_caverns biome
-- Move any existing biomes out of the y-range specified by 'floor_y' and 'ceiling_y'
mapgen.shift_existing_biomes = function(floor_y, ceiling_y)
-- https://forum.minetest.net/viewtopic.php?p=257522#p257522
-- Q: Is there a way to override an already-registered biome so I can get it out of the
-- way of my own underground biomes without disturbing the other biomes registered by
@ -68,7 +110,7 @@ local function override_underground_biomes()
end
for old_ore_key, old_ore_def in pairs(minetest.registered_ores) do
registered_ores_copy[old_ore_key] = old_ore_def
end
end
-- clear biomes, decorations, and ores
minetest.clear_registered_decorations()
@ -77,23 +119,36 @@ local function override_underground_biomes()
-- Restore biomes, adjusted to not overlap the Nether
for biome_key, new_biome_def in pairs(registered_biomes_copy) do
local biome_y_max, biome_y_min = tonumber(new_biome_def.y_max), tonumber(new_biome_def.y_min)
-- follow similar min_pos/max_pos processing logic as read_biome_def() in l_mapgen.cpp
local biome_y_max, biome_y_min = 31000, -31000
if type(new_biome_def.min_pos) == 'table' and type(new_biome_def.min_pos.y) == 'number' then biome_y_min = new_biome_def.min_pos.y end
if type(new_biome_def.max_pos) == 'table' and type(new_biome_def.max_pos.y) == 'number' then biome_y_max = new_biome_def.max_pos.y end
if type(new_biome_def.y_min) == 'number' then biome_y_min = new_biome_def.y_min end
if type(new_biome_def.y_max) == 'number' then biome_y_max = new_biome_def.y_max end
if biome_y_max > NETHER_FLOOR and biome_y_min < NETHER_CEILING then
if biome_y_max > floor_y and biome_y_min < ceiling_y then
-- This biome occupies some or all of the depth of the Nether, shift/crop it.
local spaceOccupiedAbove = biome_y_max - NETHER_CEILING
local spaceOccupiedBelow = NETHER_FLOOR - biome_y_min
local new_y_min, new_y_max
local spaceOccupiedAbove = biome_y_max - ceiling_y
local spaceOccupiedBelow = floor_y - biome_y_min
if spaceOccupiedAbove >= spaceOccupiedBelow or biome_y_min <= -30000 then
-- place the biome above the Nether
-- We also shift biomes which extend to the bottom of the map above the Nether, since they
-- likely only extend that deep as a catch-all, and probably have a role nearer the surface.
new_biome_def.y_min = NETHER_CEILING + 1
new_biome_def.y_max = math_max(biome_y_max, NETHER_CEILING + 2)
new_y_min = ceiling_y + 1
new_y_max = math_max(biome_y_max, ceiling_y + 2)
else
-- shift the biome to below the Nether
new_biome_def.y_max = NETHER_FLOOR - 1
new_biome_def.y_min = math_min(biome_y_min, NETHER_CEILING - 2)
new_y_max = floor_y - 1
new_y_min = math_min(biome_y_min, floor_y - 2)
end
debugf("Moving biome \"%s\" from %s..%s to %s..%s", new_biome_def.name, new_biome_def.y_min, new_biome_def.y_max, new_y_min, new_y_max)
if type(new_biome_def.min_pos) == 'table' and type(new_biome_def.min_pos.y) == 'number' then new_biome_def.min_pos.y = new_y_min end
if type(new_biome_def.max_pos) == 'table' and type(new_biome_def.max_pos.y) == 'number' then new_biome_def.max_pos.y = new_y_max end
new_biome_def.y_min = new_y_min -- Ensure the new heights are saved, even if original biome never specified one
new_biome_def.y_max = new_y_max
end
minetest.register_biome(new_biome_def)
end
@ -109,21 +164,25 @@ local function override_underground_biomes()
end
-- Shift any overlapping biomes out of the way before we create the Nether biomes
override_underground_biomes()
mapgen.shift_existing_biomes(NETHER_FLOOR, NETHER_CEILING)
-- nether:native_mapgen is used to prevent ores and decorations being generated according
-- to landforms created by the native mapgen.
-- Ores and decorations can be registered against "nether:rack" instead, and the lua
-- on_generate() callback will carve the Nether with nether:rack before invoking
-- generate_decorations and generate_ores.
minetest.register_node("nether:native_mapgen", {})
-- It is disguised as stone to hide any bug where it leaks out of the nether, such as
-- https://github.com/minetest/minetest/issues/13440 or if on_generated() somehow was aborted.
local stone_copy_def = table.copy(minetest.registered_nodes["default:stone"] or {})
stone_copy_def.drop = stone_copy_def.drop or "default:stone" -- probably already defined as cobblestone
minetest.register_node("nether:native_mapgen", stone_copy_def)
minetest.register_biome({
name = "nether_caverns",
node_stone = "nether:native_mapgen", -- nether:native_mapgen is used here to prevent the native mapgen from placing ores and decorations.
node_filler = "nether:native_mapgen", -- The lua on_generate will transform nether:rack_native into nether:rack then decorate and add ores.
node_filler = "nether:native_mapgen", -- The lua on_generate will transform nether:native_mapgen into nether:rack then decorate and add ores.
node_dungeon = "nether:brick",
--node_dungeon_alt = "default:mossycobble",
node_dungeon_alt = "nether:brick_cracked",
node_dungeon_stair = "stairs:stair_nether_brick",
-- Setting node_cave_liquid to "air" avoids the need to filter lava and water out of the mapchunk and
-- surrounding shell (overdraw nodes beyond the mapchunk).
@ -152,19 +211,30 @@ minetest.register_ore({
clust_scarcity = 11 * 11 * 11,
clust_num_ores = 3,
clust_size = 2,
y_max = NETHER_CEILING,
y_min = NETHER_FLOOR,
y_max = mapgen.ore_ceiling,
y_min = mapgen.ore_floor
})
minetest.register_ore({
ore_type = "scatter",
ore = "nether:lava_crust", -- crusted lava replaces scattered glowstone in the mantle
wherein = "nether:rack_deep",
clust_scarcity = 16 * 16 * 16,
clust_num_ores = 4,
clust_size = 2,
y_max = mapgen.ore_ceiling,
y_min = mapgen.ore_floor
})
minetest.register_ore({
ore_type = "scatter",
ore = "default:lava_source",
wherein = "nether:rack",
wherein = {"nether:rack", "nether:rack_deep"},
clust_scarcity = 36 * 36 * 36,
clust_num_ores = 4,
clust_size = 2,
y_max = NETHER_CEILING,
y_min = NETHER_FLOOR,
y_max = mapgen.ore_ceiling,
y_min = mapgen.ore_floor
})
minetest.register_ore({
@ -173,8 +243,8 @@ minetest.register_ore({
wherein = "nether:rack",
clust_scarcity = 14 * 14 * 14,
clust_size = 8,
y_max = NETHER_CEILING,
y_min = NETHER_FLOOR
y_max = mapgen.ore_ceiling,
y_min = mapgen.ore_floor
})
@ -182,7 +252,7 @@ minetest.register_ore({
-- 3D noise
local np_cave = {
mapgen.np_cave = {
offset = 0,
scale = 1,
spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
@ -193,210 +263,75 @@ local np_cave = {
--flags = ""
}
local cavePointPerlin = nil
mapgen.get_cave_point_perlin = function()
cavePointPerlin = cavePointPerlin or minetest.get_perlin(mapgen.np_cave)
return cavePointPerlin
end
mapgen.get_cave_perlin_at = function(pos)
cavePointPerlin = cavePointPerlin or minetest.get_perlin(mapgen.np_cave)
return cavePointPerlin:get_3d(pos)
end
-- Buffers and objects we shouldn't recreate every on_generate
local nobj_cave = nil
local nbuf_cave = {}
local dbuf = {}
local yblmin = NETHER_FLOOR + BLEND * 2
local yblmax = NETHER_CEILING - BLEND * 2
-- Content ids
local c_air = minetest.get_content_id("air")
local c_netherrack = minetest.get_content_id("nether:rack")
local c_netherbrick = minetest.get_content_id("nether:brick")
local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick")
local c_netherfence = minetest.get_content_id("nether:fence_nether_brick")
local c_glowstone = minetest.get_content_id("nether:glowstone")
local c_lava_source = minetest.get_content_id("default:lava_source")
local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
local c_crystaldark = minetest.get_content_id("nether:geode")
local c_lavasea_source = minetest.get_content_id("nether:lava_source") -- same as lava but with staggered animation to look better as an ocean
local c_lava_crust = minetest.get_content_id("nether:lava_crust")
local c_native_mapgen = minetest.get_content_id("nether:native_mapgen")
-- Dungeon excavation functions
function build_dungeon_room_list(data, area)
local yblmin = NETHER_FLOOR + BLEND * 2
local yblmax = NETHER_CEILING - BLEND * 2
-- At both the top and bottom of the Nether, as set by NETHER_CEILING and NETHER_FLOOR,
-- there is a 128 deep cap of solid netherrack, followed by a 128-deep blending zone
-- where Nether caverns may start to appear.
-- The solid zones and blending zones are achieved by adjusting the np_cave noise to be
-- outside the range where caverns form, this function returns that adjustment.
--
-- Returns two values: the noise limit adjustment for nether caverns, and the
-- noise limit adjustment for the central region / mantle caverns
mapgen.get_mapgenblend_adjustments = function(y)
local result = {}
-- floorAndCeilingBlend will normally be 0, but shifts toward 1 in the
-- blending zone, and goes higher than 1 in the solid zone between the
-- blending zone and the end of the nether.
local floorAndCeilingBlend = 0
if y > yblmax then floorAndCeilingBlend = ((y - yblmax) / BLEND) ^ 2 end
if y < yblmin then floorAndCeilingBlend = ((yblmin - y) / BLEND) ^ 2 end
-- Unfortunately gennotify only returns dungeon rooms, not corridors.
-- We don't need to check for temples because only dungeons are generated in biomes
-- that define their own dungeon nodes.
local gennotify = minetest.get_mapgen_object("gennotify")
local roomLocations = gennotify["dungeon"] or {}
-- the nether caverns exist when np_cave noise is greater than TCAVE, so
-- to fade out the nether caverns, adjust TCAVE upward.
local tcave_adj = floorAndCeilingBlend
-- Excavation should still know to stop if a cave or corridor has removed the dungeon wall.
-- See MapgenBasic::generateDungeons in mapgen.cpp for max room sizes.
local maxRoomSize = 18
local maxRoomRadius = math.ceil(maxRoomSize / 2)
-- the central regions exists when np_cave noise is below CENTER_REGION_LIMIT,
-- so to fade out the mantle caverns adjust CENTER_REGION_LIMIT downward.
local centerRegionLimit_adj = -(CENTER_REGION_LIMIT * floorAndCeilingBlend)
local xStride, yStride, zStride = 1, area.ystride, area.zstride
local minEdge, maxEdge = area.MinEdge, area.MaxEdge
for _, roomPos in ipairs(roomLocations) do
if area:containsp(roomPos) then -- this safety check does not appear to be necessary, but lets make it explicit
local room_vi = area:indexp(roomPos)
--data[room_vi] = minetest.get_content_id("default:torch") -- debug
local startPos = vector.new(roomPos)
if roomPos.y + 1 <= maxEdge.y and data[room_vi + yStride] == c_air then
-- The roomPos coords given by gennotify are at floor level, but whenever possible we
-- want to be performing searches a node higher than floor level to avoids dungeon chests.
startPos.y = startPos.y + 1
room_vi = area:indexp(startPos)
end
local bound_min_x = math_max(minEdge.x, roomPos.x - maxRoomRadius)
local bound_min_y = math_max(minEdge.y, roomPos.y - 1) -- room coords given by gennotify are on the floor
local bound_min_z = math_max(minEdge.z, roomPos.z - maxRoomRadius)
local bound_max_x = math_min(maxEdge.x, roomPos.x + maxRoomRadius)
local bound_max_y = math_min(maxEdge.y, roomPos.y + maxRoomSize) -- room coords given by gennotify are on the floor
local bound_max_z = math_min(maxEdge.z, roomPos.z + maxRoomRadius)
local room_min = vector.new(startPos)
local room_max = vector.new(startPos)
local vi = room_vi
while room_max.y < bound_max_y and data[vi + yStride] == c_air do
room_max.y = room_max.y + 1
vi = vi + yStride
end
vi = room_vi
while room_min.y > bound_min_y and data[vi - yStride] == c_air do
room_min.y = room_min.y - 1
vi = vi - yStride
end
vi = room_vi
while room_max.z < bound_max_z and data[vi + zStride] == c_air do
room_max.z = room_max.z + 1
vi = vi + zStride
end
vi = room_vi
while room_min.z > bound_min_z and data[vi - zStride] == c_air do
room_min.z = room_min.z - 1
vi = vi - zStride
end
vi = room_vi
while room_max.x < bound_max_x and data[vi + xStride] == c_air do
room_max.x = room_max.x + 1
vi = vi + xStride
end
vi = room_vi
while room_min.x > bound_min_x and data[vi - xStride] == c_air do
room_min.x = room_min.x - 1
vi = vi - xStride
end
local roomInfo = vector.new(roomPos)
roomInfo.minp = room_min
roomInfo.maxp = room_max
result[#result + 1] = roomInfo
end
end
return result;
return tcave_adj, centerRegionLimit_adj
end
-- Only partially excavates dungeons, the rest is left as an exercise for the player ;)
-- (Corridors and the parts of rooms which extend beyond the emerge boundary will remain filled)
function excavate_dungeons(data, area, rooms)
-- any air from the native mapgen has been replaced by netherrack, but
-- we don't want this inside dungeons, so fill dungeon rooms with air
for _, roomInfo in ipairs(rooms) do
local room_min = roomInfo.minp
local room_max = roomInfo.maxp
for z = room_min.z, room_max.z do
for y = room_min.y, room_max.y do
local vi = area:index(room_min.x, y, z)
for x = room_min.x, room_max.x do
if data[vi] == c_netherrack then data[vi] = c_air end
vi = vi + 1
end
end
end
end
end
-- Since we already know where all the rooms and their walls are, and have all the nodes stored
-- in a voxelmanip already, we may as well add a little Nether flair to the dungeons found here.
function decorate_dungeons(data, area, rooms)
local xStride, yStride, zStride = 1, area.ystride, area.zstride
local minEdge, maxEdge = area.MinEdge, area.MaxEdge
for _, roomInfo in ipairs(rooms) do
local room_min, room_max = roomInfo.minp, roomInfo.maxp
local room_size = vector.distance(room_min, room_max)
if room_size > 10 then
local room_seed = roomInfo.x + 3 * roomInfo.z + 13 * roomInfo.y
local window_y = roomInfo.y + math_min(2, room_max.y - roomInfo.y - 1)
if room_seed % 3 == 0 and room_max.y < maxEdge.y then
-- Glowstone chandelier
local vi = area:index(roomInfo.x, room_max.y + 1, roomInfo.z)
if data[vi] == c_netherbrick then data[vi] = c_glowstone end
elseif room_seed % 4 == 0 and room_min.y > minEdge.y
and room_min.x > minEdge.x and room_max.x < maxEdge.x
and room_min.z > minEdge.z and room_max.z < maxEdge.z then
-- lava well (feel free to replace with a fancy schematic)
local vi = area:index(roomInfo.x, room_min.y, roomInfo.z)
if data[vi - yStride] == c_netherbrick then data[vi - yStride] = c_lava_source end
if data[vi - zStride] == c_air then data[vi - zStride] = c_netherbrick_slab end
if data[vi + zStride] == c_air then data[vi + zStride] = c_netherbrick_slab end
if data[vi - xStride] == c_air then data[vi - xStride] = c_netherbrick_slab end
if data[vi + xStride] == c_air then data[vi + xStride] = c_netherbrick_slab end
end
-- Barred windows
if room_seed % 7 < 5 and room_max.x - room_min.x >= 4 and room_max.z - room_min.z >= 4
and window_y >= minEdge.y and window_y + 1 <= maxEdge.y
and room_min.x > minEdge.x and room_max.x < maxEdge.x
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
-- Until whisper glass is added, every window will be made of netherbrick fence (rather
-- than material depending on room_seed)
local window_node = c_netherfence
local vi_min = area:index(room_min.x - 1, window_y, roomInfo.z)
local vi_max = area:index(room_max.x + 1, window_y, roomInfo.z)
local locations = {-zStride, zStride, -zStride + yStride, zStride + yStride}
for _, offset in ipairs(locations) do
if data[vi_min + offset] == c_netherbrick then data[vi_min + offset] = window_node end
if data[vi_max + offset] == c_netherbrick then data[vi_max + offset] = window_node end
end
vi_min = area:index(roomInfo.x, window_y, room_min.z - 1)
vi_max = area:index(roomInfo.x, window_y, room_max.z + 1)
locations = {-xStride, xStride, -xStride + yStride, xStride + yStride}
for _, offset in ipairs(locations) do
if data[vi_min + offset] == c_netherbrick then data[vi_min + offset] = window_node end
if data[vi_max + offset] == c_netherbrick then data[vi_max + offset] = window_node end
end
end
-- Weeds on the floor once Nether weeds are added
end
end
end
-- On-generated function
local tunnelCandidate_count = 0
local tunnel_count = 0
local total_chunk_count = 0
local function on_generated(minp, maxp, seed)
if minp.y > NETHER_CEILING or maxp.y < NETHER_FLOOR then
@ -414,49 +349,135 @@ local function on_generated(minp, maxp, seed)
local zCaveStride = yCaveStride * yCaveStride
local chulens = {x = yCaveStride, y = yCaveStride, z = yCaveStride}
nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chulens)
nobj_cave = nobj_cave or minetest.get_perlin_map(mapgen.np_cave, chulens)
local nvals_cave = nobj_cave:get_3d_map_flat(minp, nbuf_cave)
local dungeonRooms = mapgen.build_dungeon_room_list(data, area) -- function from mapgen_dungeons.lua
local abs_cave_noise, abs_cave_noise_adjusted
local dungeonRooms = build_dungeon_room_list(data, area)
local contains_nether = false
local contains_mantle = false
local contains_ocean = false
for y = y0, y1 do -- Y loop first to minimise tcave calculations
local tcave = TCAVE
if y > yblmax then tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2 end
if y < yblmin then tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2 end
for y = y0, y1 do -- Y loop first to minimise tcave & lava-sea calculations
local sea_level, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(y) -- function from mapgen_mantle.lua
local above_lavasea = y > sea_level
local below_lavasea = y < sea_level
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(y)
local tcave = TCAVE + tcave_adj
local tmantle = CENTER_REGION_LIMIT + centerRegionLimit_adj -- cavern_noise_adj already contains central_region_limit_adj, so tmantle is only for comparisons when cavern_noise_adj hasn't been added to the noise value
-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
-- is compared against, so subtract centerRegionLimit_adj instead of adding
local cavern_noise_adj =
CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
centerRegionLimit_adj
for z = z0, z1 do
local vi = area:index(x0, y, z) -- Initial voxelmanip index
local ni = (z - z0) * zCaveStride + (y - y0) * yCaveStride + 1
local noise2di = 1 + (z - z0) * yCaveStride
for x = x0, x1 do
local id = data[vi] -- Existing node
local cave_noise = nvals_cave[ni]
if nvals_cave[ni] > tcave then
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,
-- getting to any other regions in the Nether will require Shanks' Pony.
data[vi] = c_air
elseif id == c_air or id == c_native_mapgen then
data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
contains_nether = true
elseif -cave_noise > tcave then
-- Secondary/spare region
-- This secondary region is unused until someone decides to do something cool or novel with it.
-- 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)-- 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.
contains_nether = true
else
-- netherrack walls and/or center region/mantle
abs_cave_noise = math_abs(cave_noise)
-- abs_cave_noise_adjusted makes the center region smaller as distance from the lava ocean
-- increases, we do this by pretending the abs_cave_noise value is higher.
abs_cave_noise_adjusted = abs_cave_noise + cavern_noise_adj
if abs_cave_noise_adjusted >= CENTER_CAVERN_LIMIT then
local id = data[vi] -- Check existing node to avoid removing dungeons
if id == c_air or id == c_native_mapgen then
if abs_cave_noise < tmantle then
data[vi] = c_netherrack_deep
else
-- the shell seperating the mantle from the rest of the nether...
if cave_noise > 0 then
data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
else
data[vi] = c_crystaldark
end
end
end
elseif above_lavasea then
data[vi] = c_air
contains_mantle = true
elseif abs_cave_noise_adjusted < SURFACE_CRUST_LIMIT or (below_lavasea and abs_cave_noise_adjusted < CRUST_LIMIT) then
data[vi] = c_lavasea_source
contains_ocean = true
else
data[vi] = c_lava_crust
contains_ocean = true
end
end
ni = ni + 1
vi = vi + 1
noise2di = noise2di + 1
end
end
end
if contains_mantle or contains_ocean then
mapgen.add_basalt_columns(data, area, minp, maxp) -- function from mapgen_mantle.lua
end
if contains_nether and contains_mantle then
tunnelCandidate_count = tunnelCandidate_count + 1
local success = mapgen.excavate_tunnel_to_center_of_the_nether(data, area, nvals_cave, minp, maxp) -- function from mapgen_mantle.lua
if success then tunnel_count = tunnel_count + 1 end
end
total_chunk_count = total_chunk_count + 1
if total_chunk_count % 50 == 0 then
debugf(
"%s of %s chunks contain both nether and lava-sea (%s%%), %s chunks generated a pathway (%s%%)",
tunnelCandidate_count,
total_chunk_count,
math_floor(tunnelCandidate_count * 100 / total_chunk_count),
tunnel_count,
math_floor(tunnel_count * 100 / total_chunk_count)
)
end
-- any air from the native mapgen has been replaced by netherrack, but we
-- don't want netherrack inside dungeons, so fill known dungeon rooms with air.
excavate_dungeons(data, area, dungeonRooms)
decorate_dungeons(data, area, dungeonRooms)
mapgen.excavate_dungeons(data, area, dungeonRooms) -- function from mapgen_dungeons.lua
mapgen.decorate_dungeons(data, area, dungeonRooms) -- function from mapgen_dungeons.lua
vm:set_data(data)
-- avoid generating decorations on the underside of the bottom of the nether
if minp.y > NETHER_FLOOR and maxp.y < NETHER_CEILING then minetest.generate_decorations(vm) end
minetest.generate_ores(vm)
minetest.generate_decorations(vm)
vm:set_lighting({day = 0, night = 0}, minp, maxp)
vm:calc_lighting()
vm:update_liquids()
@ -467,7 +488,7 @@ end
-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
local nobj_cave_point = minetest.get_perlin(np_cave)
local nobj_cave_point = mapgen.get_cave_point_perlin()
local air = 0 -- Consecutive air nodes found
local minp_schem, maxp_schem = nether.get_schematic_volume({x = target_x, y = 0, z = target_z}, nil, "nether_portal")
@ -475,7 +496,7 @@ function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
for y = start_y, math_max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
local nval_cave = nobj_cave_point:get_3d({x = target_x, y = y, z = target_z})
if nval_cave > TCAVE then -- Cavern
air = air + 1
@ -499,8 +520,4 @@ function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
return math_max(start_y, NETHER_FLOOR + BLEND) -- Fallback
end
-- We don't need to be gen-notified of temples because only dungeons will be generated
-- if a biome defines the dungeon nodes
minetest.set_gen_notify({dungeon = true})
minetest.register_on_generated(on_generated)
minetest.register_on_generated(on_generated)

