dfcaverns/df_trees/nether_cap.lua

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Squashed commit of the following: commit 0a61781b99ec16166ba66f8cb19cd679c8a04f03 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 14:50:07 2022 -0600 add an additional check to ensure old timers don't cause inappropriate growth commit 1d7b6010c36119e2a183478833e5e44759caeaca Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:21:29 2022 -0600 stop timers when seeds are picked up commit c8fa25ccd79b775d98e32db2a6937f27e1d1ed2c Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:05:24 2022 -0600 fix replacements for dwarven syrup taffy recipe commit 4de45bb6d728b0696a1e968744b06191e9283c14 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:48 2022 -0600 account for some additional mod dependencies commit 83ea06bbaa709daab22ff934e901ef0e9dc85767 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:14 2022 -0600 update cooking recipes to be more specific. commit 302da3ec5155c5be1a29e781cd90b7e84274f831 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 29 17:12:59 2022 -0600 add location logging for debugging purposes commit 11667e184ebeb9f9d43666b3ccbc1bc71d0bcc70 Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:54:21 2022 -0600 add checks for submods being present the df_trees and df_farming checks are likely redundant, but if primordial layers are disabled someone might not have df_primordial_items installed. commit 5906308d87e48841a46855e023201ea6d8e6159c Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:49:23 2022 -0600 add config settings for biome restrictions, vastly reduce copy and paste in code commit e52820c2822baf71e4647cf3181b247eac9703aa Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 20:45:26 2022 -0600 add initial stab at growing conditions - biome restrictions for trees commit 7b99556df9c8f95f5311b9822eb6210ac3038d34 Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 12:08:41 2022 -0600 adding biome API. Not yet tested. commit bf82b3b3fed9bd62b280cb549d972a924f514208 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 21:22:37 2022 -0600 added stubs for growth permission for farming plants commit 46765df3ef01cf031cbe5074d781792a8218e1a8 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 18:36:45 2022 -0600 initial work for restricted plant growth. split out growth conditions for trees, and reworked torchspine to not use ABMs while I was at it.
2022-08-01 22:55:46 +02:00
local S = minetest.get_translator(minetest.get_current_modname())
2017-03-08 07:50:58 +01:00
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
local nethercap_name = df_dependencies.nethercap_name
2017-03-08 07:50:58 +01:00
--stem
minetest.register_node("df_trees:nether_cap_stem", {
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
description = S("@1 Stem", nethercap_name),
_doc_items_longdesc = df_trees.doc.nether_cap_desc,
_doc_items_usagehelp = df_trees.doc.nether_cap_usage,
2017-03-08 07:50:58 +01:00
tiles = {"dfcaverns_nether_cap_stem.png"},
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, puts_out_fire = 1, cools_lava = 1, freezes_water = 1, nether_cap = 1, handy=1,axey=1, building_block=1, material_wood=1},
sounds = df_dependencies.sound_wood(),
_mcl_blast_resistance = 0.7,
_mcl_hardness = 0.7,
2017-03-08 07:50:58 +01:00
})
--cap
minetest.register_node("df_trees:nether_cap", {
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
description = nethercap_name,
_doc_items_longdesc = df_trees.doc.nether_cap_desc,
_doc_items_usagehelp = df_trees.doc.nether_cap_usage,
2017-03-08 07:50:58 +01:00
tiles = {"dfcaverns_nether_cap.png"},
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, puts_out_fire = 1, cools_lava = 1, freezes_water = 1, nether_cap = 1, handy=1,axey=1, building_block=1, material_wood=1},
sounds = df_dependencies.sound_wood({footstep = {name = df_dependencies.soundfile_snow_footstep, gain = 0.2},}),
_mcl_blast_resistance = 0.5,
_mcl_hardness = 0.5,
2017-03-08 07:50:58 +01:00
})
--gills
minetest.register_node("df_trees:nether_cap_gills", {
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
description = S("@1 Gills", nethercap_name),
_doc_items_longdesc = df_trees.doc.nether_cap_desc,
_doc_items_usagehelp = df_trees.doc.nether_cap_usage,
2017-03-08 07:50:58 +01:00
tiles = {"dfcaverns_nether_cap_gills.png"},
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
light_source = 6,
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
