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
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|
local n1 = { name = "air" } -- external air
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local n2 = { name = "df_trees:goblin_cap_stem"} -- below ground, don't force place these
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local n3 = { name = "df_trees:goblin_cap" }
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local n4 = { name = "df_trees:goblin_cap_gills" }
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local n5 = { name = "df_trees:goblin_cap_stem", force_place = true } -- walls, force place these
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local n6 = { name = "df_trees:goblin_cap_stem", prob = 198, force_place=true } -- possible window holes
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local n7 = { name = "df_trees:goblin_cap_stem_wood", force_place=true } -- internal floor
|
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 n8 = { name = df_dependencies.node_name_furnace, param2 = 2, force_place=true }
|
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
|
|
|
local n9 = { name = "air", force_place=true } -- internal air
|
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 n10 = { name = df_dependencies.node_name_torch_wall, param2 = 3, force_place = true }
|
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|
|
local n12 = {name = df_dependencies.node_name_slab_goblin_cap_stem_wood, param2 = 2} -- porch top
|
|
|
|
local n13 = { name = df_dependencies.node_name_door_wood_a or "air", param2 = 3, force_place = true }
|
|
|
|
local n14 = { name = df_dependencies.node_name_door_hidden or "air", param2 = 3, force_place = true }
|
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
|
|
|
local n15 = n9 -- internal air, but could be a vessel shelf
|
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 n16 = { name = df_dependencies.node_name_bed_top or "air", param2 = 3, force_place = true }
|
|
|
|
local n17 = { name = df_dependencies.node_name_bed_bottom or "air", param2 = 3, force_place = true }
|
|
|
|
local n18 = { name = df_dependencies.node_name_chest, force_place = true }
|
|
|
|
local n19 = { name = df_dependencies.node_name_torch_wall, param2 = 2, force_place = true }
|
|
|
|
local n20 = {name = df_dependencies.node_name_stair_goblin_cap_stem_wood }
|
|
|
|
local n21 = {name = df_dependencies.node_name_stair_goblin_cap_stem_wood, param2 = 2 }
|
|
|
|
local n22 = {name = df_dependencies.node_name_slab_goblin_cap_stem_wood, param2 = 22}
|
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
|
|
|
|
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
|
|
|
if df_dependencies.node_name_shelf then
|
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
|
|
|
-- replace torches with glowing bottles, add vessel shelf
|
|
|
|
n10 = { name = "df_trees:glowing_bottle_red", force_place=true}
|
|
|
|
n19 = n10
|
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
|
|
|
n15 = { name = df_dependencies.node_name_shelf, param2 = 3, force_place = true }
|
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
|
|
|
|
|
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 schematic = {
|
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
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yslice_prob = {},
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size = {y = 10, x = 13, z = 13},
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center_pos = {x=6, y=2, z=6},
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data = {
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-- z=0, y=0
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=0, y=1
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=0, y=2
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=0, y=3
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=0, y=4
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=0, y=5
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=0, y=6
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n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
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-- z=0, y=7
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=0, y=8
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=0, y=9
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
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-- z=1, y=0
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
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-- z=1, y=1
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
|
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-- z=1, y=2
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
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-- z=1, y=3
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
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-- z=1, y=4
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=1, y=5
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
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-- z=1, y=6
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n1, n1, n1, n3, n3, n3, n4, n3, n3, n3, n1, n1, n1,
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|
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-- z=1, y=7
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n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
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|
|
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-- z=1, y=8
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|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
|
|
-- z=1, y=9
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|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
|
|
|
|
|
|
-- z=2, y=0
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
|
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-- z=2, y=1
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
|
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-- z=2, y=2
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
|
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-- z=2, y=3
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
|
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-- z=2, y=4
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=2, y=5
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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-- z=2, y=6
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n1, n1, n3, n4, n4, n4, n4, n4, n4, n4, n3, n1, n1,
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-- z=2, y=7
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n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
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-- z=2, y=8