View File

@ -25,12 +25,28 @@
-- emerged or not before the decoration was placed.
local allow_lava_decorations = nether.useBiomes
local _ = {name = "air", prob = 0}
local A = {name = "air", prob = 255, force_place = true}
local G = {name = "nether:glowstone", prob = 255, force_place = true}
local N = {name = "nether:rack", prob = 255}
local S = {name = "nether:sand", prob = 255, force_place = true}
local L = {name = "default:lava_source", prob = 255, force_place = true}
-- Keep compatibility with mapgen_nobiomes.lua, so hardcoding 128
-- instead of using nether.mapgen.BLEND
local decoration_ceiling = nether.DEPTH_CEILING - 128
local decoration_floor = nether.DEPTH_FLOOR + 128
local _ = {name = "air", prob = 0}
local A = {name = "air", prob = 255, force_place = true}
local G = {name = "nether:glowstone", prob = 255, force_place = true}
local N = {name = "nether:rack", prob = 255}
local D = {name = "nether:rack_deep", prob = 255}
local S = {name = "nether:sand", prob = 255, force_place = true}
local L = {name = "default:lava_source", prob = 255, force_place = true}
local F = {name = "nether:fumarole", prob = 255, force_place = true}
local FS = {name = "nether:fumarole_slab", prob = 255, force_place = true}
local F1 = {name = "nether:fumarole_corner", prob = 255, force_place = true, param2 = 0}
local F2 = {name = "nether:fumarole_corner", prob = 255, force_place = true, param2 = 1}
local F3 = {name = "nether:fumarole_corner", prob = 255, force_place = true, param2 = 2}
local F4 = {name = "nether:fumarole_corner", prob = 255, force_place = true, param2 = 3}
local S1 = {name = "stairs:stair_netherrack", prob = 255, force_place = true, param2 = 5}
local S2 = {name = "stairs:stair_netherrack", prob = 255, force_place = true, param2 = 7}
local S3 = {name = "stairs:stair_netherrack", prob = 255, force_place = true, param2 = 12}
local S4 = {name = "stairs:stair_netherrack", prob = 255, force_place = true, param2 = 16}
-- =================
@ -39,7 +55,7 @@ local L = {name = "default:lava_source", prob = 255, force_place = true}
local schematic_GlowstoneStalactite = {
size = {x = 5, y = 10, z = 5},
data = {
data = { -- note that data is upside down
_, _, _, _, _,
_, _, _, _, _,
_, _, _, _, _,
@ -115,8 +131,8 @@ minetest.register_decoration({
sidelen = 80,
fill_ratio = 0.0003,
biomes = {"nether_caverns"},
y_max = nether.DEPTH_CEILING, -- keep compatibility with mapgen_nobiomes.lua
y_min = nether.DEPTH_FLOOR,
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_GlowstoneStalactite,
flags = "place_center_x,place_center_z,force_placement,all_ceilings",
place_offset_y=-3
@ -129,10 +145,448 @@ minetest.register_decoration({
sidelen = 80,
fill_ratio = 0.0008,
biomes = {"nether_caverns"},
y_max = nether.DEPTH_CEILING, -- keep compatibility with mapgen_nobiomes.lua
y_min = nether.DEPTH_FLOOR,
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_GlowstoneStalactite,
replacements = {["nether:glowstone"] = "nether:rack"},
flags = "place_center_x,place_center_z,all_ceilings",
place_offset_y=-3
})
local schematic_GreaterStalactite = {
size = {x = 3, y = 23, z = 3},
data = { -- note that data is upside down
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, D, _,
_, D, _,
_, D, _,
_, D, _,
D, D, D,
D, D, D,
D, D, D,
_, D, _,
_, _, _,
_, _, _,
_, D, _, -- ypos 0, prob 85% (218/255)
_, D, _, -- ypos 1, prob 85% (218/255)
_, D, _, -- ypos 2, prob 85% (218/255)
_, D, _, -- ypos 3, prob 85% (218/255)
_, D, _, -- ypos 4, prob 85% (218/255)
_, D, _, -- ypos 5, prob 85% (218/255)
_, D, _, -- ypos 6, prob 85% (218/255)
_, D, _, -- ypos 7, prob 85% (218/255)
_, D, _, -- ypos 8, prob 85% (218/255)
_, D, D, -- ypos 9, prob 50% (128/256) to make half of stalactites asymmetric
_, D, D, -- ypos 10, prob 50% (128/256) to make half of stalactites asymmetric
_, D, D, -- ypos 11, prob 50% (128/256) to make half of stalactites asymmetric
_, D, D, -- ypos 12, prob 50% (128/256) to make half of stalactites asymmetric
D, D, D, -- ypos 13, prob 75% (192/256)
D, D, D, -- ypos 14, prob 75% (192/256)
D, D, D, -- ypos 15, prob 100%
D, D, D, -- ypos 16, prob 100%
D, D, D, -- ypos 17, prob 100%
D, D, D, -- ypos 18, prob 100%
D, D, D, -- ypos 19, prob 75% (192/256)
D, D, D, -- ypos 20, prob 85% (218/255)
_, D, D, -- ypos 21, prob 50% (128/256) to make half of stalactites asymmetric
_, D, _, -- ypos 22, prob 100%
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, D, _,
_, D, _,
_, D, _,
_, D, _,
_, D, _,
D, D, D,
D, D, D,
D, D, D,
_, D, _,
_, D, _,
_, _, _,
},
-- Y-slice probabilities do not function correctly for ceiling schematic
-- decorations because they are inverted, so ypos numbers have been inverted
-- to match, and a larger offset in place_offset_y should be used (e.g. -3).
yslice_prob = {
{ypos = 21, prob = 128},
{ypos = 20, prob = 218},
{ypos = 19, prob = 192},
{ypos = 14, prob = 192},
{ypos = 13, prob = 192},
{ypos = 12, prob = 128},
{ypos = 11, prob = 128},
{ypos = 10, prob = 128},
{ypos = 9, prob = 128},
{ypos = 8, prob = 218},
{ypos = 7, prob = 218},
{ypos = 6, prob = 218},
{ypos = 5, prob = 218},
{ypos = 4, prob = 218},
{ypos = 3, prob = 218},
{ypos = 2, prob = 218},
{ypos = 1, prob = 218},
{ypos = 0, prob = 218}
}
}
-- A stalagmite is an upsidedown stalactite, so
-- use the GreaterStalactite to create a ToweringStalagmite schematic
local schematic_ToweringStalagmite = {
size = schematic_GreaterStalactite.size,
data = {},
yslice_prob = {}
}
local array_length = #schematic_GreaterStalactite.data + 1
for i, node in ipairs(schematic_GreaterStalactite.data) do
schematic_ToweringStalagmite.data[array_length - i] = node
end
y_size = schematic_GreaterStalactite.size.y
for i, node in ipairs(schematic_GreaterStalactite.yslice_prob) do
schematic_ToweringStalagmite.yslice_prob[i] = {
-- we can safely lower the prob. to gain more variance because floor based schematics
-- don't have the bug where missing lines moves them away from the surface
prob = schematic_GreaterStalactite.yslice_prob[i].prob - 20,
ypos = y_size - 1 - schematic_GreaterStalactite.yslice_prob[i].ypos
}
end
minetest.register_decoration({
name = "Deep-glowstone stalactite",
deco_type = "schematic",
place_on = "nether:rack_deep",
sidelen = 80,
fill_ratio = 0.0003,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_GlowstoneStalactite,
replacements = {["nether:rack"] = "nether:rack_deep", ["nether:glowstone"] = "nether:glowstone_deep"},
flags = "place_center_x,place_center_z,force_placement,all_ceilings",
place_offset_y=-3
})
minetest.register_decoration({
name = "Deep-glowstone stalactite outgrowth",
deco_type = "schematic",
place_on = "nether:glowstone_deep",
sidelen = 40,
fill_ratio = 0.15,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = {
size = {x = 1, y = 4, z = 1},
data = { G, G, G, G }
},
replacements = {["nether:glowstone"] = "nether:glowstone_deep"},
flags = "place_center_x,place_center_z,all_ceilings",
})
minetest.register_decoration({
name = "Deep-netherrack stalactite",
deco_type = "schematic",
place_on = "nether:rack_deep",
sidelen = 80,
fill_ratio = 0.0003,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_GlowstoneStalactite,
replacements = {["nether:rack"] = "nether:rack_deep", ["nether:glowstone"] = "nether:rack_deep"},
flags = "place_center_x,place_center_z,force_placement,all_ceilings",
place_offset_y=-3
})
minetest.register_decoration({
name = "Deep-netherrack towering stalagmite",
deco_type = "schematic",
place_on = "nether:rack_deep",
sidelen = 80,
fill_ratio = 0.001,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_ToweringStalagmite,
replacements = {["nether:basalt"] = "nether:rack_deep"},
flags = "place_center_x,place_center_z,force_placement,all_floors",
place_offset_y=-2
})
-- =======================================
-- Concealed crevice / Lava sinkhole
-- =======================================
-- if player places a torch/block on this sand or digs it while standing on it, it sinks into lava
if allow_lava_decorations then
minetest.register_decoration({
name = "Weak trap",
deco_type = "schematic",
place_on = "nether:rack",
sidelen = 80,
fill_ratio = 0.002,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = {
size = {x = 4, y = 7, z = 4},
data = { -- note that data is upside down
_, _, _, _,
_, _, _, _,
_, N, _, _,
_, N, N, _,
_, N, N, _,
_, N, N, _,
_, _, _, _,
_, N, _, _, -- make it look like a stalactite if it protrudes out the bottom of a landform
_, N, _, _,
N, L, N, _,
N, L, L, N,
N, L, L, N,
N, A, A, N,
_, S, S, _,
_, _, _, _,
_, _, _, _,
_, N, N, _,
N, L, L, N,
N, L, L, N,
N, A, A, N,
_, S, S, _,
_, _, _, _,
_, _, _, _,
_, _, _, _,
_, N, N, _,
_, N, N, _,
_, N, N, _,
_, _, _, _,
}
},
replacements = {["nether:glowstone"] = "nether:rack"},
flags = "place_center_x,place_center_z,force_placement, all_floors",
place_offset_y=-6,
rotation = "random"
})
end
-- ==========================
-- Fumaroles (Chimneys)
-- ==========================
local replacements_slab = {}
local replacements_full = {["nether:fumarole_slab"] = "nether:fumarole"}
if allow_lava_decorations then
-- Minetest engine limitations mean any mesh or nodebox node (like nether:fumarole)
-- will light up if it has lava below it, so replace the air node over the lava with
-- a node that prevents light propagation.
-- (Unfortunately this also means if a player digs down to get the lava block it'll
-- look like the lighting wasn't set in the block above the lava)
replacements_slab["air"] = "nether:airlike_darkness"
replacements_full["air"] = "nether:airlike_darkness"
else
-- Lava is frequently removed by the old mapgen, so put sand at the bottom
-- of fumaroles.
replacements_slab["default:lava_source"] = "nether:sand"
replacements_full["default:lava_source"] = "nether:sand"
end
local schematic_fumarole = {
size = {x = 3, y = 5, z = 3},
data = { -- note that data is upside down
_, _, _,
_, N, _,
_, N, _,
_, _, _,
_, _, _,
_, N, _,
N, L, N,
N, A, N,
_, F, _,
_,FS, _,
_, _, _,
_, N, _,
_, N, _,
_, _, _,
_, _, _,
},
}
-- Common fumarole decoration that's flush with the floor and spawns everywhere
minetest.register_decoration({
name = "Sunken nether fumarole",
deco_type = "schematic",
place_on = {"nether:rack"},
sidelen = 80,
fill_ratio = 0.005,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_fumarole,
replacements = replacements_full,
flags = "place_center_x,place_center_z,all_floors",
place_offset_y=-4
})
-- Rarer formations of raised fumaroles in clumps
local fumarole_clump_noise_offset = -0.58
local fumarole_clump_noise = {
offset = fumarole_clump_noise_offset,
scale = 0.5,
spread = {x = 40, y = 40, z = 15},
octaves = 4,
persist = 0.65,
lacunarity = 2.0,
}
fumarole_clump_noise.offset = fumarole_clump_noise_offset - 0.035
minetest.register_decoration({
name = "Raised Nether fumarole",
deco_type = "schematic",
place_on = {"nether:rack"},
sidelen = 8,
noise_params = fumarole_clump_noise,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_fumarole,
replacements = replacements_full,
flags = "place_center_x,place_center_z,all_floors",
place_offset_y=-3
})
fumarole_clump_noise.offset = fumarole_clump_noise_offset
minetest.register_decoration({
name = "Half-raised Nether fumarole",
deco_type = "schematic",
place_on = {"nether:rack"},
sidelen = 8,
noise_params = fumarole_clump_noise,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_fumarole,
replacements = replacements_slab,
flags = "place_center_x,place_center_z,all_floors",
place_offset_y=-3
})
fumarole_clump_noise.offset = fumarole_clump_noise_offset - 0.035
minetest.register_decoration({
name = "Nether fumarole mound",
deco_type = "schematic",
place_on = {"nether:rack"},
sidelen = 8,
noise_params = fumarole_clump_noise,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = {
size = {x = 4, y = 4, z = 4},
data = { -- note that data is upside down
_, _, _, _,
_, N, N, _,
_, _, _, _,
_, _, _, _,
_, S, S, _,
N, A, A, N,
_, S2, S1, _,
_, F2, F1, _,
_, S, S, _,
N, A, A, N,
_, S3, S4, _,
_, F3, F4, _,
_, _, _, _,
_, N, N, _,
_, _, _, _,
_, _, _, _
},
yslice_prob = {{ypos = 3, prob = 192}} -- occasionally leave the fumarole cap off
},
flags = "place_center_x,place_center_z,all_floors",
place_offset_y = -2
})
fumarole_clump_noise.offset = fumarole_clump_noise_offset - 0.01
minetest.register_decoration({
name = "Double Nether fumarole",
deco_type = "schematic",
place_on = {"nether:rack"},
sidelen = 8,
noise_params = fumarole_clump_noise,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = {
size = {x = 4, y = 5, z = 4},
data = { -- note that data is upside down
_, _, _, _,
_, N, N, _,
_, _, _, _,
_, _, _, _,
_, _, _, _,
_, S, S, _,
N, A, A, N,
_, S2, S1, _,
_, F2, F, _,
_, _, FS, _,
_, S, S, _,
F, A, A, N, -- the F may add slight variance in landforms where it gets exposed
_, S3, S4, _,
_, F3, F4, _,
_, _, _, _,
_, _, _, _,
_, N, N, _,
_, _, _, _,
_, _, _, _,
_, _, _, _
}
},
flags = "place_center_x,place_center_z,all_floors",
place_offset_y = -2,
rotation = "random"
})

