2017-03-08 07:50:58 +01:00
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--------------------------------------------------
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-- Fungiwood
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-- fine grain
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-- Max trunk height 8
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-- depth 1-2
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2020-02-18 06:36:53 +01:00
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local S = df_trees.S
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2017-03-08 07:50:58 +01:00
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_trees:fungiwood", {
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2017-03-23 06:41:34 +01:00
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description = S("Fungiwood Stem"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_trees.doc.fungiwood_desc,
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_doc_items_usagehelp = df_trees.doc.fungiwood_usage,
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2017-03-08 07:50:58 +01:00
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tiles = {"dfcaverns_fungiwood.png"},
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paramtype2 = "facedir",
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is_ground_content = false,
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groups = {tree = 1, choppy = 3, oddly_breakable_by_hand = 1, flammable = 3},
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2020-11-16 03:06:45 +01:00
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sounds = df_trees.sounds.wood,
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2017-03-08 07:50:58 +01:00
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on_place = minetest.rotate_node
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})
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2017-03-21 08:53:04 +01:00
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--Wood
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minetest.register_craft({
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2018-12-31 19:46:27 +01:00
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output = 'df_trees:fungiwood_wood 4',
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2017-03-21 08:53:04 +01:00
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recipe = {
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2018-12-31 19:46:27 +01:00
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{'df_trees:fungiwood'},
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2017-03-21 08:53:04 +01:00
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}
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})
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_trees:fungiwood_wood", {
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2017-03-21 08:53:04 +01:00
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description = S("Fungiwood Planks"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_trees.doc.fungiwood_desc,
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_doc_items_usagehelp = df_trees.doc.fungiwood_usage,
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2017-03-21 08:53:04 +01:00
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paramtype2 = "facedir",
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place_param2 = 0,
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2017-03-22 05:16:52 +01:00
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tiles = {"dfcaverns_fungiwood_wood.png"},
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2017-03-21 08:53:04 +01:00
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is_ground_content = false,
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
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2020-11-16 03:06:45 +01:00
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sounds = df_trees.sounds.wood,
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2017-03-21 08:53:04 +01:00
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})
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2022-07-22 10:27:57 +02:00
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df_trees.register.all_stairs("fungiwood_wood")
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df_trees.register.all_fences("fungiwood_wood", {burntime = 7})
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2017-03-21 08:53:04 +01:00
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minetest.register_craft({
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type = "fuel",
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2018-12-31 19:46:27 +01:00
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recipe = "df_trees:fungiwood_wood",
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2017-03-21 08:53:04 +01:00
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burntime = 7,
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})
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minetest.register_craft({
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type = "fuel",
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2018-12-31 19:46:27 +01:00
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recipe = "df_trees:fungiwood",
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2017-03-21 08:53:04 +01:00
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burntime = 30,
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})
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minetest.register_craft({
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type = "fuel",