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n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
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-- z=2, y=9
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n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
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|
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-- z=3, y=0
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n1, n1, n1, n1, n1, n2, n2, n2, n1, n1, n1, n1, n1,
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-- z=3, y=1
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n1, n1, n1, n1, n1, n2, n2, n2, n1, n1, n1, n1, n1,
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-- z=3, y=2
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n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
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-- z=3, y=3
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n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
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-- z=3, y=4
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n1, n1, n1, n1, n1, n5, n6, n5, n1, n1, n1, n1, n1,
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-- z=3, y=5
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n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
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-- z=3, y=6
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n1, n3, n4, n4, n4, n4, n5, n4, n4, n4, n4, n3, n1,
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-- z=3, y=7
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n1, n1, n3, n3, n3, n3, n3, n3, n3, n3, n3, n1, n1,
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-- z=3, y=8
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n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
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-- z=3, y=9
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n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
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|
|
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|
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-- z=4, y=0
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n1, n1, n1, n1, n2, n2, n2, n2, n2, n12, n22, n1, n1,
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-- z=4, y=1
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n1, n1, n1, n1, n2, n2, n2, n2, n2, n1, n1, n1, n1,
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-- z=4, y=2
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n1, n1, n1, n1, n5, n7, n7, n7, n5, n1, n1, n1, n1,
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-- z=4, y=3
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n1, n1, n1, n1, n5, n8, n9, n9, n5, n1, n1, n1, n1,
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-- z=4, y=4
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n1, n1, n1, n1, n5, n10, n9, n9, n5, n1, n1, n1, n1,
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-- z=4, y=5
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n1, n1, n1, n1, n5, n5, n9, n5, n5, n1, n1, n1, n1,
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-- z=4, y=6
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n1, n3, n4, n4, n4, n5, n5, n5, n4, n4, n4, n3, n1,
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-- z=4, y=7
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n1, n1, n3, n3, n3, n3, n3, n3, n3, n3, n3, n1, n1,
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-- z=4, y=8
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n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
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-- z=4, y=9
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n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
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|
|
|
|
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-- z=5, y=0
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n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n1, n1, n1,
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-- z=5, y=1
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n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n20, n1, n1,
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-- z=5, y=2
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n1, n1, n1, n5, n7, n7, n7, n7, n7, n5, n1, n1, n1,
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-- z=5, y=3
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n1, n1, n1, n5, n9, n9, n9, n9, n9, n5, n1, n1, n1,
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-- z=5, y=4
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n1, n1, n1, n5, n9, n9, n9, n9, n9, n5, n1, n1, n1,
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|
|
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-- z=5, y=5
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n1, n1, n1, n5, n5, n9, n9, n9, n5, n5, n1, n1, n1,
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-- z=5, y=6
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n1, n3, n4, n4, n5, n9, n9, n9, n5, n4, n4, n3, n1,
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-- z=5, y=7
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n1, n1, n3, n3, n3, n5, n5, n5, n3, n3, n3, n1, n1,
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-- z=5, y=8
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n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
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|
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-- z=5, y=9
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n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
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|
|
|
|
|
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-- z=6, y=0
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n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n1, n1, n1,
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-- z=6, y=1
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n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n1, n1, n1,
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|
|
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-- z=6, y=2
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n1, n1, n1, n5, n7, n7, n7, n7, n7, n7, n12, n1, n1,
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-- z=6, y=3
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n1, n1, n1, n5, n9, n9, n9, n9, n9, n13, n9, n9, n1,
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|
|
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-- z=6, y=4