groups = {snappy = 3, leafdecay = 1, leaves = 1, puts_out_fire = 1, cools_lava = 1, freezes_water = 1, nether_cap = 1,handy=1, hoey=1, shearsy=1, swordy=1, deco_block=1, dig_by_piston=1},
sounds = df_dependencies.sound_leaves(),
2017-03-08 07:50:58 +01:00
drawtype = "plantlike",
paramtype = "light",
drop = {
max_items = 1,
items = {
{
items = {'df_trees:nether_cap_sapling'},
2017-03-23 06:41:34 +01:00
rarity = 5,
2017-03-08 07:50:58 +01:00
},
{
items = {'df_trees:nether_cap_gills'},
2017-03-08 07:50:58 +01:00
}
}
},
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
after_place_node = df_dependencies.after_place_leaves,
place_param2 = 1, -- Prevent leafdecay for placed nodes
_mcl_blast_resistance = 0.1,
_mcl_hardness = 0.1,
2017-03-08 07:50:58 +01:00
})
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
df_dependencies.register_leafdecay({
trunks = {"df_trees:nether_cap"}, -- don't need stem nodes here
leaves = {"df_trees:nether_cap_gills"},
radius = 1,
})
2017-03-23 06:41:34 +01:00
2017-03-21 08:53:04 +01:00
--Wood
minetest.register_craft({
output = 'df_trees:nether_cap_wood 4',
2017-03-21 08:53:04 +01:00
recipe = {
{'df_trees:nether_cap'},
2017-03-21 08:53:04 +01:00
}
})
minetest.register_craft({
output = 'df_trees:nether_cap_wood 4',
2017-03-21 08:53:04 +01:00
recipe = {
{'df_trees:nether_cap_stem'},
2017-03-21 08:53:04 +01:00
}
})
minetest.register_node("df_trees:nether_cap_wood", {
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
description = S("@1 Planks", nethercap_name),
_doc_items_longdesc = df_trees.doc.nether_cap_desc,
_doc_items_usagehelp = df_trees.doc.nether_cap_usage,
2017-03-21 08:53:04 +01:00
paramtype2 = "facedir",
place_param2 = 0,
2017-03-22 05:16:52 +01:00
tiles = {"dfcaverns_nether_cap_wood.png"},
2017-03-21 08:53:04 +01:00
is_ground_content = false,
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
groups = {choppy = 2, oddly_breakable_by_hand = 2, wood = 1, freezes_water = 1, handy=1,axey=1,building_block=1, material_wood=1},
sounds = df_dependencies.sound_wood(),
_mcl_blast_resistance = 0.5,
_mcl_hardness = 0.5,
2017-03-21 08:53:04 +01:00
})
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
df_dependencies.register_all_stairs_and_fences("nether_cap_wood")
2017-03-21 08:53:04 +01:00
2017-03-08 07:50:58 +01:00
-- sapling
minetest.register_node("df_trees:nether_cap_sapling", {
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
description = S("@1 Spawn", nethercap_name),
_doc_items_longdesc = df_trees.doc.nether_cap_desc,
_doc_items_usagehelp = df_trees.doc.nether_cap_usage,
2017-03-08 07:50:58 +01:00
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"dfcaverns_nether_cap_sapling.png"},
inventory_image = "dfcaverns_nether_cap_sapling.png",
wield_image = "dfcaverns_nether_cap_sapling.png",
2017-03-08 07:50:58 +01:00
paramtype = "light",
sunlight_propagates = true,
walkable = false,
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
floodable = true, -- nether cap spawn aren't tough enough to freeze water yet
2017-03-08 07:50:58 +01:00
selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
},
groups = {snappy = 2, dig_immediate = 3,
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
attached_node = 1, sapling = 1, light_sensitive_fungus = 11, dig_immediate=3,dig_by_piston=1,destroy_by_lava_flow=1,deco_block=1},
sounds = df_dependencies.sound_leaves(),
_mcl_blast_resistance = 0.1,
_mcl_hardness = 0.1,
2017-03-08 07:50:58 +01:00
on_construct = function(pos)
Squashed commit of the following: commit 0a61781b99ec16166ba66f8cb19cd679c8a04f03 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 14:50:07 2022 -0600 add an additional check to ensure old timers don't cause inappropriate growth commit 1d7b6010c36119e2a183478833e5e44759caeaca Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:21:29 2022 -0600 stop timers when seeds are picked up commit c8fa25ccd79b775d98e32db2a6937f27e1d1ed2c Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:05:24 2022 -0600 fix replacements for dwarven syrup taffy recipe commit 4de45bb6d728b0696a1e968744b06191e9283c14 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:48 2022 -0600 account for some additional mod dependencies commit 83ea06bbaa709daab22ff934e901ef0e9dc85767 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:14 2022 -0600 update cooking recipes to be more specific. commit 302da3ec5155c5be1a29e781cd90b7e84274f831 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 29 17:12:59 2022 -0600 add location logging