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2018-12-31 19:46:27 +01:00
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recipe = "df_trees:fungiwood_shelf",
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2017-03-21 08:53:04 +01:00
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burntime = 3,
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})
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minetest.register_craft({
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type = "fuel",
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2018-12-31 19:46:27 +01:00
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recipe = "df_trees:fungiwood_sapling",
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2017-03-21 08:53:04 +01:00
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burntime = 2,
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})
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_trees:fungiwood_shelf",{
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2017-03-08 07:50:58 +01:00
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description = S("Fungiwood Shelf"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_trees.doc.fungiwood_desc,
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_doc_items_usagehelp = df_trees.doc.fungiwood_usage,
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2017-03-08 07:50:58 +01:00
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tiles = {"dfcaverns_fungiwood.png", "dfcaverns_fungiwood_shelf_underside.png", "dfcaverns_fungiwood.png"},
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5}, -- NodeBox1
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{-0.5, 0.3125, -0.0625, 0.5, 0.375, 0.0625}, -- NodeBox2
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{-0.0625, 0.3125, -0.5, 0.0625, 0.375, 0.5}, -- NodeBox3
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}
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},
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is_ground_content = false,
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groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
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drop = {
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max_items = 1,
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items = {
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2018-12-31 19:46:27 +01:00
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{items = {"df_trees:fungiwood_sapling"}, rarity = 10},
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{items = {"df_trees:fungiwood_shelf"}}
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2017-03-08 07:50:58 +01:00
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}
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},
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2020-11-16 03:06:45 +01:00
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sounds = df_trees.sounds.leaves,
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2017-03-08 07:50:58 +01:00
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2020-11-16 03:06:45 +01:00
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after_place_node = df_trees.after_place_leaves,
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2017-03-08 07:50:58 +01:00
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})
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2020-11-16 03:06:45 +01:00
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df_trees.register_leafdecay({
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trunks = {"df_trees:fungiwood"},
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leaves = {"df_trees:fungiwood_shelf"},
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radius = 5,
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})
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2017-03-08 07:50:58 +01:00
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_trees:fungiwood_sapling", {
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2017-03-08 07:50:58 +01:00
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description = S("Fungiwood Spawn"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_trees.doc.fungiwood_desc,
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_doc_items_usagehelp = df_trees.doc.fungiwood_usage,
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2017-03-08 07:50:58 +01:00
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drawtype = "plantlike",
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visual_scale = 1.0,
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tiles = {"dfcaverns_fungiwood_sapling.png"},
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inventory_image = "dfcaverns_fungiwood_sapling.png",
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wield_image = "dfcaverns_fungiwood_sapling.png",
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
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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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is_ground_content = false,
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2018-12-31 19:46:27 +01:00
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floodable = true,
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2017-03-08 07:50:58 +01:00
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selection_box = {
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type = "fixed",
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fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
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},
