2020-02-18 06:36:53 +01:00
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local S = df_mapitems.S
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_mapitems:veinstone", {
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description = S("Veinstone"),
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_doc_items_longdesc = df_mapitems.doc.veinstone_desc,
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_doc_items_usagehelp = df_mapitems.doc.veinstone_usage,
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2020-11-16 01:54:56 +01:00
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tiles = {df_mapitems.texture.stone .. "^dfcaverns_veins.png"},
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2018-12-31 19:46:27 +01:00
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groups = {cracky = 3, stone = 1, lava_heatable = 1},
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2020-11-16 01:54:56 +01:00
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_magma_conduits_heats_to = df_mapitems.node_name.cobble,
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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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light_source = 2,
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2021-03-26 06:13:19 +01:00
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drop = "df_mapitems:veinstone",
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2020-11-16 01:54:56 +01:00
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sounds = df_mapitems.sounds.stone,
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2021-03-27 04:37:00 +01:00
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on_punch = function(pos, node, puncher, pointed_thing)
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minetest.node_punch(pos, node, puncher, pointed_thing)
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2021-03-26 06:13:19 +01:00
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minetest.swap_node(pos, {name="df_mapitems:veinstone_pulse"})
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minetest.get_node_timer(pos):start(2)
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end,
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})
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minetest.register_node("df_mapitems:veinstone_pulse", {
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description = S("Veinstone"),
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_doc_items_longdesc = df_mapitems.doc.veinstone_desc,
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_doc_items_usagehelp = df_mapitems.doc.veinstone_usage,
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tiles = {df_mapitems.texture.stone .. "^dfcaverns_veins.png"},
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groups = {cracky = 3, stone = 1, lava_heatable = 1, not_in_creative_inventory = 1},
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_magma_conduits_heats_to = df_mapitems.node_name.cobble,
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is_ground_content = false,
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light_source = 8,
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drop = "df_mapitems:veinstone",
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sounds = df_mapitems.sounds.stone,
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on_timer = function(pos, elapsed)
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local positions, count = minetest.find_nodes_in_area(vector.add(pos,1), vector.subtract(pos,1), "df_mapitems:veinstone")
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if count["df_mapitems:veinstone"] == 0 then
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positions, count = minetest.find_nodes_in_area(vector.add(pos,2), vector.subtract(pos,2), "df_mapitems:veinstone")
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end
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if count["df_mapitems:veinstone"] == 0 then
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positions = {[1] = minetest.find_node_near(pos, 3, "df_mapitems:veinstone")}
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end
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if positions[1] == nil then
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positions = {[1] = minetest.find_node_near(pos, 4, "df_mapitems:veinstone")}
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end
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for _, neighbor_pos in pairs(positions) do
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minetest.swap_node(neighbor_pos, {name="df_mapitems:veinstone_pulse"})
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minetest.get_node_timer(neighbor_pos):start(2)
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end
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minetest.swap_node(pos, {name="df_mapitems:veinstone_refractory"})
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minetest.get_node_timer(pos):start(12)
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end,
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})
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minetest.register_node("df_mapitems:veinstone_refractory", {
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description = S("Veinstone"),
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_doc_items_longdesc = df_mapitems.doc.veinstone_desc,
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_doc_items_usagehelp = df_mapitems.doc.veinstone_usage,
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tiles = {df_mapitems.texture.stone .. "^dfcaverns_veins.png"},
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groups = {cracky = 3, stone = 1, lava_heatable = 1, not_in_creative_inventory = 1},
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_magma_conduits_heats_to = df_mapitems.node_name.cobble,
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is_ground_content = false,
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light_source = 1,
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drop = "df_mapitems:veinstone",
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sounds = df_mapitems.sounds.stone,
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on_timer = function(pos, elapsed)
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minetest.swap_node(pos, {name="df_mapitems:veinstone"})
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end,
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2018-12-31 19:46:27 +01:00
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})
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