2018-12-31 19:46:27 +01:00
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local c_water = minetest.get_content_id("default:water_source")
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local c_air = minetest.get_content_id("air")
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local c_dirt = minetest.get_content_id("default:dirt")
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local c_dirt_moss = minetest.get_content_id("df_mapitems:dirt_with_cave_moss")
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local c_sand = minetest.get_content_id("default:sand")
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local c_gravel = minetest.get_content_id("default:gravel")
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local c_wet_flowstone = minetest.get_content_id("df_mapitems:wet_flowstone")
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local c_dry_flowstone = minetest.get_content_id("df_mapitems:dry_flowstone")
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local c_lava = minetest.get_content_id("default:lava_source")
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local c_obsidian = minetest.get_content_id("default:obsidian")
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2019-08-02 07:07:15 +02:00
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local c_coral_table = {
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minetest.get_content_id("df_mapitems:cave_coral_1"),
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minetest.get_content_id("df_mapitems:cave_coral_2"),
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minetest.get_content_id("df_mapitems:cave_coral_3")
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}
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2018-12-31 19:46:27 +01:00
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local mushroom_shrublist
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local fungispore_shrublist
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if minetest.get_modpath("df_farming") then
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mushroom_shrublist = {
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df_farming.spawn_plump_helmet_vm,
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df_farming.spawn_plump_helmet_vm,
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df_farming.spawn_dimple_cup_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_cavern_fungi_vm,
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}
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fungispore_shrublist = {
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df_farming.spawn_pig_tail_vm,
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df_farming.spawn_sweet_pod_vm,
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df_farming.spawn_cave_wheat_vm,
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df_farming.spawn_cave_wheat_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_cavern_fungi_vm,
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}
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end
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------------------------------------------------------------------------------------------
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local perlin_cave_sunless_sea = {
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offset = 0,
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scale = 1,
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spread = {x=df_caverns.config.horizontal_cavern_scale * 2, y=df_caverns.config.vertical_cavern_scale * 0.5, z=df_caverns.config.horizontal_cavern_scale * 2},
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seed = -400000000089,
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octaves = 3,
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persist = 0.67
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}
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local perlin_wave_sunless_sea = {
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offset = 0,
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scale = 1,
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spread = {x=df_caverns.config.horizontal_cavern_scale * 4, y=df_caverns.config.vertical_cavern_scale * 0.5, z=df_caverns.config.horizontal_cavern_scale * 4}, -- squashed 2:1
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seed = 59033,
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octaves = 6,
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persist = 0.63
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}
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local perlin_cave_rivers = {
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offset = 0,
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scale = 1,
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spread = {x=400, y=400, z=400},
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seed = -400000000089,
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octaves = 3,
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persist = 0.67,
