dfcaverns/df_farming/quarry_bush.lua

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local S = df_farming.S
local quarry_grow_time = df_farming.config.plant_growth_time * df_farming.config.quarry_bush_delay_multiplier / 5
local register_quarry_bush = function(number)
local name = "df_farming:quarry_bush_"..tostring(number)
local def = {
description = S("Quarry Bush"),
_doc_items_longdesc = df_farming.doc.quarry_bush_desc,
_doc_items_usagehelp = df_farming.doc.quarry_bush_usage,
drawtype = "plantlike",
paramtype2 = "meshoptions",
place_param2 = 4,
tiles = {"dfcaverns_quarry_bush_"..tostring(number)..".png"},
inventory_image = "dfcaverns_quarry_bush_"..tostring(number)..".png",
paramtype = "light",
walkable = false,
buildable_to = true,
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
floodable = true,
groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, light_sensitive_fungus = 11},
sounds = df_farming.sounds.leaves,
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
selection_box = {
type = "fixed",
fixed = {
{-8/16, -8/16, -8/16, 8/16, -8/16 + (16/5)*number/16, 8/16},
},
},
on_timer = function(pos, elapsed)
df_farming.grow_underground_plant(pos, name, elapsed)
end,
drop = {
max_items = 2,
items = {
{
items = {'df_farming:quarry_bush_seed 2', 'df_farming:quarry_bush_leaves 2'},
rarity = 6-number,
},
{
items = {'df_farming:quarry_bush_seed 1', 'df_farming:quarry_bush_leaves'},
rarity = 6-number,
},
{
items = {'df_farming:quarry_bush_seed'},
rarity = 6-number,
},
},
},
}
if number < 5 then
def._dfcaverns_next_stage_time = quarry_grow_time
def._dfcaverns_next_stage = "df_farming:quarry_bush_"..tostring(number+1)
end
minetest.register_node(name, def)
end
for i = 1,5 do
register_quarry_bush(i)
end
local place_list = {
minetest.get_content_id("df_farming:quarry_bush_1"),
minetest.get_content_id("df_farming:quarry_bush_2"),
minetest.get_content_id("df_farming:quarry_bush_3"),
minetest.get_content_id("df_farming:quarry_bush_4"),
minetest.get_content_id("df_farming:quarry_bush_5"),
}
-- doesn't set the timer running, so plants placed by this method won't grow
df_farming.spawn_quarry_bush_vm = function(vi, area, data, param2_data)
data[vi] = place_list[math.random(1,5)]
param2_data[vi] = 4
end
df_farming.register_seed(
"quarry_bush_seed",
S("Rock Nuts"),
"dfcaverns_rock_nuts.png",
"df_farming:quarry_bush_1",
quarry_grow_time,
df_farming.doc.quarry_bush_desc,
df_farming.doc.quarry_bush_usage
)
minetest.register_craftitem("df_farming:quarry_bush_leaves", {
description = S("Quarry Bush Leaves"),
_doc_items_longdesc = df_farming.doc.quarry_bush_leaves_desc,
_doc_items_usagehelp = df_farming.doc.quarry_bush_leaves_usage,
inventory_image = "dfcaverns_quarry_bush_leaves.png",
groups = {dfcaverns_cookable = 1},
stack_max = 99,
})
minetest.register_craft({
type = "fuel",
recipe = "df_farming:quarry_bush_leaves",
burntime = 4
})