334
mapgen_dungeons.lua Normal file
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--[[
Nether mod for minetest
All the Dungeon related functions used by the biomes-based mapgen are here.
Copyright (C) 2021 Treer
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
-- We don't need to be gen-notified of temples because only dungeons will be generated
-- if a biome defines the dungeon nodes
minetest.set_gen_notify({dungeon = true})
-- Content ids
local c_air = minetest.get_content_id("air")
local c_netherrack = minetest.get_content_id("nether:rack")
local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
local c_crystaldark = minetest.get_content_id("nether:geode")
local c_dungeonbrick = minetest.get_content_id("nether:brick")
local c_dungeonbrick_alt = minetest.get_content_id("nether:brick_cracked")
local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick")
local c_netherfence = minetest.get_content_id("nether:fence_nether_brick")
local c_glowstone = minetest.get_content_id("nether:glowstone")
local c_glowstone_deep = minetest.get_content_id("nether:glowstone_deep")
local c_lava_source = minetest.get_content_id("default:lava_source")
-- Misc math functions
-- avoid needing table lookups each time a common math function is invoked
local math_max, math_min = math.max, math.min
-- Dungeon excavation functions
function is_dungeon_brick(node_id)
return node_id == c_dungeonbrick or node_id == c_dungeonbrick_alt
end
nether.mapgen.build_dungeon_room_list = function(data, area)
local result = {}
-- Unfortunately gennotify only returns dungeon rooms, not corridors.
-- We don't need to check for temples because only dungeons are generated in biomes
-- that define their own dungeon nodes.
local gennotify = minetest.get_mapgen_object("gennotify")
local roomLocations = gennotify["dungeon"] or {}
-- Excavation should still know to stop if a cave or corridor has removed the dungeon wall.
-- See MapgenBasic::generateDungeons in mapgen.cpp for max room sizes.
local maxRoomSize = 18
local maxRoomRadius = math.ceil(maxRoomSize / 2)
local xStride, yStride, zStride = 1, area.ystride, area.zstride
local minEdge, maxEdge = area.MinEdge, area.MaxEdge
for _, roomPos in ipairs(roomLocations) do
if area:containsp(roomPos) then -- this safety check does not appear to be necessary, but lets make it explicit
local room_vi = area:indexp(roomPos)
--data[room_vi] = minetest.get_content_id("default:torch") -- debug
local startPos = vector.new(roomPos)
if roomPos.y + 1 <= maxEdge.y and data[room_vi + yStride] == c_air then
-- The roomPos coords given by gennotify are at floor level, but whenever possible we
-- want to be performing searches a node higher than floor level to avoids dungeon chests.
startPos.y = startPos.y + 1
room_vi = area:indexp(startPos)
end
local bound_min_x = math_max(minEdge.x, roomPos.x - maxRoomRadius)
local bound_min_y = math_max(minEdge.y, roomPos.y - 1) -- room coords given by gennotify are on the floor
local bound_min_z = math_max(minEdge.z, roomPos.z - maxRoomRadius)
local bound_max_x = math_min(maxEdge.x, roomPos.x + maxRoomRadius)
local bound_max_y = math_min(maxEdge.y, roomPos.y + maxRoomSize) -- room coords given by gennotify are on the floor
local bound_max_z = math_min(maxEdge.z, roomPos.z + maxRoomRadius)
local room_min = vector.new(startPos)
local room_max = vector.new(startPos)
local vi = room_vi
while room_max.y < bound_max_y and data[vi + yStride] == c_air do
room_max.y = room_max.y + 1
vi = vi + yStride
end
vi = room_vi
while room_min.y > bound_min_y and data[vi - yStride] == c_air do
room_min.y = room_min.y - 1
vi = vi - yStride
end
vi = room_vi
while room_max.z < bound_max_z and data[vi + zStride] == c_air do
room_max.z = room_max.z + 1
vi = vi + zStride
end
vi = room_vi
while room_min.z > bound_min_z and data[vi - zStride] == c_air do
room_min.z = room_min.z - 1
vi = vi - zStride
end
vi = room_vi
while room_max.x < bound_max_x and data[vi + xStride] == c_air do
room_max.x = room_max.x + 1
vi = vi + xStride
end
vi = room_vi
while room_min.x > bound_min_x and data[vi - xStride] == c_air do
room_min.x = room_min.x - 1
vi = vi - xStride
end
local roomInfo = vector.new(roomPos)
roomInfo.minp = room_min
roomInfo.maxp = room_max
result[#result + 1] = roomInfo
end
end
return result;
end
-- Only partially excavates dungeons, the rest is left as an exercise for the player ;)
-- (Corridors and the parts of rooms which extend beyond the emerge boundary will remain filled)
nether.mapgen.excavate_dungeons = function(data, area, rooms)
local vi, node_id
-- any air from the native mapgen has been replaced by netherrack, but
-- we don't want this inside dungeons, so fill dungeon rooms with air
for _, roomInfo in ipairs(rooms) do
local room_min = roomInfo.minp
local room_max = roomInfo.maxp
for z = room_min.z, room_max.z do
for y = room_min.y, room_max.y do
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
vi = vi + 1
end
end
end
end
-- clear netherrack from dungeon stairways
if #rooms > 0 then
local stairPositions = minetest.find_nodes_in_area(area.MinEdge, area.MaxEdge, minetest.registered_biomes["nether_caverns"].node_dungeon_stair)
for _, stairPos in ipairs(stairPositions) do
vi = area:indexp(stairPos)
for i = 1, 4 do
if stairPos.y + i > area.MaxEdge.y then break end
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 or node_id == c_crystaldark then data[vi] = c_air end
end
end
end
end
-- Since we already know where all the rooms and their walls are, and have all the nodes stored
-- in a voxelmanip already, we may as well add a little Nether flair to the dungeons found here.
nether.mapgen.decorate_dungeons = function(data, area, rooms)
local xStride, yStride, zStride = 1, area.ystride, area.zstride
local minEdge, maxEdge = area.MinEdge, area.MaxEdge
for _, roomInfo in ipairs(rooms) do
local room_min, room_max = roomInfo.minp, roomInfo.maxp
local room_size = vector.distance(room_min, room_max)
if room_size > 10 then
local room_seed = roomInfo.x + 3 * roomInfo.z + 13 * roomInfo.y
local window_y = roomInfo.y + math_min(2, room_max.y - roomInfo.y - 1)
local roomWidth = room_max.x - room_min.x + 1
local roomLength = room_max.z - room_min.z + 1
if room_seed % 3 == 0 and room_max.y < maxEdge.y then
-- Glowstone chandelier (feel free to replace with a fancy schematic)
local vi = area:index(roomInfo.x, room_max.y + 1, roomInfo.z)
if is_dungeon_brick(data[vi]) then data[vi] = c_glowstone end
elseif room_seed % 4 == 0 and room_min.y > minEdge.y
and room_min.x > minEdge.x and room_max.x < maxEdge.x
and room_min.z > minEdge.z and room_max.z < maxEdge.z then
-- lava well (feel free to replace with a fancy schematic)
local vi = area:index(roomInfo.x, room_min.y, roomInfo.z)
if is_dungeon_brick(data[vi - yStride]) then
data[vi - yStride] = c_lava_source
if data[vi - zStride] == c_air then data[vi - zStride] = c_netherbrick_slab end
if data[vi + zStride] == c_air then data[vi + zStride] = c_netherbrick_slab end
if data[vi - xStride] == c_air then data[vi - xStride] = c_netherbrick_slab end
if data[vi + xStride] == c_air then data[vi + xStride] = c_netherbrick_slab end
end
end
-- Barred windows
if room_seed % 7 < 5 and roomWidth >= 5 and roomLength >= 5
and window_y >= minEdge.y and window_y + 1 <= maxEdge.y
and room_min.x > minEdge.x and room_max.x < maxEdge.x
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
-- 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_netherglass end
local function placeWindow(vi, viOutsideOffset, windowNo)
if is_dungeon_brick(data[vi]) and is_dungeon_brick(data[vi + yStride]) then
data[vi] = window_node
if room_seed % 19 == windowNo then
-- place a glowstone light behind the window
local node_id = data[vi + viOutsideOffset]
if node_id == c_netherrack then
data[vi + viOutsideOffset] = c_glowstone
elseif node_id == c_netherrack_deep then
data[vi + viOutsideOffset] = c_glowstone_deep
end
end
end
end
local vi_min = area:index(room_min.x - 1, window_y, roomInfo.z)
local vi_max = area:index(room_max.x + 1, window_y, roomInfo.z)
local locations = {-zStride, zStride, -zStride + yStride, zStride + yStride}
for i, offset in ipairs(locations) do
placeWindow(vi_min + offset, -1, i)
placeWindow(vi_max + offset, 1, i + #locations)
end
vi_min = area:index(roomInfo.x, window_y, room_min.z - 1)
vi_max = area:index(roomInfo.x, window_y, room_max.z + 1)
locations = {-xStride, xStride, -xStride + yStride, xStride + yStride}
for i, offset in ipairs(locations) do
placeWindow(vi_min + offset, -zStride, i + #locations * 2)
placeWindow(vi_max + offset, zStride, i + #locations * 3)
end
end
-- pillars or mezzanine floor
if room_seed % 43 > 10 and roomWidth >= 6 and roomLength >= 6 then
local pillar_vi = {}
local pillarHeight = 0
local wallDist = 1 + math.floor((roomWidth + roomLength) / 14)
local roomHeight = room_max.y - room_min.y
if roomHeight >= 7 then
-- mezzanine floor
local mezzMax = {
x = room_min.x + math.floor(roomWidth / 7 * 4),
y = room_min.y + math.floor(roomHeight / 5 * 3),
z = room_max.z
}
pillarHeight = mezzMax.y - room_min.y - 1
pillar_vi = {
area:index(mezzMax.x, room_min.y, room_min.z + wallDist),
area:index(mezzMax.x, room_min.y, room_max.z - wallDist),
}
if is_dungeon_brick(data[pillar_vi[1] - yStride]) and is_dungeon_brick(data[pillar_vi[2] - yStride]) then
-- The floor of the dungeon looks like it exists (i.e. not erased by nether
-- cavern), so add the mezzanine floor
for z = 0, roomLength - 1 do
local vi = area:index(room_min.x, mezzMax.y, room_min.z + z)
for x = room_min.x, mezzMax.x do
if data[vi] == c_air then data[vi] = c_dungeonbrick end
vi = vi + 1
end
end
end
elseif roomHeight >= 4 then
-- 4 pillars
pillarHeight = roomHeight
pillar_vi = {
area:index(room_min.x + wallDist, room_min.y, room_min.z + wallDist),
area:index(room_min.x + wallDist, room_min.y, room_max.z - wallDist),
area:index(room_max.x - wallDist, room_min.y, room_min.z + wallDist),
area:index(room_max.x - wallDist, room_min.y, room_max.z - wallDist)
}
end
for i = #pillar_vi, 1, -1 do
if not is_dungeon_brick(data[pillar_vi[i] - yStride]) then
-- there's no dungeon floor under this pillar so skip it, it's probably been cut away by nether cavern.
table.remove(pillar_vi, i)
end
end
for y = 0, pillarHeight do
for _, vi in ipairs(pillar_vi) do
if data[vi + y * yStride] == c_air then data[vi + y * yStride] = c_dungeonbrick end
end
end
end
-- Weeds on the floor once Nether weeds are added
end
end
end