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flags = "", -- remove "eased" flag, makes the paths of rivers a bit jaggedier and more interesting that curvy smooth paths
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}
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-- large-scale rise and fall to make the seam between roof and floor less razor-flat and make the rivers shallower and deeper in various places
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|
local perlin_wave_rivers = {
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offset = 0,
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scale = 1,
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spread = {x=800, y=800, z=800},
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seed = -4000089,
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octaves = 3,
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persist = 0.67,
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}
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local sea_level = df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.sunless_sea_min) * 0.5
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local floor_mult = 100
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local floor_displace = -10
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local ceiling_mult = -200
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local ceiling_displace = 20
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local wave_mult = 7
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local ripple_mult = 15
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local y_max_river = sea_level + 2*wave_mult + ceiling_displace + ripple_mult
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local y_min_river = sea_level - 2*wave_mult + floor_displace
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local hot_zone_boundary = 70
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local middle_zone_boundary = 50
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local cool_zone_boundary = 30
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local mushroom_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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local ystride = area.ystride
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if abs_cracks < 0.1 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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elseif data[vi-ystride] ~= c_air and data[vi-ystride] ~= c_water then -- leave the ground as rock if it's only one node thick
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|
if math.random() < 0.25 then
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|
data[vi] = c_dirt
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else
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data[vi] = c_dirt_moss
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|
end
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|
if math.random() < 0.1 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, mushroom_shrublist)
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elseif abs_cracks > 0.25 then
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|
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|
if math.random() < 0.01 then
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df_trees.spawn_tower_cap_vm(vi+ystride, area, data)
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elseif math.random() < 0.01 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
|
|
|
df_trees.spawn_goblin_cap_vm(vi+ystride, area, data, data_param2)
|
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
|
|
|
elseif math.random() < 0.02 then
|
|
|
|
df_trees.spawn_spindlestem_vm(vi+ystride, area, data, data_param2)
|
2018-12-31 19:46:27 +01:00
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local fungispore_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
local ystride = area.ystride
|
|
|
|
if abs_cracks < 0.1 then
|
|
|
|
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
|
|
|
|
elseif data[vi-ystride] ~= c_air and data[vi-ystride] ~= c_water then -- leave the ground as rock if it's only one node thick
|
|
|
|
if math.random() < 0.25 then
|
|
|
|
data[vi] = c_dirt
|
|
|
|
else
|
|
|
|
data[vi] = c_dirt_moss
|
|
|
|
end
|
|
|
|
if math.random() < 0.1 then
|
|
|
|
df_caverns.place_shrub(vi+ystride, area, data, data_param2, fungispore_shrublist)
|
|
|
|
elseif abs_cracks > 0.35 then
|
|
|
|
if math.random() < 0.025 then
|
|
|
|
df_trees.spawn_fungiwood_vm(vi+ystride, area, data)
|
|
|
|
elseif math.random() < 0.025 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
|
|
|
df_trees.spawn_spore_tree_vm(vi+ystride, area, data, data_param2)
|
2018-12-31 19:46:27 +01:00
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local cool_zone_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
if abs_cracks < 0.1 then
|
|
|
|
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local hot_zone_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
-- dry zone ceiling, add crystals
|
|
|
|
if abs_cracks < 0.1 then
|
|
|
|
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
|
|
|
|
end
|
|
|