for debugging purposes commit 11667e184ebeb9f9d43666b3ccbc1bc71d0bcc70 Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:54:21 2022 -0600 add checks for submods being present the df_trees and df_farming checks are likely redundant, but if primordial layers are disabled someone might not have df_primordial_items installed. commit 5906308d87e48841a46855e023201ea6d8e6159c Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:49:23 2022 -0600 add config settings for biome restrictions, vastly reduce copy and paste in code commit e52820c2822baf71e4647cf3181b247eac9703aa Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 20:45:26 2022 -0600 add initial stab at growing conditions - biome restrictions for trees commit 7b99556df9c8f95f5311b9822eb6210ac3038d34 Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 12:08:41 2022 -0600 adding biome API. Not yet tested. commit bf82b3b3fed9bd62b280cb549d972a924f514208 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 21:22:37 2022 -0600 added stubs for growth permission for farming plants commit 46765df3ef01cf031cbe5074d781792a8218e1a8 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 18:36:45 2022 -0600 initial work for restricted plant growth. split out growth conditions for trees, and reworked torchspine to not use ABMs while I was at it.
2022-08-01 22:55:46 +02:00
if df_trees.nether_cap_growth_permitted(pos) then
minetest.get_node_timer(pos):start(math.random(
df_trees.config.nether_cap_delay_multiplier*df_trees.config.tree_min_growth_delay,
df_trees.config.nether_cap_delay_multiplier*df_trees.config.tree_max_growth_delay))
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
end
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end,
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
on_destruct = function(pos)
minetest.get_node_timer(pos):stop()
end,
2017-03-08 07:50:58 +01:00
on_timer = function(pos)
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
if df_farming and df_farming.kill_if_sunlit(pos) then
return
end
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minetest.set_node(pos, {name="air"})
df_trees.spawn_nether_cap(pos)
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end,
})
local c_stem = minetest.get_content_id("df_trees:nether_cap_stem")
local c_cap = minetest.get_content_id("df_trees:nether_cap")
local c_gills = minetest.get_content_id("df_trees:nether_cap_gills")
df_trees.spawn_nether_cap = function(pos)
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local x, y, z = pos.x, pos.y, pos.z
local stem_height = math.random(1,3)
local cap_radius = math.random(2,3)
local maxy = y + stem_height + 3
local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map(
{x = x - cap_radius, y = y, z = z - cap_radius},
{x = x + cap_radius, y = maxy + 3, z = z + cap_radius}
)
local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
subterrane.giant_mushroom(area:indexp(pos), area, data, c_stem, c_cap, c_gills, stem_height, cap_radius)
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vm:set_data(data)
vm:write_to_map()
vm:update_map()
end
df_trees.spawn_nether_cap_vm = function(vi, area, data)
local stem_height = math.random(1,3)
local cap_radius = math.random(2,3)
subterrane.giant_mushroom(vi, area, data, c_stem, c_cap, c_gills, stem_height, cap_radius)
end
Mineclone compatibility (#36) * latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
local water = df_dependencies.node_name_water_source
local river_water = df_dependencies.node_name_river_water_source
local ice = df_dependencies.node_name_ice
local water_flowing = df_dependencies.node_name_water_flowing
local river_water_flowing = df_dependencies.node_name_river_water_flowing
local snow = df_dependencies.node_name_snow
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minetest.register_abm{
label = "water freezing",
nodenames = {water, river_water,},
neighbors = {"group:freezes_water"},
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interval = 1,
chance = 5,
catch_up = true,
action = function(pos)
minetest.swap_node(pos, {name=ice})
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end,
}
minetest.register_abm{
label = "flowing water freezing",
nodenames = {water_flowing, river_water_flowing},
neighbors = {"group:freezes_water"},
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interval = 1,
chance = 1,
catch_up = true,
action = function(pos)
minetest.swap_node(pos, {name=snow})
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end,
}