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n1, n1, n1, n6, n9, n9, n9, n9, n9, n14, n9, n9, n1,
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|
|
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-- z=6, y=5
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n1, n1, n1, n5, n9, n9, n9, n9, n9, n5, n1, n1, n1,
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|
|
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-- z=6, y=6
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n3, n4, n4, n5, n5, n9, n9, n9, n5, n5, n4, n4, n3,
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-- z=6, y=7
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n1, n3, n3, n3, n3, n5, n5, n5, n3, n3, n3, n3, n1,
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|
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-- z=6, y=8
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n1, n1, n3, n3, n3, n3, n3, n3, n3, n3, n3, n1, n1,
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|
|
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-- z=6, y=9
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n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
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|
|
|
|
|
|
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-- z=7, y=0
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n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n1, n1, n1,
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|
|
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-- z=7, y=1
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n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n21, n1, n1,
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|
|
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-- z=7, y=2
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n1, n1, n1, n5, n7, n7, n7, n7, n7, n5, n1, n1, n1,
|
|
|
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-- z=7, y=3
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n1, n1, n1, n5, n15, n9, n9, n9, n9, n5, n1, n1, n1,
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|
|
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-- z=7, y=4
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|
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n1, n1, n1, n5, n9, n9, n9, n9, n9, n5, n1, n1, n1,
|
|
|
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-- z=7, y=5
|
|
|
|
n1, n1, n1, n5, n5, n9, n9, n9, n5, n5, n1, n1, n1,
|
|
|
|
-- z=7, y=6
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|
|
|
n1, n3, n4, n4, n5, n9, n9, n9, n5, n4, n4, n3, n1,
|
|
|
|
-- z=7, y=7
|
|
|
|
n1, n1, n3, n3, n3, n5, n5, n5, n3, n3, n3, n1, n1,
|
|
|
|
-- z=7, y=8
|
|
|
|
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
|
|
|
|
-- z=7, y=9
|
|
|
|
n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
|
|
|
|
|
|
|
|
-- z=8, y=0
|
|
|
|
n1, n1, n1, n1, n2, n2, n2, n2, n2, n12, n22, n1, n1,
|
|
|
|
-- z=8, y=1
|
|
|
|
n1, n1, n1, n1, n2, n2, n2, n2, n2, n1, n1, n1, n1,
|
|
|
|
-- z=8, y=2
|
|
|
|
n1, n1, n1, n1, n5, n7, n7, n7, n5, n1, n1, n1, n1,
|
|
|
|
-- z=8, y=3
|
|
|
|
n1, n1, n1, n1, n5, n16, n17, n18, n5, n1, n1, n1, n1,
|
|
|
|
-- z=8, y=4
|
|
|
|
n1, n1, n1, n1, n5, n9, n9, n19, n5, n1, n1, n1, n1,
|
|
|
|
-- z=8, y=5
|
|
|
|
n1, n1, n1, n1, n5, n5, n9, n5, n5, n1, n1, n1, n1,
|
|
|
|
-- z=8, y=6
|
|
|
|
n1, n3, n4, n4, n4, n5, n5, n5, n4, n4, n4, n3, n1,
|
|
|
|
-- z=8, y=7
|
|
|
|
n1, n1, n3, n3, n3, n3, n3, n3, n3, n3, n3, n1, n1,
|
|
|
|
-- z=8, y=8
|
|
|
|
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
|
|
|
|
-- z=8, y=9
|
|
|
|
n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
|
|
|
|
|
|
|
|
-- z=9, y=0
|
|
|
|
n1, n1, n1, n1, n1, n2, n2, n2, n1, n1, n1, n1, n1,
|
|
|
|
-- z=9, y=1
|
|
|
|
n1, n1, n1, n1, n1, n2, n2, n2, n1, n1, n1, n1, n1,
|
|
|
|
-- z=9, y=2
|
|
|
|
n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
|
|
|
|
-- z=9, y=3
|
|
|
|
n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
|
|
|
|
-- z=9, y=4
|
|
|
|
n1, n1, n1, n1, n1, n5, n6, n5, n1, n1, n1, n1, n1,
|
|
|
|
-- z=9, y=5
|
|
|
|
n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
|
|
|
|
-- z=9, y=6
|
|
|
|
n1, n3, n4, n4, n4, n4, n5, n4, n4, n4, n4, n3, n1,
|
|
|
|
-- z=9, y=7
|
|
|
|
n1, n1, n3, n3, n3, n3, n3, n3, n3, n3, n3, n1, n1,
|
|
|
|
-- z=9, y=8
|
|
|
|
n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
|
|
|
|
-- z=9, y=9
|
|
|
|
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
|
|
|
|
|
|
|
|
-- z=10, y=0
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=10, y=1
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=10, y=2
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=10, y=3
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=10, y=4
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=10, y=5
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=10, y=6
|
|
|
|
n1, n1, n3, n4, n4, n4, n4, n4, n4, n3, n3, n1, n1,
|
|
|
|
-- z=10, y=7
|
|
|
|
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
|
|
|
|
-- z=10, y=8
|
|
|
|
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=10, y=9
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
|
|
|
|
-- z=11, y=0
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=11, y=1
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=11, y=2
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=11, y=3
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=11, y=4
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=11, y=5
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=11, y=6
|
|
|
|
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
|
|
|
|
-- z=11, y=7
|
|
|
|
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=11, y=8
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=11, y=9
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
|
|
|
|
-- z=12, y=0
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=12, y=1
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=12, y=2
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=12, y=3
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=12, y=4
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=12, y=5
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=12, y=6
|
|
|
|
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=12, y=7
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=12, y=8
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
-- z=12, y=9
|
|
|
|
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
|
|
|
|
for index, node in ipairs(schematic.data) do
|
|
|
|
assert(node.name ~= nil, "undefined node name for index " .. tostring(index) .. " in goblin_cap_bigger_hut schematic data")
|
|
|
|
end
|
|
|
|
|
|
|
|
return schematic
|