|
if abs_cracks > 0.3 and math.random() < 0.005 then
|
|
|
|
df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,3), true)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local cool_zone_floor = df_caverns.dry_cavern_floor
|
|
|
|
|
|
|
|
local hot_zone_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
if abs_cracks < 0.075 then
|
|
|
|
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
|
|
|
|
elseif abs_cracks > 0.3 and math.random() < 0.005 then
|
|
|
|
df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi+area.ystride, math.random(0,2), false)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
local decorate_sunless_sea = function(minp, maxp, seed, vm, node_arrays, area, data)
|
|
|
|
math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
|
|
|
|
|
|
|
|
local heatmap = minetest.get_mapgen_object("heatmap")
|
|
|
|
local data_param2 = df_caverns.data_param2
|
|
|
|
vm:get_param2_data(data_param2)
|
|
|
|
local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
|
|
|
|
|
|
|
|
local minp_below = minp.y <= sea_level
|
|
|
|
local maxp_above = maxp.y > sea_level
|
|
|
|
|
|
|
|
local nvals_cave = mapgen_helper.perlin2d("df_caverns:sunless_sea", minp, maxp, perlin_cave_rivers) --cave noise for structure
|
|
|
|
local nvals_wave = mapgen_helper.perlin2d("df_caverns:sunless_sea_wave", minp, maxp, perlin_wave_rivers) --cave noise for structure
|
|
|
|
|
|
|
|
local skip_next = false -- mapgen is proceeding upward on the y axis,
|
|
|
|
--if this is true it skips a step to allow for things to be placed above the floor
|
|
|
|
|
|
|
|
-- creates "river" caverns
|
|
|
|
for vi, x, y, z in area:iterp_yxz(minp, maxp) do
|
|
|
|
if not skip_next then
|
|
|
|
if y < y_max_river and y > y_min_river then
|
|
|
|
local index2d = mapgen_helper.index2d(minp, maxp, x, z)
|
|
|
|
local abs_cave = math.abs(nvals_cave[index2d])
|
|
|
|
local wave = nvals_wave[index2d] * wave_mult
|
|
|
|
local cracks = nvals_cracks[index2d]
|
|
|
|
|
|
|
|
local ripple = cracks * ((y - y_min_river) / (y_max_river - y_min_river)) * ripple_mult
|
|
|
|
|
|
|
|
-- above floor and below ceiling
|
|
|
|
local floor_height = math.floor(abs_cave * floor_mult + sea_level + floor_displace + wave)
|
|
|
|
local ceiling_height = math.floor(abs_cave * ceiling_mult + sea_level + ceiling_displace + wave + ripple)
|
|
|
|
|
|
|
|
-- deal with lava
|
|
|
|
if y <= floor_height and y > floor_height - 3 and y < sea_level + 5 and data[vi] == c_lava then
|
|
|
|
data[vi] = c_obsidian
|
|
|
|
end
|
|
|
|
|
|
|
|
if y == floor_height and y < sea_level and not mapgen_helper.buildable_to(data[vi]) then
|
|
|
|
if cracks > 0.2 then
|
|
|
|
data[vi] = c_sand
|
|
|
|
if cracks > 0.5 then
|
|
|
|
data[vi+area.ystride] = c_sand
|
|
|
|
skip_next = true
|
|
|
|
end
|
|
|
|
else
|
|
|
|
data[vi] = c_gravel
|
|
|
|
end
|
|
|
|
elseif y > floor_height and y < ceiling_height and data[vi] ~= c_wet_flowstone then
|
|
|
|
data[vi] = c_air
|
|
|
|
elseif y == ceiling_height and not mapgen_helper.buildable_to(data[vi]) then
|
|
|
|
df_caverns.glow_worm_cavern_ceiling(math.abs(cracks),
|
|
|
|
mapgen_helper.xz_consistent_randomi(area, vi), vi, area, data, data_param2)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Deal with lava
|
|
|
|
if y >= ceiling_height and y < ceiling_height + 5 and y > sea_level - 5 and data[vi] == c_lava then
|
|
|
|
data[vi] = c_obsidian
|
|
|
|
end
|
|
|
|
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
|
|
|
else
|
|
|
|
skip_next = false
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if minp.y <= sea_level then
|
|
|
|
for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
|
2018-12-31 19:46:27 +01:00
|
|
|
-- convert all air below sea level into water
|
|
|
|
if y <= sea_level and data[vi] == c_air then
|
|
|
|
data[vi] = c_water
|
|
|
|
end
|
|
|
|
end
|
|
|
|
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
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
|
|
|
|
---------------------------------------------------------
|
|
|
|
-- Cavern floors
|
|
|
|
|
|
|
|
for _, vi in ipairs(node_arrays.cavern_floor_nodes) do
|
|
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
|
|
local heat = heatmap[index2d]
|
|
|
|
local cracks = nvals_cracks[index2d]
|
|
|
|
local abs_cracks = math.abs(cracks)
|
|
|
|
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
|
|
|
|
local y = area:get_y(vi)
|
|
|
|
|
|
|
|
-- The vertically squished aspect of these caverns produces too many very thin shelves, this blunts them
|
|
|
|
if mapgen_helper.buildable_to(data[vi-area.ystride]) then
|
|
|
|
if y <= sea_level then
|
|
|
|
data[vi] = c_water
|
|
|
|
else
|
|
|
|
data[vi] = c_air
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- extra test is needed because the rivers can remove nodes that Subterrane marked as floor.
|
|
|
|
if not mapgen_helper.buildable_to(data[vi]) then
|
|
|
|
if y >= sea_level then
|
|
|
|
if heat > hot_zone_boundary then
|
|
|
|
hot_zone_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
elseif heat > middle_zone_boundary then
|
|
|
|
fungispore_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
elseif heat > cool_zone_boundary then
|
|
|
|