221
mapgen_geodes.lua Normal file
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--[[
Nether mod for minetest
This file contains helper functions for generating geode interiors,
a proof-of-concept to demonstrate how the secondary/spare region
in the nether might be put to use by someone.
Copyright (C) 2021 Treer
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
local debugf = nether.debug
local mapgen = nether.mapgen
-- Content ids
local c_air = minetest.get_content_id("air")
local c_crystal = minetest.get_content_id("nether:geodelite") -- geodelite has a faint glow
local c_netherrack = minetest.get_content_id("nether:rack")
local c_glowstone = minetest.get_content_id("nether:glowstone")
-- Math funcs
local math_max, math_min, math_abs, math_floor, math_pi = math.max, math.min, math.abs, math.floor, math.pi -- avoid needing table lookups each time a common math function is invoked
-- Create a tiling space of close-packed spheres, using Hexagonal close packing
-- of spheres with radius 0.5.
-- With a layer of spheres on a flat surface, if the pack-z distance is 1 due to 0.5
-- radius then the pack-x distance will be the height of an equilateral triangle: sqrt(3) / 2,
-- and the pack-y distance between each layer will be sqrt(6) / 3,
-- The tessellating space will be a rectangular box of 2*pack-x by 1*pack-z by 3*pack-y
local xPack = math.sqrt(3)/2 -- 0.866, height of an equalateral triangle
local xPack2 = xPack * 2 -- 1.732
local yPack = math.sqrt(6) / 3 -- 0.816, y height of each layer
local yPack2 = yPack * 2
local yPack3 = yPack * 3
local layer2offsetx = xPack / 3 -- 0.289, height to center of equalateral triangle
local layer3offsetx = xPack2 / 3 -- 0.577
local structureSize = 50 -- magic numbers may need retuning if this changes too much
local layer1 = {
{0, 0, 0},
{0, 0, 1},
{xPack, 0, -0.5},
{xPack, 0, 0.5},
{xPack, 0, 1.5},
{xPack2, 0, 0},
{xPack2, 0, 1},
}
local layer2 = {
{layer2offsetx - xPack, yPack, 0},
{layer2offsetx - xPack, yPack, 1},
{layer2offsetx, yPack, -0.5},
{layer2offsetx, yPack, 0.5},
{layer2offsetx, yPack, 1.5},
{layer2offsetx + xPack, yPack, 0},
{layer2offsetx + xPack, yPack, 1},
{layer2offsetx + xPack2, yPack, -0.5},
{layer2offsetx + xPack2, yPack, 0.5},
{layer2offsetx + xPack2, yPack, 1.5},
}
local layer3 = {
{layer3offsetx - xPack, yPack2, -0.5},
{layer3offsetx - xPack, yPack2, 0.5},
{layer3offsetx - xPack, yPack2, 1.5},
{layer3offsetx, yPack2, 0},
{layer3offsetx, yPack2, 1},
{layer3offsetx + xPack, yPack2, -0.5},
{layer3offsetx + xPack, yPack2, 0.5},
{layer3offsetx + xPack, yPack2, 1.5},
{layer3offsetx + xPack2, yPack2, 0},
{layer3offsetx + xPack2, yPack2, 1},
}
local layer4 = {
{0, yPack3, 0},
{0, yPack3, 1},
{xPack, yPack3, -0.5},
{xPack, yPack3, 0.5},
{xPack, yPack3, 1.5},
{xPack2, yPack3, 0},
{xPack2, yPack3, 1},
}
local layers = {
{y = layer1[1][2], points = layer1}, -- layer1[1][2] is the y value of the first point in layer1, and all spheres in a layer have the same y
{y = layer2[1][2], points = layer2},
{y = layer3[1][2], points = layer3},
{y = layer4[1][2], points = layer4},
}
-- Geode mapgen functions (AKA proof of secondary/spare region concept)
-- fast for small lists
function insertionSort(array)
local i
for i = 2, #array do
local key = array[i]
local j = i - 1
while j > 0 and array[j] > key do
array[j + 1] = array[j]
j = j - 1
end
array[j + 1] = key
end
return array
end
local distSquaredList = {}
local adj_x = 0
local adj_y = 0
local adj_z = 0
local lasty, lastz
local warpx, warpz
-- It's quite a lot to calculate for each air node, but its not terribly slow and
-- it'll be pretty darn rare for chunks in the secondary region to ever get emerged.
mapgen.getGeodeInteriorNodeId = function(x, y, z)
if z ~= lastz then
lastz = z
-- Calculate structure warping
-- To avoid calculating this for each node there's no warping as you look along the x axis :(
adj_y = math.sin(math_pi / 222 * y) * 30
if y ~= lasty then
lasty = y
warpx = math.sin(math_pi / 100 * y) * 10
warpz = math.sin(math_pi / 43 * y) * 15
end
local twistRadians = math_pi / 73 * y
local sinTwist, cosTwist = math.sin(twistRadians), math.cos(twistRadians)
adj_x = cosTwist * warpx - sinTwist * warpz
adj_z = sinTwist * warpx + cosTwist * warpz
end
-- convert x, y, z into a position in the tessellating space
local cell_x = (((x + adj_x) / xPack2 + 0.5) % structureSize) / structureSize * xPack2
local cell_y = (((y + adj_y) / yPack3 + 0.5) % structureSize) / structureSize * yPack3
local cell_z = (((z + adj_z) + 0.5) % structureSize) / structureSize -- zPack = 1, so can be omitted
local iOut = 1
local i, j
local canSkip = false
for i = 1, #layers do
local layer = layers[i]
local dy = cell_y - layer.y
if dy > -0.71 and dy < 0.71 then -- optimization - don't include points to far away to make a difference. (0.71 comes from sin(45°))
local points = layer.points
for j = 1, #points do
local point = points[j]
local dx = cell_x - point[1]
local dz = cell_z - point[3]
local distSquared = dx*dx + dy*dy + dz*dz
if distSquared < 0.25 then
-- optimization - point is inside a sphere, so cannot be a wall edge. (0.25 comes from radius of 0.5 squared)
return c_air
end
distSquaredList[iOut] = distSquared
iOut = iOut + 1
end
end
end
-- clear the rest of the array instead of creating a new one to hopefully reduce luajit mem leaks.
while distSquaredList[iOut] ~= nil do
rawset(distSquaredList, iOut, nil)
iOut = iOut + 1
end
insertionSort(distSquaredList)
local d3_1 = distSquaredList[3] - distSquaredList[1]
local d3_2 = distSquaredList[3] - distSquaredList[2]
--local d4_1 = distSquaredList[4] - distSquaredList[1]
--local d4_3 = distSquaredList[4] - distSquaredList[3]
-- Some shape formulas (tuned for a structureSize of 50)
-- (d3_1 < 0.05) gives connective lines
-- (d3_1 < 0.05 or d3_2 < .02) give fancy elven bridges - prob doesn't need the d3_1 part
-- ((d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3) tapers the fancy connections in the middle
-- (d4_3 < 0.03 and d3_2 < 0.03) produces caltrops at intersections
-- (d4_1 < 0.1) produces spherish balls at intersections
-- The idea is voronoi based - edges in a voronoi diagram are where each nearby point is at equal distance.
-- In this case we use squared distances to avoid calculating square roots.
if (d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3 then
return c_crystal
elseif (distSquaredList[4] - distSquaredList[1]) < 0.08 then
return c_glowstone
else
return c_air
end
end

512
mapgen_mantle.lua Normal file
View File

@ -0,0 +1,512 @@
--[[
Nether mod for minetest
This file contains helper functions for generating the Mantle
(AKA center region), which are moved into a separate file to keep the
size of mapgen.lua manageable.
Copyright (C) 2021 Treer
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
local debugf = nether.debug
local mapgen = nether.mapgen
local S = nether.get_translator
local BASALT_COLUMN_UPPER_LIMIT = mapgen.BASALT_COLUMN_UPPER_LIMIT
local BASALT_COLUMN_LOWER_LIMIT = mapgen.BASALT_COLUMN_LOWER_LIMIT
-- 2D noise for basalt formations
local np_basalt = {
offset =-0.85,
scale = 1,
spread = {x = 46, y = 46, z = 46},
seed = 1000,
octaves = 5,
persistence = 0.5,
lacunarity = 2.6,
flags = "eased"
}
-- Buffers and objects we shouldn't recreate every on_generate
local nobj_basalt = nil
local nbuf_basalt = {}
-- Content ids
local c_air = minetest.get_content_id("air")
local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
local c_glowstone = minetest.get_content_id("nether:glowstone")
local c_lavasea_source = minetest.get_content_id("nether:lava_source") -- same as lava but with staggered animation to look better as an ocean
local c_lava_crust = minetest.get_content_id("nether:lava_crust")
local c_basalt = minetest.get_content_id("nether:basalt")
-- Math funcs
local math_max, math_min, math_abs, math_floor = math.max, math.min, math.abs, math.floor -- avoid needing table lookups each time a common math function is invoked
function random_unit_vector()
return vector.normalize({
x = math.random() - 0.5,
y = math.random() - 0.5,
z = math.random() - 0.5
})
end
-- returns the smallest component in the vector
function vector_min(v)
return math_min(v.x, math_min(v.y, v.z))
end
-- Mantle mapgen functions (AKA Center region)
-- Returns (absolute height, fractional distance from ceiling or sea floor)
-- the fractional distance from ceiling or sea floor is a value between 0 and 1 (inclusive)
-- Note it may find the most relevent sea-level - not necesssarily the one you are closest
-- to, since the space above the sea reaches much higher than the depth below the sea.
mapgen.find_nearest_lava_sealevel = function(y)
-- todo: put oceans near the bottom of chunks to improve ability to generate tunnels to the center
-- todo: constrain y to be not near the bounds of the nether
-- todo: add some random adj at each level, seeded only by the level height
local sealevel = math.floor((y + 100) / 200) * 200
--local sealevel = math.floor((y + 80) / 160) * 160
--local sealevel = math.floor((y + 120) / 240) * 240
local cavern_limits_fraction
local height_above_sea = y - sealevel
if height_above_sea >= 0 then
cavern_limits_fraction = math_min(1, height_above_sea / 95)
else
-- approaches 1 much faster as the lava sea is shallower than the cavern above it
cavern_limits_fraction = math_min(1, -height_above_sea / 40)
end
return sealevel, cavern_limits_fraction
end
mapgen.add_basalt_columns = function(data, area, minp, maxp)
-- Basalt columns are structures found in lava oceans, and the only way to obtain
-- nether basalt.
-- Their x, z position is determined by a 2d noise map and a 2d slice of the cave
-- noise (taken at lava-sealevel).
local x0, y0, z0 = minp.x, math_max(minp.y, nether.DEPTH_FLOOR), minp.z
local x1, y1, z1 = maxp.x, math_min(maxp.y, nether.DEPTH_CEILING), maxp.z
local yStride = area.ystride
local yCaveStride = x1 - x0 + 1
local cavePerlin = mapgen.get_cave_point_perlin()
nobj_basalt = nobj_basalt or minetest.get_perlin_map(np_basalt, {x = yCaveStride, y = yCaveStride})
local nvals_basalt = nobj_basalt:get_2d_map_flat({x=minp.x, y=minp.z}, {x=yCaveStride, y=yCaveStride}, nbuf_basalt)
local nearest_sea_level, _ = mapgen.find_nearest_lava_sealevel(math_floor((y0 + y1) / 2))
local leeway = mapgen.CENTER_CAVERN_LIMIT * 0.18
for z = z0, z1 do
local noise2di = 1 + (z - z0) * yCaveStride
for x = x0, x1 do
local basaltNoise = nvals_basalt[noise2di]
if basaltNoise > 0 then
-- a basalt column is here
local abs_sealevel_cave_noise = math_abs(cavePerlin:get_3d({x = x, y = nearest_sea_level, z = z}))
-- Add Some quick deterministic noise to the column heights
-- This is probably not good noise, but it doesn't have to be.
local fastNoise = 17
fastNoise = 37 * fastNoise + y0
fastNoise = 37 * fastNoise + z
fastNoise = 37 * fastNoise + x
fastNoise = 37 * fastNoise + math_floor(basaltNoise * 32)
local columnHeight = basaltNoise * 18 + ((fastNoise % 3) - 1)
-- columns should drop below sealevel where lava rivers are flowing
-- i.e. anywhere abs_sealevel_cave_noise < BASALT_COLUMN_LOWER_LIMIT
-- And we'll also have it drop off near the edges of the lava ocean so that
-- basalt columns can only be found by the player reaching a lava ocean.
local lowerClip = (math_min(math_max(abs_sealevel_cave_noise, BASALT_COLUMN_LOWER_LIMIT - leeway), BASALT_COLUMN_LOWER_LIMIT + leeway) - BASALT_COLUMN_LOWER_LIMIT) / leeway
local upperClip = (math_min(math_max(abs_sealevel_cave_noise, BASALT_COLUMN_UPPER_LIMIT - leeway), BASALT_COLUMN_UPPER_LIMIT + leeway) - BASALT_COLUMN_UPPER_LIMIT) / leeway
local columnHeightAdj = lowerClip * -upperClip -- all are values between 1 and -1
columnHeight = columnHeight + math_floor(columnHeightAdj * 12 - 12)
local vi = area:index(x, y0, z) -- Initial voxelmanip index
for y = y0, y1 do -- Y loop first to minimise tcave & lava-sea calculations
if y < nearest_sea_level + columnHeight then
local id = data[vi] -- Existing node
if id == c_lava_crust or id == c_lavasea_source or (id == c_air and y > nearest_sea_level) then
-- Avoid letting columns extend beyond the central region.
-- (checking node ids saves having to calculate abs_cave_noise_adjusted here
-- to test it against CENTER_CAVERN_LIMIT)
data[vi] = c_basalt
end
end
vi = vi + yStride
end
end
noise2di = noise2di + 1
end
end
end
-- returns an array of points from pos1 and pos2 which deviate from a straight line
-- but which don't venture too close to a chunk boundary
function generate_waypoints(pos1, pos2, minp, maxp)
local segSize = 10
local maxDeviation = 7
local minDistanceFromChunkWall = 5
local pathVec = vector.subtract(pos2, pos1)
local pathVecNorm = vector.normalize(pathVec)
local pathLength = vector.distance(pos1, pos2)
local minBound = vector.add(minp, minDistanceFromChunkWall)
local maxBound = vector.subtract(maxp, minDistanceFromChunkWall)
local result = {}
result[1] = pos1
local segmentCount = math_floor(pathLength / segSize)
for i = 1, segmentCount do
local waypoint = vector.add(pos1, vector.multiply(pathVec, i / (segmentCount + 1)))
-- shift waypoint a few blocks in a random direction orthogonally to the pathVec, to make the path crooked.
local crossProduct
repeat
crossProduct = vector.normalize(vector.cross(pathVecNorm, random_unit_vector()))
until vector.length(crossProduct) > 0
local deviation = vector.multiply(crossProduct, math.random(1, maxDeviation))
waypoint = vector.add(waypoint, deviation)
waypoint = {
x = math_min(maxBound.x, math_max(minBound.x, waypoint.x)),
y = math_min(maxBound.y, math_max(minBound.y, waypoint.y)),
z = math_min(maxBound.z, math_max(minBound.z, waypoint.z))
}
result[#result + 1] = waypoint
end
result[#result + 1] = pos2
return result
end
function excavate_pathway(data, area, nether_pos, center_pos, minp, maxp)
local ystride = area.ystride
local zstride = area.zstride
math.randomseed(nether_pos.x + 10 * nether_pos.y + 100 * nether_pos.z) -- so each tunnel generates deterministically (this doesn't have to be a quality seed)
local dist = math_floor(vector.distance(nether_pos, center_pos))
local waypoints = generate_waypoints(nether_pos, center_pos, minp, maxp)
-- First pass: record path details
local linedata = {}
local last_pos = {}
local line_index = 1
local first_filled_index, boundary_index, last_filled_index
for i = 0, dist do
-- Bresenham's line would be good here, but too much lua code
local waypointProgress = (#waypoints - 1) * i / dist
local segmentIndex = math_min(math_floor(waypointProgress) + 1, #waypoints - 1) -- from the integer portion of waypointProgress
local segmentInterp = waypointProgress - (segmentIndex - 1) -- the remaining fractional portion
local segmentStart = waypoints[segmentIndex]
local segmentVector = vector.subtract(waypoints[segmentIndex + 1], segmentStart)
local pos = vector.round(vector.add(segmentStart, vector.multiply(segmentVector, segmentInterp)))
if not vector.equals(pos, last_pos) then
local vi = area:indexp(pos)
local node_id = data[vi]
linedata[line_index] = {
pos = pos,
vi = vi,
node_id = node_id
}
if boundary_index == nil and node_id == c_netherrack_deep then
boundary_index = line_index
end
if node_id == c_air then
if boundary_index ~= nil and last_filled_index == nil then
last_filled_index = line_index
end
else
if first_filled_index == nil then
first_filled_index = line_index
end
end
line_index = line_index + 1
last_pos = pos
end
end
first_filled_index = first_filled_index or 1
last_filled_index = last_filled_index or #linedata
boundary_index = boundary_index or last_filled_index
-- limit tunnel radius to roughly the closest that startPos or stopPos comes to minp-maxp, so we
-- don't end up exceeding minp-maxp and having excavation filled in when the next chunk is generated.
local startPos, stopPos = linedata[first_filled_index].pos, linedata[last_filled_index].pos
local radiusLimit = vector_min(vector.subtract(startPos, minp))
radiusLimit = math_min(radiusLimit, vector_min(vector.subtract(stopPos, minp)))
radiusLimit = math_min(radiusLimit, vector_min(vector.subtract(maxp, startPos)))
radiusLimit = math_min(radiusLimit, vector_min(vector.subtract(maxp, stopPos)))
if radiusLimit < 4 then -- This is a logic check, ignore it. It could be commented out
-- 4 is (79 - 75), and values less than 4 shouldn't be possible if sampling-skip was 10
-- i.e. if sampling-skip was 10 then {5, 15, 25, 35, 45, 55, 65, 75} should be sampled from possible positions 0 to 79
debugf("Error: radiusLimit %s is smaller then half the sampling distance. min %s, max %s, start %s, stop %s", radiusLimit, minp, maxp, startPos, stopPos)
end
radiusLimit = radiusLimit + 1 -- chunk walls wont be visibly flat if the radius only exceeds it a little ;)
-- Second pass: excavate
local start_index, stop_index = math_max(1, first_filled_index - 2), math_min(#linedata, last_filled_index + 3)
for i = start_index, stop_index, 3 do
-- Adjust radius so that tunnels start wide but thin out in the middle
local distFromEnds = 1 - math_abs(((start_index + stop_index) / 2) - i) / ((stop_index - start_index) / 2) -- from 0 to 1, with 0 at ends and 1 in the middle
-- Have it more flaired at the ends, rather than linear.
-- i.e. sizeAdj approaches 1 quickly as distFromEnds increases
local distFromMiddle = 1 - distFromEnds
local sizeAdj = 1 - (distFromMiddle * distFromMiddle * distFromMiddle)
local radius = math_min(radiusLimit, math.random(50 - (25 * sizeAdj), 80 - (45 * sizeAdj)) / 10)
local radiusSquared = radius * radius
local radiusCeil = math_floor(radius + 0.5)
linedata[i].radius = radius -- Needed in third pass
linedata[i].distFromEnds = distFromEnds -- Needed in third pass
local vi = linedata[i].vi
for z = -radiusCeil, radiusCeil do
local vi_z = vi + z * zstride
for y = -radiusCeil, radiusCeil do
local vi_zy = vi_z + y * ystride
local xSquaredLimit = radiusSquared - (z * z + y * y)
for x = -radiusCeil, radiusCeil do
if x * x < xSquaredLimit then
data[vi_zy + x] = c_air
end
end
end
end
end
-- Third pass: decorate
-- Add glowstones to make tunnels to the mantle easier to find
-- https://i.imgur.com/sRA28x7.jpg
for i = start_index, stop_index, 3 do
if linedata[i].distFromEnds < 0.3 then
local glowcount = 0
local radius = linedata[i].radius
for _ = 1, 20 do
local testPos = vector.round(vector.add(linedata[i].pos, vector.multiply(random_unit_vector(), radius + 0.5)))
local vi = area:indexp(testPos)
if data[vi] ~= c_air then
data[vi] = c_glowstone
glowcount = glowcount + 1
--else
-- data[vi] = c_debug
end
if glowcount >= 2 then break end
end
end
end
end
-- excavates a tunnel connecting the Primary or Secondary region with the mantle / central region
-- if a suitable path is found.
-- Returns true if successful
mapgen.excavate_tunnel_to_center_of_the_nether = function(data, area, nvals_cave, minp, maxp)
local result = false
local extent = vector.subtract(maxp, minp)
local skip = 10 -- sampling rate of 1 in 10
local highest = -1000
local lowest = 1000
local lowest_vi
local highest_vi
local yCaveStride = maxp.x - minp.x + 1
local zCaveStride = yCaveStride * yCaveStride
local vi_offset = area:indexp(vector.add(minp, math_floor(skip / 2))) -- start half the sampling distance away from minp
local vi, ni
for y = 0, extent.y - 1, skip do
local sealevel = mapgen.find_nearest_lava_sealevel(minp.y + y)
if minp.y + y > sealevel then -- only create tunnels above sea level
for z = 0, extent.z - 1, skip do
vi = vi_offset + y * area.ystride + z * area.zstride
ni = z * zCaveStride + y * yCaveStride + 1
for x = 0, extent.x - 1, skip do
local noise = math_abs(nvals_cave[ni])
if noise < lowest then
lowest = noise
lowest_vi = vi
end
if noise > highest then
highest = noise
highest_vi = vi
end
ni = ni + skip
vi = vi + skip
end
end
end
end
if lowest < mapgen.CENTER_CAVERN_LIMIT and highest > mapgen.TCAVE + 0.03 then
local mantle_y = area:position(lowest_vi).y
local _, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(mantle_y)
local _, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(mantle_y)
-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
-- is compared against, so subtract centerRegionLimit_adj instead of adding
local cavern_noise_adj =
mapgen.CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
centerRegionLimit_adj
if lowest + cavern_noise_adj < mapgen.CENTER_CAVERN_LIMIT then
excavate_pathway(data, area, area:position(highest_vi), area:position(lowest_vi), minp, maxp)
result = true
end
end
return result
end
-- an enumerated list of the different regions in the nether
mapgen.RegionEnum = {
OVERWORLD = {name = "overworld", desc = S("The Overworld") }, -- Outside the Nether / none of the regions in the Nether
POSITIVE = {name = "positive", desc = S("Positive nether") }, -- The classic nether caverns are here - where cavePerlin > 0.6
POSITIVESHELL = {name = "positive shell", desc = S("Shell between positive nether and center region") }, -- the nether side of the wall/buffer area separating classic nether from the mantle
CENTER = {name = "center", desc = S("Center/Mantle, inside cavern") },
CENTERSHELL = {name = "center shell", desc = S("Center/Mantle, but outside the caverns") }, -- the mantle side of the wall/buffer area separating the positive and negative regions from the center region
NEGATIVE = {name = "negative", desc = S("Negative nether") }, -- Secondary/spare region - where cavePerlin < -0.6
NEGATIVESHELL = {name = "negative shell", desc = S("Shell between negative nether and center region") } -- the spare region side of the wall/buffer area separating the negative region from the mantle
}
-- Returns (region, noise) where region is a value from mapgen.RegionEnum
-- and noise is the unadjusted cave perlin value
mapgen.get_region = function(pos)
if pos.y > nether.DEPTH_CEILING or pos.y < nether.DEPTH_FLOOR then
return mapgen.RegionEnum.OVERWORLD, nil
end
local caveNoise = mapgen.get_cave_perlin_at(pos)
local sealevel, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(pos.y)
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(pos.y)
local tcave = mapgen.TCAVE + tcave_adj
local tmantle = mapgen.CENTER_REGION_LIMIT + centerRegionLimit_adj
-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
-- is compared against, so subtract centerRegionLimit_adj instead of adding
local cavern_noise_adj =
mapgen.CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
centerRegionLimit_adj
local region
if caveNoise > tcave then
region = mapgen.RegionEnum.POSITIVE
elseif -caveNoise > tcave then
region = mapgen.RegionEnum.NEGATIVE
elseif math_abs(caveNoise) < tmantle then
if math_abs(caveNoise) + cavern_noise_adj < mapgen.CENTER_CAVERN_LIMIT then
region = mapgen.RegionEnum.CENTER
else
region = mapgen.RegionEnum.CENTERSHELL
end
elseif caveNoise > 0 then
region = mapgen.RegionEnum.POSITIVESHELL
else
region = mapgen.RegionEnum.NEGATIVESHELL
end
return region, caveNoise
end
minetest.register_chatcommand("nether_whereami",
{
description = S("Describes which region of the nether the player is in"),
privs = {debug = true},
func = function(name, param)
local player = minetest.get_player_by_name(name)
if player == nil then return false, S("Unknown player position") end
local playerPos = vector.round(player:get_pos())
local region, caveNoise = mapgen.get_region(playerPos)
local seaLevel, cavernLimitDistance = mapgen.find_nearest_lava_sealevel(playerPos.y)
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(playerPos.y)
local seaDesc = ""
local boundaryDesc = ""
local perlinDesc = ""
if region ~= mapgen.RegionEnum.OVERWORLD then
local seaPos = playerPos.y - seaLevel
if seaPos > 0 then
seaDesc = S(", @1m above lava-sea level", seaPos)
else
seaDesc = S(", @1m below lava-sea level", seaPos)
end
if tcave_adj > 0 then
boundaryDesc = S(", approaching y boundary of Nether")
end
perlinDesc = S("[Perlin @1] ", (math_floor(caveNoise * 1000) / 1000))
end
return true, S("@1@2@3@4", perlinDesc, region.desc, seaDesc, boundaryDesc)
end
}
)