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groups = {snappy = 2, dig_immediate = 3, flammable = 2,
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2017-03-15 04:35:08 +01:00
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attached_node = 1, sapling = 1, light_sensitive_fungus = 11},
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2020-11-16 03:06:45 +01:00
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sounds = df_trees.sounds.leaves,
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2017-03-08 07:50:58 +01:00
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on_construct = function(pos)
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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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if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name, "soil") == 0 then
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return
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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
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end
|
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
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minetest.get_node_timer(pos):start(math.random(
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df_trees.config.fungiwood_delay_multiplier*df_trees.config.tree_min_growth_delay,
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df_trees.config.fungiwood_delay_multiplier*df_trees.config.tree_max_growth_delay))
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end,
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on_destruct = function(pos)
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minetest.get_node_timer(pos):stop()
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2017-03-08 07:50:58 +01:00
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end,
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on_timer = function(pos)
|
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
|
|
|
if df_farming and df_farming.kill_if_sunlit(pos) then
|
|
|
|
return
|
|
|
|
end
|
2017-03-08 07:50:58 +01:00
|
|
|
minetest.set_node(pos, {name="air"})
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_fungiwood(pos)
|
2017-03-08 07:50:58 +01:00
|
|
|
end,
|
|
|
|
})
|
|
|
|
|
2017-03-14 06:40:37 +01:00
|
|
|
local c_air = minetest.get_content_id("air")
|
|
|
|
local c_ignore = minetest.get_content_id("ignore")
|
2018-12-31 19:46:27 +01:00
|
|
|
local c_fungiwood = minetest.get_content_id("df_trees:fungiwood")
|
|
|
|
local c_fungiwood_shelf = minetest.get_content_id("df_trees:fungiwood_shelf")
|
2017-03-14 06:40:37 +01:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
function df_trees.spawn_fungiwood(pos)
|
2017-03-08 07:50:58 +01:00
|
|
|
local x, y, z = pos.x, pos.y, pos.z
|
2017-03-14 06:40:37 +01:00
|
|
|
local height = math.random(6, 10)
|
|
|
|
local maxy = y + height -- Trunk top
|
2017-03-08 07:50:58 +01:00
|
|
|
|
|
|
|
local vm = minetest.get_voxel_manip()
|
|
|
|
local minp, maxp = vm:read_from_map(
|
|
|
|
{x = x - 3, y = y, z = z - 3},
|
2017-03-15 04:35:08 +01:00
|
|
|
{x = x + 3, y = maxy, z = z + 3}
|
2017-03-08 07:50:58 +01:00
|
|
|
)
|
2017-03-14 06:40:37 +01:00
|
|
|
local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
|
2017-03-08 07:50:58 +01:00
|
|
|
local data = vm:get_data()
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_fungiwood_vm(area:indexp(pos), area, data, height)
|
2017-03-14 06:40:37 +01:00
|
|
|
|
|
|
|
vm:set_data(data)
|
|
|
|
vm:write_to_map()
|
|
|
|
vm:update_map()
|
|
|
|
end
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_fungiwood_vm = function(vi, area, data, height)
|
2017-03-14 06:40:37 +01:00
|
|
|
if height == nil then height = math.random(6, 10) end
|
|
|
|
local pos = area:position(vi)
|
|
|
|
local x = pos.x
|
|
|
|
local y = pos.y
|
|
|
|
local z = pos.z
|
|
|
|
local maxy = y + height -- Trunk top
|
|
|
|
|
2017-03-08 07:50:58 +01:00
|
|
|
-- Upper branches layer
|
|
|
|
local dev = 3
|
|
|
|
for yy = maxy - 2, maxy do
|
|
|
|
for zz = z - dev, z + dev do
|
2017-03-14 06:40:37 +01:00
|
|
|
local vi = area:index(x - dev, yy, zz)
|
|
|
|
local via = area:index(x - dev, yy + 1, zz)
|
2017-03-08 07:50:58 +01:00
|
|
|
for xx = x - dev, x + dev do
|
|
|
|
if math.random() < 0.95 - dev * 0.05 then
|
|
|
|
local node_id = data[vi]
|
|
|
|
if node_id == c_air or node_id == c_ignore then
|
|
|
|
data[vi] = c_fungiwood_shelf
|
|
|
|
end
|
|
|
|
end
|
|
|
|
vi = vi + 1
|
|
|
|
via = via + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
dev = dev - 1
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Lower branches layer
|
|
|
|
local my = 0
|
|
|
|
for i = 1, 20 do -- Random 2x2 squares of shelf
|
|
|
|
local xi = x + math.random(-3, 2)
|
|
|
|
local yy = maxy + math.random(-6, -5)
|
|
|
|
local zi = z + math.random(-3, 2)
|
|
|
|
if yy > my then
|
|
|
|
my = yy
|
|
|
|
end
|
|
|
|
for zz = zi, zi+1 do
|
2017-03-14 06:40:37 +01:00
|
|
|
local vi = area:index(xi, yy, zz)
|
|
|
|
local via = area:index(xi, yy + 1, zz)
|
2017-03-08 07:50:58 +01:00
|
|
|
for xx = xi, xi + 1 do
|
|
|
|
local node_id = data[vi]
|
|
|
|
if node_id == c_air or node_id == c_ignore then
|
|
|
|
data[vi] = c_fungiwood_shelf
|
|
|
|
end
|
|
|
|
vi = vi + 1
|
|
|
|
via = via + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Trunk
|
|
|
|
for yy = y, maxy do
|
2017-03-14 06:40:37 +01:00
|
|
|
local vi = area:index(x, yy, z)
|
2017-03-08 07:50:58 +01:00
|
|
|
local node_id = data[vi]
|
|
|
|
if node_id == c_air or node_id == c_ignore or
|
|
|
|
node_id == c_fungiwood_shelf then
|
|
|
|
data[vi] = c_fungiwood
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|