mushroom_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
else
|
|
|
|
cool_zone_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
end
|
|
|
|
elseif y >= sea_level - 30 then
|
|
|
|
if math.random() < 0.005 then
|
|
|
|
df_mapitems.place_snareweed_patch(area, data, vi, data_param2, 6)
|
|
|
|
else
|
|
|
|
data[vi] = c_dirt
|
|
|
|
end
|
|
|
|
else
|
|
|
|
data[vi] = c_sand
|
|
|
|
if math.random() < 0.001 then
|
|
|
|
local iterations = math.random(1, 6)
|
|
|
|
df_mapitems.spawn_coral_pile(area, data, vi, iterations)
|
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
|
|
|
df_mapitems.spawn_castle_coral(area, data, vi+area.ystride, iterations)
|
2018-12-31 19:46:27 +01:00
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--------------------------------------
|
|
|
|
-- Cavern ceilings
|
|
|
|
|
|
|
|
for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do
|
|
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
|
|
local heat = heatmap[index2d]
|
|
|
|
local cracks = nvals_cracks[index2d]
|
|
|
|
local abs_cracks = math.abs(cracks)
|
|
|
|
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
|
|
|
|
local y = area:get_y(vi)
|
|
|
|
|
|
|
|
if y > sea_level and not mapgen_helper.buildable_to(data[vi]) then
|
|
|
|
if heat > hot_zone_boundary then
|
|
|
|
hot_zone_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
elseif heat > cool_zone_boundary then
|
|
|
|
df_caverns.glow_worm_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
else
|
|
|
|
cool_zone_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
----------------------------------------------
|
|
|
|
-- Tunnel floors
|
|
|
|
|
|
|
|
for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do
|
|
|
|
if area:get_y(vi) >= sea_level and not mapgen_helper.buildable_to(data[vi]) then
|
|
|
|
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
------------------------------------------------------
|
|
|
|
-- Tunnel ceiling
|
|
|
|
|
|
|
|
for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do
|
|
|
|
if area:get_y(vi) > sea_level and not mapgen_helper.buildable_to(data[vi]) then
|
|
|
|
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
|
|
else
|
|
|
|
-- air pockets
|
|
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
|
|
local cracks = nvals_cracks[index2d]
|
|
|
|
local ystride = area.ystride
|
|
|
|
if cracks > 0.6 and data[vi-ystride] == c_water then
|
|
|
|
data[vi-ystride] = c_air
|
|
|
|
if cracks > 0.8 and data[vi-ystride*2] == c_water then
|
|
|
|
data[vi-ystride*2] = c_air
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
------------------------------------------------------
|
|
|
|
-- Warren ceiling
|
|
|
|
|
|
|
|
for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do
|
|
|
|
if area:get_y(vi) > sea_level and not mapgen_helper.buildable_to(data[vi]) then
|
|
|
|
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
|
|
else
|
|
|
|
-- air pockets
|
|
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
|
|
local cracks = nvals_cracks[index2d]
|
|
|
|
local ystride = area.ystride
|
|
|
|
if cracks > 0.6 and data[vi-ystride] == c_water then
|
|
|
|
data[vi-ystride] = c_air
|
|
|
|
if cracks > 0.8 and data[vi-ystride*2] == c_water then
|
|
|
|
data[vi-ystride*2] = c_air
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
----------------------------------------------
|
|
|
|
-- Warren floors
|
|
|
|
|
|
|
|
for _, vi in ipairs(node_arrays.warren_floor_nodes) do
|
|
|
|
if area:get_y(vi) >= sea_level and not mapgen_helper.buildable_to(data[vi]) then
|
|
|
|
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- columns
|
|
|
|
for _, vi in ipairs(node_arrays.column_nodes) do
|
2019-08-02 07:07:15 +02:00
|
|
|
if data[vi] == c_wet_flowstone then
|
|
|
|
if area:get_y(vi) > sea_level then
|
|
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
|
|
local heat = heatmap[index2d]
|
|
|
|
if heat > hot_zone_boundary then
|
|
|
|
data[vi] = c_dry_flowstone
|
|
|
|
end
|
|
|
|
else
|
|
|
|
data[vi] = c_coral_table[math.random(1,3)]
|
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
|
|
|
data_param2[vi] = math.random(1,4)-1
|
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
|
|
|
minetest.get_node_timer(area:position(vi)):start(math.random(10, 60))
|
2019-08-02 07:07:15 +02:00
|
|
|
end
|
2018-12-31 19:46:27 +01:00
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
vm:set_param2_data(data_param2)
|
|
|
|
end
|
|
|
|
|
|
|
|
--Sunless Sea
|
|
|
|
subterrane.register_layer({
|
|
|
|
name = "sunless sea",
|
|
|
|
y_max = df_caverns.config.level3_min-1,
|
|
|
|
y_min = df_caverns.config.sunless_sea_min,
|
|
|
|
cave_threshold = df_caverns.config.sunless_sea_threshold,
|
|
|
|
perlin_cave = perlin_cave_sunless_sea,
|
|
|
|
perlin_wave = perlin_wave_sunless_sea,
|
|
|
|
solidify_lava = true,
|
|
|
|
columns = {
|
|
|
|
maximum_radius = 20,
|
|
|
|
minimum_radius = 5,
|
|
|
|
node = "df_mapitems:wet_flowstone",
|
|
|
|
weight = 0.5,
|
|
|
|
maximum_count = 60,
|
|
|
|
minimum_count = 10,
|
|
|
|
},
|
|
|
|
decorate = decorate_sunless_sea,
|
|
|
|
double_frequency = 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 = df_caverns.is_ground_content,
|
2018-12-31 19:46:27 +01:00
|
|
|
})
|