View File

@ -2,6 +2,12 @@
Nether mod for minetest
"mapgen_nobiomes.lua" is the legacy version of the mapgen, only used
in older versions of Minetest or in v6 worlds.
"mapgen.lua" is the modern biomes-based Nether mapgen, which
requires Minetest v5.1 or greater
Copyright (C) 2013 PilzAdam
Permission to use, copy, modify, and/or distribute this software for
@ -190,8 +196,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
vm:set_data(data)
-- avoid generating decorations on the underside of the bottom of the nether
if minp.y > NETHER_FLOOR and maxp.y < NETHER_CEILING then minetest.generate_decorations(vm) end
minetest.generate_decorations(vm)
vm:set_lighting({day = 0, night = 0}, minp, maxp)
vm:calc_lighting()
@ -211,7 +216,7 @@ function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
for y = start_y, math.max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
local nval_cave = nobj_cave_point:get_3d({x = target_x, y = y, z = target_z})
if nval_cave > TCAVE then -- Cavern
air = air + 1

View File

@ -1 +1,4 @@
name = nether
description = Adds a deep underground realm with different mapgen that you can reach with obsidian portals.
depends = stairs, default
optional_depends = toolranks, moreblocks, mesecons, loot, dungeon_loot, doc_basics, fire, climate_api, ethereal, xpanes, walls

78
nether_api.txt Normal file
View File

@ -0,0 +1,78 @@
Modding/interop guide to Nether
===============================
For portals API see portal_api.txt
The Nether mod exposes some of its functions and data via the lua global
`nether` and `nether.mapgen`
* `nether.DEPTH_CEILING`: [read-only] Y value of the top of the Nether.
* `nether.DEPTH_FLOOR`: [read-only] Y value of the bottom of the Nether.
* `nether.DEPTH_FLOOR_LAYERS`: [writable] Gives the bottom Y of all
locations that wish to be considered part of the Nether.
DEPTH_FLOOR_LAYERS Allows mods to insert extra layers below the
Nether, by knowing where their layer ceiling should start, and letting
the layers be included in effects which only happen in the Nether.
If a mod wishes to add a layer below the Nether it should read
`nether.DEPTH_FLOOR_LAYERS` to find the bottom Y of the Nether and any
other layers already under the Nether. The mod should leave a small gap
between DEPTH_FLOOR_LAYERS and its ceiling (e.g. use DEPTH_FLOOR_LAYERS - 6
for its ceiling Y, so there is room to shift edge-case biomes), then set
`nether.DEPTH_FLOOR_LAYERS` to reflect the mod's floor Y value, and call
`shift_existing_biomes()` with DEPTH_FLOOR_LAYERS as the `floor_y` argument.
* `nether.NETHER_REALM_ENABLED`: [read-only] Gets the value of the "Enable
Nether realm & portal" setting the nether mod exposes in Minetest's
"All Settings" -> "Mods" -> "nether" options.
When false, the entire nether mapgen is disabled (not run), and the portal
to it is not registered. Reasons someone might disable the Nether realm
include if a nether-layer mod was to be used as the Nether instead, or if
the portal mechanic was desired in a game without the Nether, etc.
* `nether.useBiomes`: [read-only] When this is false, the Nether interop
functions below are not available (nil).
Indicates that the biomes-enabled mapgen is in use. The Nether mod falls back
to older mapgen code for v6 maps and old versions of Minetest, the older
mapgen code doesn't use biomes and doesn't provide API/interop functions.
Mapgen functions available when nether.useBiomes is true
--------------------------------------------------------
The following functions are nil if `nether.useBiomes` is false,
and also nil if `nether.NETHER_REALM_ENABLED` is false.
* `nether.mapgen.shift_existing_biomes(floor_y, ceiling_y)` Move any existing
biomes out of the y-range specified by `floor_y` and `ceiling_y`.
* `nether.mapgen.get_region(pos)`: Returns two values, (region, noise) where
`region` is a value from `nether.mapgen.RegionEnum` and `noise` is the
unadjusted cave perlin value.
* `nether.mapgen.RegionEnum` values are tables which contain an invariant
`name` and a localized `desc`. Current region names include overworld,
positive, positive shell, center, center shell, negative, and negative
shell.
"positive" corresponds to conventional Nether caverns, and "center"
corresponds to the Mantle region.
* `nether.mapgen.get_cave_point_perlin()`: Returns the PerlinNoise object for
the Nether's cavern noise.
* `nether.mapgen.get_cave_perlin_at(pos)`: Returns the Nether cavern noise
value at a given 3D position.
Other mapgen functions
-------------------------------------------
If the Nether realm is enabled, then this function will be available
regardless of whether `nether.useBiomes` is true:
* `nether.find_nether_ground_y(target_x, target_z, start_y, player_name)`
Uses knowledge of the nether mapgen algorithm to return a suitable ground
level for placing a portal.
* `player_name` is optional, allowing a player to spawn a remote portal
in their own protected areas.

920
nodes.lua
View File

@ -65,13 +65,186 @@ nether.register_wormhole_node("nether:portal_alt", {
})
--== Transmogrification functions ==--
-- Functions enabling selected nodes to be temporarily transformed into other nodes.
-- (so the light staff can temporarily turn netherrack into glowstone)
-- Swaps the node at `nodePos` with `newNode`, unless `newNode` is nil in which
-- case the node is swapped back to its original type.
-- `monoSimpleSoundSpec` is optional.
-- returns true if a node was transmogrified
nether.magicallyTransmogrify_node = function(nodePos, playerName, newNode, monoSimpleSoundSpec, isPermanent)
local meta = minetest.get_meta(nodePos)
local playerEyePos = nodePos -- fallback value in case the player no longer exists
local player = minetest.get_player_by_name(playerName)
if player ~= nil then
local playerPos = player:get_pos()
playerEyePos = vector.add(playerPos, {x = 0, y = 1.5, z = 0}) -- not always the cameraPos, e.g. 3rd person mode.
end
local oldNode = minetest.get_node(nodePos)
if oldNode.name == "air" then
-- the node has been mined or otherwise destroyed, abort the operation
return false
end
local oldNodeDef = minetest.registered_nodes[oldNode.name] or minetest.registered_nodes["air"]
local specialFXSize = 1 -- a specialFXSize of 1 is for full SFX, 0.5 is half-sized
local returningToNormal = newNode == nil
if returningToNormal then
-- This is the transmogrified node returning back to normal - a more subdued animation
specialFXSize = 0.5
-- read what the node used to be from the metadata
newNode = {
name = meta:get_string("transmogrified_name"),
param1 = meta:get_string("transmogrified_param1"),
param2 = meta:get_string("transmogrified_param2")
}
if newNode.name == "" then
minetest.log("warning", "nether.magicallyTransmogrify_node() invoked to restore node which wasn't transmogrified")
return false
end
end
local soundSpec = monoSimpleSoundSpec
if soundSpec == nil and oldNodeDef.sounds ~= nil then
soundSpec = oldNodeDef.sounds.dug or oldNodeDef.sounds.dig
if soundSpec == "__group" then soundSpec = "default_dig_cracky" end
end
if soundSpec ~= nil then
minetest.sound_play(soundSpec, {pos = nodePos, max_hear_distance = 50})
end
-- Start the particlespawner nearer the player's side of the node to create
-- more initial occlusion for an illusion of the old node breaking apart / falling away.
local dirToPlayer = vector.normalize(vector.subtract(playerEyePos, nodePos))
local impactPos = vector.add(nodePos, vector.multiply(dirToPlayer, 0.5))
local velocity = 1 + specialFXSize
minetest.add_particlespawner({
amount = 50 * specialFXSize,
time = 0.1,
minpos = vector.add(impactPos, -0.3),
maxpos = vector.add(impactPos, 0.3),
minvel = {x = -velocity, y = -velocity, z = -velocity},
maxvel = {x = velocity, y = 3 * velocity, z = velocity}, -- biased upward to counter gravity in the initial stages
minacc = {x=0, y=-10, z=0},
maxacc = {x=0, y=-10, z=0},
minexptime = 1.5 * specialFXSize,
maxexptime = 3 * specialFXSize,
minsize = 0.5,
maxsize = 5,
node = {name = oldNodeDef.name},
glow = oldNodeDef.light_source
})
if returningToNormal or isPermanent then
-- clear the metadata that indicates the node is transformed
meta:set_string("transmogrified_name", "")
meta:set_int("transmogrified_param1", 0)
meta:set_int("transmogrified_param2", 0)
else
-- save the original node so it can be restored
meta:set_string("transmogrified_name", oldNode.name)
meta:set_int("transmogrified_param1", oldNode.param1)
meta:set_int("transmogrified_param2", oldNode.param2)
end
minetest.swap_node(nodePos, newNode)
return true
end
local function transmogrified_can_dig (pos, player)
if minetest.get_meta(pos):get_string("transmogrified_name") ~= "" then
-- This node was temporarily transformed into its current form
-- revert it back, rather than allow the player to mine transmogrified nodes.
local playerName = ""
if player ~= nil then playerName = player:get_player_name() end
nether.magicallyTransmogrify_node(pos, playerName)
return false
end
return true
end
-- Nether nodes
minetest.register_node("nether:rack", {
description = S("Netherrack"),
tiles = {"nether_rack.png"},
is_ground_content = true,
groups = {cracky = 3, level = 2},
-- setting workable_with_nether_tools reduces the wear on nether:pick_nether when mining this node
groups = {cracky = 3, level = 2, workable_with_nether_tools = 3},
sounds = default.node_sound_stone_defaults(),
})
-- Geode crystals can only be introduced by the biomes-based mapgen, since it requires the
-- MT 5.0 world-align texture features.
minetest.register_node("nether:geode", {
description = S("Nether Beryl"),
_doc_items_longdesc = S("Nether geode crystal, found lining the interior walls of Nether geodes"),
tiles = {{
name = "nether_geode.png",
align_style = "world",
scale = 4
}},
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, 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"),
tiles = {{
name = "nether_geode.png",
align_style = "world",
scale = 4
}},
light_source = 2,
drop = "nether:geode",
is_ground_content = true,
groups = {cracky = 3, oddly_breakable_by_hand = 3, nether_crystal = 1, not_in_creative_inventory = 1},
sounds = default.node_sound_glass_defaults(),
})
if minetest.get_modpath("xpanes") and minetest.global_exists("xpanes") and xpanes.register_pane ~= nil then
xpanes.register_pane("nether_crystal_pane", {
description = S("Nether Crystal Pane"),
textures = {
{
name = "nether_geode_glass.png",
align_style = "world",
scale = 2
},
"",
"xpanes_edge_obsidian.png"
},
inventory_image = "([combine:32x32:-8,-8=nether_geode_glass.png:24,-8=nether_geode_glass.png:-8,24=nether_geode_glass.png:24,24=nether_geode_glass.png)^[resize:16x16^[multiply:#922^default_obsidian_glass.png",
wield_image = "([combine:32x32:-8,-8=nether_geode_glass.png:24,-8=nether_geode_glass.png:-8,24=nether_geode_glass.png:24,24=nether_geode_glass.png)^[resize:16x16^[multiply:#922^default_obsidian_glass.png", use_texture_alpha = true,
sounds = default.node_sound_glass_defaults(),
groups = {snappy=2, cracky=3, oddly_breakable_by_hand=3},
recipe = {
{"group:nether_crystal", "group:nether_crystal", "group:nether_crystal"},
{"group:nether_crystal", "group:nether_crystal", "group:nether_crystal"}
}
})
end
-- Deep Netherrack, found in the mantle / central magma layers
minetest.register_node("nether:rack_deep", {
description = S("Deep Netherrack"),
_doc_items_longdesc = S("Netherrack from deep in the mantle"),
tiles = {"nether_rack_deep.png"},
is_ground_content = true,
-- setting workable_with_nether_tools reduces the wear on nether:pick_nether when mining this node
groups = {cracky = 3, level = 2, workable_with_nether_tools = 3},
sounds = default.node_sound_stone_defaults(),
})
@ -93,6 +266,19 @@ minetest.register_node("nether:glowstone", {
paramtype = "light",
groups = {cracky = 3, oddly_breakable_by_hand = 3},
sounds = default.node_sound_glass_defaults(),
can_dig = transmogrified_can_dig, -- to ensure glowstone temporarily created by the lightstaff can't be kept
})
-- Deep glowstone, found in the mantle / central magma layers
minetest.register_node("nether:glowstone_deep", {
description = S("Deep Glowstone"),
tiles = {"nether_glowstone_deep.png"},
is_ground_content = true,
light_source = 14,
paramtype = "light",
groups = {cracky = 3, oddly_breakable_by_hand = 3},
sounds = default.node_sound_glass_defaults(),
can_dig = transmogrified_can_dig, -- to ensure glowstone temporarily created by the lightstaff can't be kept
})
minetest.register_node("nether:brick", {
@ -103,68 +289,724 @@ minetest.register_node("nether:brick", {
sounds = default.node_sound_stone_defaults(),
})
local fence_texture =
"default_fence_overlay.png^nether_brick.png^default_fence_overlay.png^[makealpha:255,126,126"
minetest.register_node("nether:fence_nether_brick", {
description = S("Nether Brick Fence"),
drawtype = "fencelike",
tiles = {"nether_brick.png"},
inventory_image = fence_texture,
wield_image = fence_texture,
paramtype = "light",
sunlight_propagates = true,
minetest.register_node("nether:brick_compressed", {
description = S("Compressed Netherbrick"),
tiles = {"nether_brick_compressed.png"},
groups = {cracky = 3, level = 2},
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
})
-- A decorative node which can only be obtained from dungeons or structures
minetest.register_node("nether:brick_cracked", {
description = S("Cracked Nether Brick"),
tiles = {"nether_brick_cracked.png"},
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
groups = {cracky = 2, level = 2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("nether:brick_deep", {
description = S("Deep Nether Brick"),
tiles = {{
name = "nether_brick_deep.png",
align_style = "world",
scale = 2
}},
is_ground_content = false,
groups = {cracky = 2, level = 2},
sounds = default.node_sound_stone_defaults()
})
-- Register fence and rails
local fence_texture =
"default_fence_overlay.png^nether_brick.png^default_fence_overlay.png^[makealpha:255,126,126"
local rail_texture =
"default_fence_rail_overlay.png^nether_brick.png^default_fence_rail_overlay.png^[makealpha:255,126,126"
default.register_fence("nether:fence_nether_brick", {
description = S("Nether Brick Fence"),
texture = "nether_brick.png",
inventory_image = fence_texture,
wield_image = fence_texture,
material = "nether:brick",
groups = {cracky = 2, level = 2},
sounds = default.node_sound_stone_defaults()
})
default.register_fence_rail("nether:fence_rail_nether_brick", {
description = S("Nether Brick Fence Rail"),
texture = "nether_brick.png",
inventory_image = rail_texture,
wield_image = rail_texture,
material = "nether:brick",
groups = {cracky = 2, level = 2},
sounds = default.node_sound_stone_defaults()
})
-- Register stair and slab
stairs.register_stair_and_slab(
"nether_brick",
"nether:brick",
{cracky = 2, level = 2},
{"nether_brick.png"},
S("Nether Stair"),
S("Nether Slab"),
default.node_sound_stone_defaults()
-- Nether bricks can be made into stairs, slabs, inner stairs, and outer stairs
stairs.register_stair_and_slab( -- this function also registers inner and outer stairs
"nether_brick", -- subname
"nether:brick", -- recipeitem
{cracky = 2, level = 2}, -- groups
{"nether_brick.png"}, -- images
S("Nether Stair"), -- desc_stair
S("Nether Slab"), -- desc_slab
minetest.registered_nodes["nether:brick"].sounds, -- sounds
false, -- worldaligntex
S("Inner Nether Stair"), -- desc_stair_inner
S("Outer Nether Stair") -- desc_stair_outer
)
stairs.register_stair_and_slab( -- this function also registers inner and outer stairs
"nether_brick_deep", -- subname
"nether:brick_deep", -- recipeitem
{cracky = 2, level = 2}, -- groups
{"nether_brick_deep.png"}, -- images
S("Deep Nether Stair"), -- desc_stair
S("Deep Nether Slab"), -- desc_slab
minetest.registered_nodes["nether:brick_deep"].sounds, -- sounds
false, -- worldaligntex
S("Inner Deep Nether Stair"), -- desc_stair_inner
S("Outer Deep Nether Stair") -- desc_stair_outer
)
-- Netherrack can be shaped into stairs, slabs and walls
stairs.register_stair(
"netherrack",
"nether:rack",
{cracky = 2, level = 2},
{"nether_rack.png"},
S("Netherrack Stair"),
minetest.registered_nodes["nether:rack"].sounds
)
stairs.register_slab( -- register a slab without adding inner and outer stairs
"netherrack",
"nether:rack",
{cracky = 2, level = 2},
{"nether_rack.png"},
S("Netherrack Slab"),
minetest.registered_nodes["nether:rack"].sounds
)
stairs.register_stair(
"netherrack_deep",
"nether:rack_deep",
{cracky = 2, level = 2},
{"nether_rack_deep.png"},
S("Deep Netherrack Stair"),
minetest.registered_nodes["nether:rack_deep"].sounds
)
stairs.register_slab( -- register a slab without adding inner and outer stairs
"netherrack_deep",
"nether:rack_deep",
{cracky = 2, level = 2},
{"nether_rack_deep.png"},
S("Deep Netherrack Slab"),
minetest.registered_nodes["nether:rack_deep"].sounds
)
-- Connecting walls
if minetest.get_modpath("walls") and minetest.global_exists("walls") and walls.register ~= nil then
walls.register("nether:rack_wall", S("A Netherrack Wall"), "nether_rack.png", "nether:rack", minetest.registered_nodes["nether:rack"].sounds)
walls.register("nether:rack_deep_wall", S("A Deep Netherrack Wall"), "nether_rack_deep.png", "nether:rack_deep", minetest.registered_nodes["nether:rack_deep"].sounds)
end
-- StairsPlus
if minetest.get_modpath("moreblocks") then
-- Registers about 49 different shapes of nether brick, replacing the stairs & slabs registered above.
-- (This could also be done for deep nether brick, but I've left that out to avoid a precedent of 49 new
-- nodes every time the nether gets a new material. Nether structures won't be able to use them because
-- they can't depend on moreblocks)
stairsplus:register_all(
"nether", "brick", "nether:brick", {
description = S("Nether Brick"),
groups = {cracky = 2, level = 2},
tiles = {"nether_brick.png"},
sounds = default.node_sound_stone_defaults(),
sounds = minetest.registered_nodes["nether:brick"].sounds,
})
end
-- Crafting
-- Mantle nodes
minetest.register_craft({
output = "nether:brick 4",
recipe = {
{"nether:rack", "nether:rack"},
{"nether:rack", "nether:rack"},
}
})
minetest.register_craft({
output = "nether:fence_nether_brick 6",
recipe = {
{"nether:brick", "nether:brick", "nether:brick"},
{"nether:brick", "nether:brick", "nether:brick"},
-- Nether basalt is intended as a valuable material and possible portalstone - an alternative to
-- obsidian that's available for other mods to use.
-- It cannot be found in the regions of the nether where Nether portals link to, so requires a journey to obtain.
minetest.register_node("nether:basalt", {
description = S("Nether Basalt"),
_doc_items_longdesc = S("Columns of dark basalt found only in magma oceans deep within the Nether."),
tiles = {
"nether_basalt.png",
"nether_basalt.png",
"nether_basalt_side.png",
"nether_basalt_side.png",
"nether_basalt_side.png",
"nether_basalt_side.png"
},
is_ground_content = true,
groups = {cracky = 1, level = 3}, -- set proper digging times and uses, and maybe explosion immune if api handles that
on_blast = function() --[[blast proof]] end,
sounds = default.node_sound_stone_defaults(),
})
-- Potentially a portalstone, but will also be a stepping stone between basalt
-- and chiseled basalt.
-- It can only be introduced by the biomes-based mapgen, since it requires the
-- MT 5.0 world-align texture features.
minetest.register_node("nether:basalt_hewn", {
description = S("Hewn Basalt"),
_doc_items_longdesc = S("A rough cut solid block of Nether Basalt."),
tiles = {{
name = "nether_basalt_hewn.png",
align_style = "world",
scale = 2
}},
inventory_image = minetest.inventorycube(
"nether_basalt_hewn.png^[sheet:2x2:0,0",
"nether_basalt_hewn.png^[sheet:2x2:0,1",
"nether_basalt_hewn.png^[sheet:2x2:1,1"
),
is_ground_content = false,
groups = {cracky = 1, level = 2},
on_blast = function() --[[blast proof]] end,
sounds = default.node_sound_stone_defaults(),
})
-- Chiselled basalt is intended as a portalstone - an alternative to obsidian that's
-- available for other mods to use. It is crafted from Hewn Basalt.
-- It should only be introduced by the biomes-based mapgen, since in future it may
-- require the MT 5.0 world-align texture features.
minetest.register_node("nether:basalt_chiselled", {
description = S("Chiselled Basalt"),
_doc_items_longdesc = S("A finely finished block of solid Nether Basalt."),
tiles = {
"nether_basalt_chiselled_top.png",
"nether_basalt_chiselled_top.png" .. "^[transformFY",
"nether_basalt_chiselled_side.png",
"nether_basalt_chiselled_side.png",
"nether_basalt_chiselled_side.png",
"nether_basalt_chiselled_side.png"
},
inventory_image = minetest.inventorycube(
"nether_basalt_chiselled_top.png",
"nether_basalt_chiselled_side.png",
"nether_basalt_chiselled_side.png"
),
paramtype2 = "facedir",
is_ground_content = false,
groups = {cracky = 1, level = 2},
on_blast = function() --[[blast proof]] end,
sounds = default.node_sound_stone_defaults(),
})
-- Lava-sea source
-- This is a lava source using a different animated texture so that each node
-- is out of phase in its animation from its neighbor. This prevents the magma
-- ocean from visually clumping together into a patchwork of 16x16 squares.
-- It can only be used by the biomes-based mapgen, since it requires the MT 5.0
-- world-align texture features.
local lavasea_source = {}
local lava_source = minetest.registered_nodes["default:lava_source"]
for key, value in pairs(lava_source) do lavasea_source[key] = value end
lavasea_source.name = nil
lavasea_source.tiles = {
{
name = "nether_lava_source_animated.png",
backface_culling = false,
align_style = "world",
scale = 2,
animation = {
type = "vertical_frames",
aspect_w = 32,
aspect_h = 32,
length = 3.0,
},
},
{
name = "nether_lava_source_animated.png",
backface_culling = true,
align_style = "world",
scale = 2,
animation = {
type = "vertical_frames",
aspect_w = 32,
aspect_h = 32,
length = 3.0,
},
},
}
lavasea_source.groups = { not_in_creative_inventory = 1 } -- Avoid having two lava source blocks in the inv.
for key, value in pairs(lava_source.groups) do lavasea_source.groups[key] = value end
lavasea_source.liquid_alternative_source = "nether:lava_source"
lavasea_source.inventory_image = minetest.inventorycube(
"nether_lava_source_animated.png^[sheet:2x16:0,0",
"nether_lava_source_animated.png^[sheet:2x16:0,1",
"nether_lava_source_animated.png^[sheet:2x16:1,1"
)
minetest.register_node("nether:lava_source", lavasea_source)
-- a place to store the original ABM function so nether.cool_lava() can call it
local original_cool_lava_action
nether.cool_lava = function(pos, node)
local pos_above = {x = pos.x, y = pos.y + 1, z = pos.z}
local node_above = minetest.get_node(pos_above)
-- Evaporate water sitting above lava, if it's in the Nether.
-- (we don't want Nether mod to affect overworld lava mechanics)
if minetest.get_item_group(node_above.name, "water") > 0 and
pos.y < nether.DEPTH_CEILING and pos.y > nether.DEPTH_FLOOR_LAYERS then
-- cools_lava might be a better group to check for, but perhaps there's
-- something in that group that isn't a liquid and shouldn't be evaporated?
minetest.swap_node(pos_above, {name="air"})
end
-- add steam to cooling lava
minetest.add_particlespawner({
amount = 20,
time = 0.15,
minpos = {x=pos.x - 0.4, y=pos.y - 0, z=pos.z - 0.4},
maxpos = {x=pos.x + 0.4, y=pos.y + 0.5, z=pos.z + 0.4},
minvel = {x = -0.5, y = 0.5, z = -0.5},
maxvel = {x = 0.5, y = 1.5, z = 0.5},
minacc = {x = 0, y = 0.1, z = 0},
maxacc = {x = 0, y = 0.2, z = 0},
minexptime = 0.5,
maxexptime = 1.3,
minsize = 1.5,
maxsize = 3.5,
texture = "nether_particle_anim4.png",
animation = {
type = "vertical_frames",
aspect_w = 7,
aspect_h = 7,
length = 1.4,
}
})
if node.name == "nether:lava_source" or node.name == "nether:lava_crust" then
-- use swap_node to avoid triggering the lava_crust's after_destruct
minetest.swap_node(pos, {name = "nether:basalt"})
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25}, true)
else
-- chain the original ABM action to handle conventional lava
original_cool_lava_action(pos, node)
end
end
minetest.register_on_mods_loaded(function()
-- register a bucket of Lava-sea source - but make it just the same bucket as default lava.
-- (by doing this in register_on_mods_loaded we don't need to declare a soft dependency)
if minetest.get_modpath("bucket") and minetest.global_exists("bucket") and type(bucket.liquids) == "table" then
local lava_bucket = bucket.liquids["default:lava_source"]
if lava_bucket ~= nil then
local lavasea_bucket = {}
for key, value in pairs(lava_bucket) do lavasea_bucket[key] = value end
lavasea_bucket.source = "nether:lava_source"
bucket.liquids[lavasea_bucket.source] = lavasea_bucket
end
end
-- include "nether:lava_source" in any "default:lava_source" ABMs
local function include_nether_lava(set_of_nodes)
if (type(set_of_nodes) == "table") then
for _, nodename in pairs(set_of_nodes) do
if nodename == "default:lava_source" then
-- I'm amazed this works, but it does
table.insert(set_of_nodes, "nether:lava_source")
break;
end
end
end
end
for _, abm in pairs(minetest.registered_abms) do
include_nether_lava(abm.nodenames)
include_nether_lava(abm.neighbors)
if abm.label == "Lava cooling" and abm.action ~= nil then
-- lets have lava_crust cool as well
original_cool_lava_action = abm.action
abm.action = nether.cool_lava
table.insert(abm.nodenames, "nether:lava_crust")
end
end
for _, lbm in pairs(minetest.registered_lbms) do
include_nether_lava(lbm.nodenames)
end
--minetest.log("minetest.registered_abms" .. dump(minetest.registered_abms))
--minetest.log("minetest.registered_lbms" .. dump(minetest.registered_lbms))
end)
-- creates a lava splash, and leaves lava_source in place of the lava_crust
local function smash_lava_crust(pos, playsound)
local lava_particlespawn_def = {
amount = 6,
time = 0.1,
minpos = {x=pos.x - 0.5, y=pos.y + 0.3, z=pos.z - 0.5},
maxpos = {x=pos.x + 0.5, y=pos.y + 0.5, z=pos.z + 0.5},
minvel = {x = -1.5, y = 1.5, z = -1.5},
maxvel = {x = 1.5, y = 5, z = 1.5},
minacc = {x = 0, y = -10, z = 0},
maxacc = {x = 0, y = -10, z = 0},
minexptime = 1,
maxexptime = 1,
minsize = .2,
maxsize = .8,
texture = "blank.png^[noalpha^[colorize:#A00:255",
glow = 8
}
minetest.add_particlespawner(lava_particlespawn_def)
lava_particlespawn_def.texture = "blank.png^[noalpha^[colorize:#FB0:255"
lava_particlespawn_def.maxvel.y = 3
lava_particlespawn_def.glow = 12
minetest.add_particlespawner(lava_particlespawn_def)
minetest.set_node(pos, {name = "default:lava_source"})
if math.random(1, 3) == 1 and minetest.registered_nodes["fire:basic_flame"] ~= nil then
-- occasionally brief flames will be seen when breaking lava crust
local posAbove = {x = pos.x, y = pos.y + 1, z = pos.z}
if minetest.get_node(posAbove).name == "air" then
minetest.set_node(posAbove, {name = "fire:basic_flame"})
minetest.get_node_timer(posAbove):set(math.random(7, 15) / 10, 0)
--[[ commented out because the flame sound plays for too long
if minetest.global_exists("fire") and fire.update_player_sound ~= nil then
-- The fire mod only updates its sound every 3 seconds, these flames will be
-- out by then, so start the sound immediately
local players = minetest.get_connected_players()
for n = 1, #players do fire.update_player_sound(players[n]) end
end]]
end
end
if playsound then
minetest.sound_play(
"nether_lava_bubble",
-- this sample was encoded at 3x speed to reduce .ogg file size
-- at the expense of higher frequencies, so pitch it down ~3x
{pos = pos, pitch = 0.3, max_hear_distance = 8, gain = 0.4}
)
end
end
-- lava_crust nodes can only be used in the biomes-based mapgen, since they require
-- the MT 5.0 world-align texture features.
minetest.register_node("nether:lava_crust", {
description = S("Lava Crust"),
_doc_items_longdesc = S("A thin crust of cooled lava with liquid lava beneath"),
_doc_items_usagehelp = S("Lava crust is strong enough to walk on, but still hot enough to inflict burns."),
tiles = {
{
name="nether_lava_crust_animated.png",
backface_culling=true,
tileable_vertical=true,
tileable_horizontal=true,
align_style="world",
scale=2,
animation = {
type = "vertical_frames",
aspect_w = 32,
aspect_h = 32,
length = 1.8,
},
}
},
inventory_image = minetest.inventorycube(
"nether_lava_crust_animated.png^[sheet:2x48:0,0",
"nether_lava_crust_animated.png^[sheet:2x48:0,1",
"nether_lava_crust_animated.png^[sheet:2x48:1,1"
),
collision_box = {
type = "fixed",
fixed = {
-- Damage is calculated "starting 0.1 above feet
-- and progressing upwards in 1 node intervals", so
-- lower this node's collision box by more than 0.1
-- to ensure damage will be taken when standing on
-- the node.
{-0.5, -0.5, -0.5, 0.5, 0.39, 0.5}
},
},
selection_box = {
type = "fixed",
fixed = {
-- Keep the selection box matching the visual node,
-- rather than the collision_box.
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
},
},
after_destruct = function(pos, oldnode)
smash_lava_crust(pos, true)
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
end,
on_blast = function(pos, intensity)
smash_lava_crust(pos, false)
end,
paramtype = "light",
light_source = default.LIGHT_MAX - 3,
buildable_to = false,
walkable = true,
is_ground_content = true,
drop = {
items = {{
-- Allow SilkTouch-esque "pickaxes of preservation" to mine the lava crust intact, if PR #10141 gets merged.
tools = {"this line will block early MT versions which don't respect the tool_groups restrictions"},
tool_groups = {{"pickaxe", "preservation"}},
items = {"nether:lava_crust"}
}}
},
--liquid_viscosity = 7,
damage_per_second = 2,
groups = {oddly_breakable_by_hand = 3, cracky = 3, explody = 1, igniter = 1},
sounds = default.node_sound_gravel_defaults(),
})
-- Fumaroles (Chimney's)
local function fumarole_startTimer(pos, timeout_factor)
if timeout_factor == nil then timeout_factor = 1 end
local next_timeout = (math.random(50, 900) / 10) * timeout_factor
minetest.get_meta(pos):set_float("expected_timeout", next_timeout)
minetest.get_node_timer(pos):start(next_timeout)
end
-- Create an LBM to start fumarole node timers
minetest.register_lbm({
label = "Start fumarole smoke",
name = "nether:start_fumarole",
nodenames = {"nether:fumarole"},
run_at_every_load = true,
action = function(pos, node)
local node_above = minetest.get_node({x = pos.x, y = pos.y + 1, z = pos.z})
if node_above.name == "air" then --and node.param2 % 4 == 0 then
fumarole_startTimer(pos)
end
end
})
local function set_fire(pos, extinguish)
local posBelow = {x = pos.x, y = pos.y - 1, z = pos.z}
if extinguish then
if minetest.get_node(pos).name == "fire:permanent_flame" then minetest.set_node(pos, {name="air"}) end
if minetest.get_node(posBelow).name == "fire:permanent_flame" then minetest.set_node(posBelow, {name="air"}) end
elseif minetest.get_node(posBelow).name == "air" then
minetest.set_node(posBelow, {name="fire:permanent_flame"})
elseif minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name="fire:permanent_flame"})
end
end
local function fumarole_onTimer(pos, elapsed)
local expected_timeout = minetest.get_meta(pos):get_float("expected_timeout")
if elapsed > expected_timeout + 10 then
-- The timer didn't fire when it was supposed to, so the chunk was probably inactive and has
-- just been approached again, meaning *every* fumarole's on_timer is about to go off.
-- Skip this event and restart the clock for a future random interval.
fumarole_startTimer(pos, 1)
return false
end
-- Fumaroles in the Nether can catch fire.
-- (if taken to the surface and used as cottage chimneys, they don't catch fire)
local inNether = pos.y <= nether.DEPTH and pos.y >= nether.DEPTH_FLOOR_LAYERS
local canCatchFire = inNether and minetest.registered_nodes["fire:permanent_flame"] ~= nil
local smoke_offset = 0
local timeout_factor = 1
local smoke_time_adj = 1
local posAbove = {x = pos.x, y = pos.y + 1, z = pos.z}
local extinguish = inNether and minetest.get_node(posAbove).name ~= "air"
if extinguish or (canCatchFire and math.floor(elapsed) % 7 == 0) then
if not extinguish then
-- fumarole gasses are igniting
smoke_offset = 1
timeout_factor = 0.22 -- reduce burning time
end
set_fire(posAbove, extinguish)
set_fire({x = pos.x + 1, y = pos.y + 1, z = pos.z}, extinguish)
set_fire({x = pos.x - 1, y = pos.y + 1, z = pos.z}, extinguish)
set_fire({x = pos.x, y = pos.y + 1, z = pos.z + 1}, extinguish)
set_fire({x = pos.x, y = pos.y + 1, z = pos.z - 1}, extinguish)
elseif inNether then
if math.floor(elapsed) % 3 == 1 then
-- throw up some embers / lava splash
local embers_particlespawn_def = {
amount = 6,
time = 0.1,
minpos = {x=pos.x - 0.1, y=pos.y + 0.0, z=pos.z - 0.1},
maxpos = {x=pos.x + 0.1, y=pos.y + 0.2, z=pos.z + 0.1},
minvel = {x = -.5, y = 4.5, z = -.5},
maxvel = {x = .5, y = 7, z = .5},
minacc = {x = 0, y = -10, z = 0},
maxacc = {x = 0, y = -10, z = 0},
minexptime = 1.4,
maxexptime = 1.4,
minsize = .2,
maxsize = .8,
texture = "blank.png^[noalpha^[colorize:#A00:255",
glow = 8
}
minetest.add_particlespawner(embers_particlespawn_def)
embers_particlespawn_def.texture = "blank.png^[noalpha^[colorize:#A50:255"
embers_particlespawn_def.maxvel.y = 3
embers_particlespawn_def.glow = 12
minetest.add_particlespawner(embers_particlespawn_def)
else
-- gas noises
minetest.sound_play("nether_fumarole", {
pos = pos,
max_hear_distance = 60,
gain = 0.24,
pitch = math.random(35, 95) / 100
})
end
else
-- we're not in the Nether, so can afford to be a bit more smokey
timeout_factor = 0.4
smoke_time_adj = 1.3
end
-- let out some smoke
minetest.add_particlespawner({
amount = 12 * smoke_time_adj,
time = math.random(40, 60) / 10 * smoke_time_adj,
minpos = {x=pos.x - 0.2, y=pos.y + smoke_offset, z=pos.z - 0.2},
maxpos = {x=pos.x + 0.2, y=pos.y + smoke_offset, z=pos.z + 0.2},
minvel = {x=0, y=0.7, z=-0},
maxvel = {x=0, y=0.8, z=-0},
minacc = {x=0.0,y=0.0,z=-0},
maxacc = {x=0.0,y=0.1,z=-0},
minexptime = 5,
maxexptime = 5.5,
minsize = 1.5,
maxsize = 7,
texture = "nether_smoke_puff.png",
})
fumarole_startTimer(pos, timeout_factor)
return false
end
minetest.register_node("nether:fumarole", {
description=S("Fumarolic Chimney"),
_doc_items_longdesc = S("A vent in the earth emitting steam and gas"),
_doc_items_usagehelp = S("Can be repurposed to provide puffs of smoke in a chimney"),
tiles = {"nether_rack.png"},
on_timer = fumarole_onTimer,
after_place_node = function(pos, placer, itemstack, pointed_thing)
fumarole_onTimer(pos, 1)
return false
end,
is_ground_content = true,
groups = {cracky = 3, level = 2, fumarole=1},
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.5000, -0.5000, -0.5000, -0.2500, 0.5000, 0.5000},
{-0.5000, -0.5000, -0.5000, 0.5000, 0.5000, -0.2500},
{-0.5000, -0.5000, 0.2500, 0.5000, 0.5000, 0.5000},
{0.2500, -0.5000, -0.5000, 0.5000, 0.5000, 0.5000}
}
},
selection_box = {type = 'fixed', fixed = {-.5, -.5, -.5, .5, .5, .5}}
})
minetest.register_node("nether:fumarole_slab", {
description=S("Fumarolic Chimney Slab"),
_doc_items_longdesc = S("A vent in the earth emitting steam and gas"),
_doc_items_usagehelp = S("Can be repurposed to provide puffs of smoke in a chimney"),
tiles = {"nether_rack.png"},
is_ground_content = true,
on_timer = fumarole_onTimer,
after_place_node = function(pos, placer, itemstack, pointed_thing)
fumarole_onTimer(pos, 1)
return false
end,
groups = {cracky = 3, level = 2, fumarole=1},
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.5000, -0.5000, -0.5000, -0.2500, 0.000, 0.5000},
{-0.5000, -0.5000, -0.5000, 0.5000, 0.000, -0.2500},
{-0.5000, -0.5000, 0.2500, 0.5000, 0.000, 0.5000},
{0.2500, -0.5000, -0.5000, 0.5000, 0.000, 0.5000}
}
},
selection_box = {type = 'fixed', fixed = {-.5, -.5, -.5, .5, 0, .5}},
collision_box = {type = 'fixed', fixed = {-.5, -.5, -.5, .5, 0, .5}}
})
minetest.register_node("nether:fumarole_corner", {
description=S("Fumarolic Chimney Corner"),
tiles = {"nether_rack.png"},
is_ground_content = true,
groups = {cracky = 3, level = 2, fumarole=1},
paramtype = "light",
paramtype2 = "facedir",
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.2500, -0.5000, 0.5000, 0.000, 0.5000, 0.000},
{-0.5000, -0.5000, 0.2500, 0.000, 0.5000, 0.000},
{-0.5000, -0.5000, 0.2500, 0.000, 0.000, -0.5000},
{0.000, -0.5000, -0.5000, 0.5000, 0.000, 0.5000}
}
},
selection_box = {
type = 'fixed',
fixed = {
{-.5, -.5, -.5, .5, 0, .5},
{0, 0, .5, -.5, .5, 0},
}
}
})
-- nether:airlike_darkness is an air node through which light does not propagate.
-- Use of it should be avoided when possible as it has the appearance of a lighting bug.
-- Fumarole decorations use it to stop the propagation of light from the lava below,
-- since engine limitations mean any mesh or nodebox node will light up if it has lava
-- below it.
local airlike_darkness = {}
for k,v in pairs(minetest.registered_nodes["air"]) do airlike_darkness[k] = v end
airlike_darkness.paramtype = "none"
minetest.register_node("nether:airlike_darkness", airlike_darkness)

View File

@ -1780,7 +1780,7 @@ local function create_book_of_portals()
ignition_item_description = minetest.registered_items[ignition_item_name].description
end
intro_text = intro_text ..
S("\n\nThe key to opening such a doorway is to strike the frame with a @1, at which point the very air inside begins to crackle and glow.", string.lower(ignition_item_description))
S("\n\nThe key to opening such a doorway is to strike the frame with a @1, at which point the very air inside begins to crackle and glow.", ignition_item_description)
chapters[#chapters + 1] = {text = intro_text}
@ -2007,7 +2007,8 @@ local wormhole_nodedef_default = {
a = 160, r = 128, g = 0, b = 80
},
sunlight_propagates = true,
use_texture_alpha = true,
use_texture_alpha = minetest.features.use_texture_alpha_string_modes
and "blend" or true,
walkable = false,
diggable = false,
pointable = false,
@ -2015,7 +2016,6 @@ local wormhole_nodedef_default = {
is_ground_content = false,
drop = "",
light_source = 5,
alpha = 192,
node_box = {
type = "fixed",
fixed = {
@ -2073,7 +2073,7 @@ function nether.register_portal(name, portaldef)
end
portaldef.name = name
portaldef.mod_name = minetest.get_current_modname()
portaldef.mod_name = minetest.get_current_modname() or "<mod name not recorded>"
-- use portaldef_default for any values missing from portaldef or portaldef.sounds
if portaldef.sounds ~= nil then setmetatable(portaldef.sounds, {__index = portaldef_default.sounds}) end
@ -2166,22 +2166,20 @@ function nether.unregister_portal(name)
end
function nether.register_portal_ignition_item(item_name, ignition_failure_sound)
local old_on_place = minetest.registered_items[item_name].on_place or minetest.item_place
minetest.override_item(item_name, {
on_place = function(stack, placer, pt)
local done = false
on_place = function(stack, placer, pt, ...)
if pt.under and nether.is_frame_node[minetest.get_node(pt.under).name] then
done = ignite_portal(pt.under, placer:get_player_name())
local done = ignite_portal(pt.under, placer:get_player_name())
if done and not minetest.settings:get_bool("creative_mode") then
stack:take_item()
end
if not done and ignition_failure_sound ~= nil then
minetest.sound_play(ignition_failure_sound, {pos = pt.under, max_hear_distance = 10})
end
return stack
end
if not done and ignition_failure_sound ~= nil then
minetest.sound_play(ignition_failure_sound, {pos = pt.under, max_hear_distance = 10})
end
return stack
return old_on_place(stack, placer, pt, ...)
end,
})
@ -2211,7 +2209,7 @@ function nether.volume_is_natural_and_unprotected(minp, maxp, player_name)
if id ~= c_air and id ~= c_ignore and id ~= nil then -- checked for common natural or not emerged
local name = minetest.get_name_from_content_id(id)
local nodedef = minetest.registered_nodes[name]
if not nodedef.is_ground_content then
if nodedef and not nodedef.is_ground_content then
-- trees are natural but not "ground content"
local node_groups = nodedef.groups
if node_groups == nil or (node_groups.tree == nil and node_groups.leaves == nil and node_groups.leafdecay == nil) then
@ -2388,4 +2386,4 @@ function nether.find_nearest_working_portal(portal_name, anchorPos, distance_lim
end
end
return nil
end
end

View File

@ -22,6 +22,9 @@ one kind of portal with the same frame material — such as obsidian — provide
the size of the PortalShape is distinct from any other type of portal that is
using the same node for its frame, and portal sizes remain small.
The Nether provides three variants of Nether basalt to ensure there are
alternatives to obsidian for other mods to use as portalstones.
Realms
------
@ -247,16 +250,16 @@ Used by `nether.register_portal`.
-- player_name may be "", e.g. if the portal was ignited by a mesecon,
-- and is provided for use with volume_is_natural_and_unprotected() etc.
on_run_wormhole = function(portalDef, anochorPos, orientation),
on_run_wormhole = function(portalDef, anchorPos, orientation),
-- invoked once per second per portal
on_extinguish = function(portalDef, anochorPos, orientation),
on_extinguish = function(portalDef, anchorPos, orientation),
-- invoked when a portal is extinguished, including when the portal
-- it connected to was extinguished.
on_player_teleported = function(portalDef, player, oldPos, newPos),
-- invoked immediately after a player is teleported
on_ignite = function(portalDef, anochorPos, orientation)
on_ignite = function(portalDef, anchorPos, orientation)
-- invoked when a player or mesecon ignites a portal
on_created = function(portalDef, anochorPos, orientation)
on_created = function(portalDef, anchorPos, orientation)
-- invoked when a portal creates a remote twin, this is usually when
-- a player travels through a portal for the first time.
}

View File

@ -106,7 +106,7 @@ end
-- Surface-travel portal, playable code example --
--==============================================--
-- These Moore Curve functions requred by surface_portal's find_surface_anchorPos() will
-- These Moore Curve functions required by surface_portal's find_surface_anchorPos() will
-- be assigned later in this file.
local get_moore_distance -- will be function get_moore_distance(cell_count, x, y): integer
local get_moore_coords -- will be function get_moore_coords(cell_count, distance): pos2d

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--[[
Copyright (C) 2020 lortas
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
local S = nether.get_translator
minetest.register_tool("nether:pick_nether", {
description = S("Nether Pickaxe\nWell suited for mining netherrack"),
_doc_items_longdesc = S("Uniquely suited for mining netherrack, with minimal wear when doing so. Blunts quickly on other materials."),
inventory_image = "nether_tool_netherpick.png",
tool_capabilities = {
full_punch_interval = 0.8,
max_drop_level=3,
groupcaps={
cracky = {times={[1]=1.90, [2]=0.9, [3]=0.3}, uses=35, maxlevel=2},
},
damage_groups = {fleshy=4},
},
sound = {breaks = "default_tool_breaks"},
groups = {pickaxe = 1},
after_use = function(itemstack, user, node, digparams)
local wearDivisor = 1
local nodeDef = minetest.registered_nodes[node.name]
if nodeDef ~= nil and nodeDef.groups ~= nil then
-- The nether pick hardly wears out when mining netherrack
local workable = nodeDef.groups.workable_with_nether_tools or 0
wearDivisor = 1 + (3 * workable) -- 10 for netherrack, 1 otherwise. Making it able to mine 350 netherrack nodes, instead of 35.
end
local wear = math.floor(digparams.wear / wearDivisor)
itemstack:add_wear(wear) -- apply the adjusted wear as usual
return itemstack
end
})
minetest.register_tool("nether:shovel_nether", {
description = S("Nether Shovel"),
inventory_image = "nether_tool_nethershovel.png",
wield_image = "nether_tool_nethershovel.png^[transformR90",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=3,
groupcaps={
crumbly = {times={[1]=1.0, [2]=0.4, [3]=0.25}, uses=35, maxlevel=3},
},
damage_groups = {fleshy=4},
},
sound = {breaks = "default_tool_breaks"},
groups = {shovel = 1}
})
minetest.register_tool("nether:axe_nether", {
description = S("Nether Axe"),
inventory_image = "nether_tool_netheraxe.png",
tool_capabilities = {
full_punch_interval = 0.8,
max_drop_level=1,
groupcaps={
choppy={times={[1]=1.9, [2]=0.7, [3]=0.4}, uses=35, maxlevel=3},
},
damage_groups = {fleshy=7},
},
sound = {breaks = "default_tool_breaks"},
groups = {axe = 1}
})
minetest.register_tool("nether:sword_nether", {
description = S("Nether Sword"),
inventory_image = "nether_tool_nethersword.png",
tool_capabilities = {
full_punch_interval = 0.7,
max_drop_level=1,
groupcaps={
snappy={times={[1]=1.5, [2]=0.6, [3]=0.2}, uses=45, maxlevel=3},
},
damage_groups = {fleshy=10},
},
sound = {breaks = "default_tool_breaks"},
groups = {sword = 1}
})
minetest.register_craftitem("nether:nether_ingot", {
description = S("Nether Ingot"),
inventory_image = "nether_nether_ingot.png"
})
minetest.register_craftitem("nether:nether_lump", {
description = S("Nether Lump"),
inventory_image = "nether_nether_lump.png",
})
minetest.register_craft({
type = "cooking",
output = "nether:nether_ingot",
recipe = "nether:nether_lump",
cooktime = 30,
})
minetest.register_craft({
output = "nether:nether_lump",
recipe = {
{"nether:brick_compressed","nether:brick_compressed","nether:brick_compressed"},
{"nether:brick_compressed","nether:brick_compressed","nether:brick_compressed"},
{"nether:brick_compressed","nether:brick_compressed","nether:brick_compressed"},
}
})
minetest.register_craft({
output = "nether:pick_nether",
recipe = {
{"nether:nether_ingot","nether:nether_ingot","nether:nether_ingot"},
{"", "group:stick", ""},
{"", "group:stick", ""}
}
})
minetest.register_craft({
output = "nether:shovel_nether",
recipe = {
{"nether:nether_ingot"},
{"group:stick"},
{"group:stick"}
}
})
minetest.register_craft({
output = "nether:axe_nether",
recipe = {
{"nether:nether_ingot","nether:nether_ingot"},
{"nether:nether_ingot","group:stick"},
{"","group:stick"}
}
})
minetest.register_craft({
output = "nether:sword_nether",
recipe = {
{"nether:nether_ingot"},
{"nether:nether_ingot"},
{"group:stick"}
}
})
if minetest.get_modpath("toolranks") then
local function add_toolranks(name)
local nethertool_after_use = ItemStack(name):get_definition().after_use
toolranks.add_tool(name)
local toolranks_after_use = ItemStack(name):get_definition().after_use
if nethertool_after_use == nil or nethertool_after_use == toolranks_after_use then
return
end
minetest.override_item(name, {
after_use = function(itemstack, user, node, digparams)
-- combine nethertool_after_use and toolranks_after_use by allowing
-- nethertool_after_use() to calculate the wear...
local initial_wear = itemstack:get_wear()
itemstack = nethertool_after_use(itemstack, user, node, digparams)
local wear = itemstack:get_wear() - initial_wear
itemstack:set_wear(initial_wear) -- restore/undo the wear
-- ...and have toolranks_after_use() apply the wear.
digparams.wear = wear
return toolranks_after_use(itemstack, user, node, digparams)
end
})
end
add_toolranks("nether:pick_nether")
add_toolranks("nether:shovel_nether")
add_toolranks("nether:axe_nether")
add_toolranks("nether:sword_nether")
end
--===========================--
--== Nether Staff of Light ==--
--===========================--
nether.lightstaff_recipes = {
["nether:rack"] = "nether:glowstone",
["nether:brick"] = "nether:glowstone",
["nether:brick_cracked"] = "nether:glowstone",
["nether:brick_compressed"] = "nether:glowstone",
["stairs:slab_netherrack"] = "nether:glowstone",
["nether:rack_deep"] = "nether:glowstone_deep",
["nether:brick_deep"] = "nether:glowstone_deep",
["stairs:slab_netherrack_deep"] = "nether:glowstone_deep"
}
nether.lightstaff_range = 100
nether.lightstaff_velocity = 60
nether.lightstaff_gravity = 0 -- using 0 instead of 10 because projectile arcs look less magical - magic isn't affected by gravity ;) (but set this to 10 if you're making a crossbow etc.)
nether.lightstaff_uses = 60 -- number of times the Eternal Lightstaff can be used before wearing out
nether.lightstaff_duration = 40 -- lifespan of glowstone created by the termporay Lightstaff
-- 'serverLag' is a rough amount to reduce the projected impact-time the server must wait before initiating the
-- impact events (i.e. node changing to glowstone with explosion particle effect).
-- In tests using https://github.com/jagt/clumsy to simulate network lag I've found this value to not noticeably
-- matter. A large network lag is noticeable in the time between clicking fire and when the shooting-particleEffect
-- begins, as well as the time between when the impact sound/particleEffect start and when the netherrack turns
-- into glowstone. The synchronization that 'serverLag' adjusts seems to already tolerate network lag well enough (at
-- least when lag is consistent, as I have not simulated random lag)
local serverLag = 0.05 -- in seconds. Larger values makes impact events more premature/early.
-- returns a pointed_thing, or nil if no solid node intersected the ray
local function raycastForSolidNode(rayStartPos, rayEndPos)
local raycast = minetest.raycast(
rayStartPos,
rayEndPos,
false, -- objects - if false, only nodes will be returned. Default is `true`
true -- liquids - if false, liquid nodes won't be returned. Default is `false`
)
local next_pointed = raycast:next()
while next_pointed do
local under_node = minetest.get_node(next_pointed.under)
local under_def = minetest.registered_nodes[under_node.name]
if (under_def and not under_def.buildable_to) or not under_def then
return next_pointed
end
next_pointed = raycast:next(next_pointed)
end
return nil
end
-- Turns a node into a light source
-- `lightDuration` 0 is considered permanent, lightDuration is in seconds
-- returns true if a node is transmogrified into a glowstone
local function light_node(pos, playerName, lightDuration)
local result = false
if minetest.is_protected(pos, playerName) then
minetest.record_protection_violation(pos, playerName)
return false
end
local oldNode = minetest.get_node(pos)
local litNodeName = nether.lightstaff_recipes[oldNode.name]
if litNodeName ~= nil then
result = nether.magicallyTransmogrify_node(
pos,
playerName,
{name=litNodeName},
{name = "nether_rack_destroy", gain = 0.8},
lightDuration == 0 -- isPermanent
)
if lightDuration > 0 then
minetest.after(lightDuration,
function()
-- Restore the node to its original type.
--
-- If the server crashes or shuts down before this is invoked, the node
-- will remain in its transmogrified state. These could be cleaned up
-- with an LBM, but I don't think that's necessary: if this functionality
-- is only being used for the Nether Lightstaff then I don't think it
-- matters if there's occasionally an extra glowstone left in the
-- netherrack.
nether.magicallyTransmogrify_node(pos, playerName)
end
)
end
end
return result
end
-- a lightDuration of 0 is considered permanent, lightDuration is in seconds
-- returns true if a node is transmogrified into a glowstone
local function lightstaff_on_use(user, boltColorString, lightDuration)
if not user then return false end
local playerName = user:get_player_name()
local playerlookDir = user:get_look_dir()
local playerPos = user:get_pos()
local playerEyePos = vector.add(playerPos, {x = 0, y = 1.5, z = 0}) -- not always the cameraPos, e.g. 3rd person mode.
local target = vector.add(playerEyePos, vector.multiply(playerlookDir, nether.lightstaff_range))
local targetHitPos = nil
local targetNodePos = nil
local target_pointed = raycastForSolidNode(playerEyePos, target)
if target_pointed then
targetNodePos = target_pointed.under
targetHitPos = vector.divide(vector.add(target_pointed.under, target_pointed.above), 2)
end
local wieldOffset = {x= 0.5, y = -0.2, z= 0.8}
local lookRotation = ({x = -user:get_look_vertical(), y = user:get_look_horizontal(), z = 0})
local wieldPos = vector.add(playerEyePos, vector.rotate(wieldOffset, lookRotation))
local aimPos = targetHitPos or target
local distance = math.abs(vector.length(vector.subtract(aimPos, wieldPos)))
local flightTime = distance / nether.lightstaff_velocity
local dropDistance = nether.lightstaff_gravity * 0.5 * (flightTime * flightTime)
aimPos.y = aimPos.y + dropDistance
local boltDir = vector.normalize(vector.subtract(aimPos, wieldPos))
minetest.sound_play("nether_lightstaff", {to_player = playerName, gain = 0.8}, true)
-- animate a "magic bolt" from wieldPos to aimPos
local particleSpawnDef = {
amount = 20,
time = 0.4,
minpos = vector.add(wieldPos, -0.13),
maxpos = vector.add(wieldPos, 0.13),
minvel = vector.multiply(boltDir, nether.lightstaff_velocity - 0.3),
maxvel = vector.multiply(boltDir, nether.lightstaff_velocity + 0.3),
minacc = {x=0, y=-nether.lightstaff_gravity, z=0},
maxacc = {x=0, y=-nether.lightstaff_gravity, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 4,
maxsize = 5,
collisiondetection = true,
collision_removal = true,
texture = "nether_particle_anim3.png",
animation = { type = "vertical_frames", aspect_w = 7, aspect_h = 7, length = 0.8 },
glow = 15
}
minetest.add_particlespawner(particleSpawnDef)
particleSpawnDef.texture = "nether_particle_anim3.png^[colorize:" .. boltColorString .. ":alpha"
particleSpawnDef.amount = 12
particleSpawnDef.time = 0.2
particleSpawnDef.minsize = 6
particleSpawnDef.maxsize = 7
particleSpawnDef.minpos = vector.add(wieldPos, -0.35)
particleSpawnDef.maxpos = vector.add(wieldPos, 0.35)
minetest.add_particlespawner(particleSpawnDef)
local result = false
if targetNodePos then
-- delay the impact until roughly when the particle effects will have reached the target
minetest.after(
math.max(0, (distance / nether.lightstaff_velocity) - serverLag),
function()
light_node(targetNodePos, playerName, lightDuration)
end
)
if lightDuration ~= 0 then
-- we don't need to care whether the transmogrify will be successful
result = true
else
-- check whether the transmogrify will be successful
local targetNode = minetest.get_node(targetNodePos)
result = nether.lightstaff_recipes[targetNode.name] ~= nil
end
end
return result
end
-- Inspired by FaceDeer's torch crossbow and Xanthin's Staff of Light
minetest.register_tool("nether:lightstaff", {
description = S("Nether staff of Light\nTemporarily transforms the netherrack into glowstone"),
inventory_image = "nether_lightstaff.png",
wield_image = "nether_lightstaff.png",
light_source = 11, -- used by wielded_light mod etc.
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
lightstaff_on_use(user, "#F70", nether.lightstaff_duration)
end
})
minetest.register_tool("nether:lightstaff_eternal", {
description = S("Nether staff of Eternal Light\nCreates glowstone from netherrack"),
inventory_image = "nether_lightstaff.png^[colorize:#55F:90",
wield_image = "nether_lightstaff.png^[colorize:#55F:90",
light_source = 11, -- used by wielded_light mod etc.
sound = {breaks = "default_tool_breaks"},
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
if lightstaff_on_use(user, "#23F", 0) -- was "#8088FF" or "#13F"
and not minetest.is_creative_enabled(user) then
-- The staff of Eternal Light wears out, to limit how much
-- a player can alter the nether with it.
itemstack:add_wear_by_uses(nether.lightstaff_uses)
end
return itemstack
end
})