2020-02-18 06:36:53 +01:00
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local S = df_mapitems.S
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2018-05-18 09:43:56 +02:00
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_mapitems:glow_ruby_ore", {
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description = S("Red Crystal Vein"),
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_doc_items_longdesc = df_mapitems.doc.glow_ruby_ore_desc,
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_doc_items_usagehelp = df_mapitems.doc.glow_ruby_ore_usage,
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2018-05-19 23:47:41 +02:00
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tiles = {"dfcaverns_glow_ruby_ore.png"},
|
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,
|
2018-05-19 23:47:41 +02:00
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|
groups = {cracky=2},
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2020-11-16 01:54:56 +01:00
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sounds = df_mapitems.sounds.glass,
|
2018-05-19 23:47:41 +02:00
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|
})
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|
2018-12-31 19:46:27 +01:00
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minetest.register_node("df_mapitems:big_crystal", {
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description = S("Giant Red Crystal"),
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_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
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_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
|
2018-05-19 23:47:41 +02:00
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|
drawtype = "mesh",
|
2018-05-20 08:45:38 +02:00
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mesh = "hex_crystal_big.obj",
|
2018-05-19 23:47:41 +02:00
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tiles = {
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"dfcaverns_glow_ruby4x.png",
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"dfcaverns_glow_ruby.png",
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|
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|
},
|
2021-03-13 10:21:13 +01:00
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|
|
use_texture_alpha = "blend",
|
2018-05-19 23:47:41 +02:00
|
|
|
paramtype = "light",
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|
|
|
paramtype2 = "facedir",
|
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,
|
2018-05-19 23:47:41 +02:00
|
|
|
sunlight_propagates = true,
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light_source = 12,
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groups = {cracky=2, dfcaverns_big_crystal = 1},
|
2020-11-16 01:54:56 +01:00
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|
|
sounds = df_mapitems.sounds.glass,
|
2018-05-19 23:47:41 +02:00
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
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|
|
fixed = {-0.5, -0.5, -0.5, 0.5, 3, 0.5},
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|
|
|
},
|
|
|
|
collision_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-0.5, -0.5, -0.5, 0.5, 3, 0.5},
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|
|
|
},
|
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
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|
|
minetest.register_node("df_mapitems:med_crystal", {
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description = S("Big Red Crystal"),
|
|
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|
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
|
|
|
|
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
|
2018-05-20 08:45:38 +02:00
|
|
|
drawtype = "mesh",
|
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|
|
mesh = "hex_crystal_med.obj",
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|
tiles = {
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|
"dfcaverns_glow_ruby.png",
|
|
|
|
"dfcaverns_glow_ruby_quarter.png",
|
|
|
|
},
|
2021-03-13 10:21:13 +01:00
|
|
|
use_texture_alpha = "blend",
|
2018-05-20 08:45:38 +02:00
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "facedir",
|
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,
|
2018-05-20 08:45:38 +02:00
|
|
|
sunlight_propagates = true,
|
|
|
|
light_source = 12,
|
|
|
|
groups = {cracky=2, dfcaverns_big_crystal = 1},
|
2020-11-16 01:54:56 +01:00
|
|
|
sounds = df_mapitems.sounds.glass,
|
2018-05-20 08:45:38 +02:00
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-0.25, -0.5, -0.25, 0.25, 1.25, 0.25},
|
|
|
|
},
|
|
|
|
collision_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-0.25, -0.5, -0.25, 0.25, 1.25, 0.25},
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
2018-05-19 23:47:41 +02:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_mapitems:big_crystal_30", {
|
|
|
|
description = S("Giant Red Crystal"),
|
|
|
|
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
|
|
|
|
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
|
2018-05-19 23:47:41 +02:00
|
|
|
drawtype = "mesh",
|
2018-05-20 08:45:38 +02:00
|
|
|
mesh = "hex_crystal_30_big.obj",
|
2018-05-19 23:47:41 +02:00
|
|
|
tiles = {
|
|
|
|
"dfcaverns_glow_ruby4x.png",
|
|
|
|
"dfcaverns_glow_ruby.png",
|
|
|
|
},
|
2021-03-13 10:21:13 +01:00
|
|
|
use_texture_alpha = "blend",
|
2018-05-19 23:47:41 +02:00
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "facedir",
|
|
|
|
sunlight_propagates = 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,
|
2018-05-19 23:47:41 +02:00
|
|
|
light_source = 12,
|
2018-12-31 19:46:27 +01:00
|
|
|
drop = "df_mapitems:big_crystal",
|
2018-05-19 23:47:41 +02:00
|
|
|
groups = {cracky=2, dfcaverns_big_crystal = 1},
|
2020-11-16 01:54:56 +01:00
|
|
|
sounds = df_mapitems.sounds.glass,
|
2018-05-19 23:47:41 +02:00
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.5, -0.5, -0.625, 0.5, 0.5, 0.375},
|
|
|
|
{-0.5, 0.5, -1.25, 0.5, 1.5, -0.25},
|
|
|
|
{-0.5, 1.5, -1.875, 0.5, 2.5, -0.875},
|
2018-05-21 02:04:37 +02:00
|
|
|
--The following is a more accurate set of collision boxes that theoretically
|
|
|
|
--allows the crystal to be climbed like stairs, but in practice the physics
|
|
|
|
--don't seem to work quite right so I'm leaving it "simple" for now.
|
|
|
|
-- {-0.5, -0.5, -0.625, 0.5, 0.0, 0.375},
|
|
|
|
-- {-0.5, 0.0, -0.9375, 0.5, 0.5, 0.0625},
|
|
|
|
-- {-0.5, 0.5, -1.25, 0.5, 1.0, -0.25},
|
|
|
|
-- {-0.5, 1.0, -1.5625, 0.5, 1.5, -0.5625},
|
|
|
|
-- {-0.5, 1.5, -1.875, 0.5, 2.0, -0.875},
|
|
|
|
-- {-0.25, 2.0, -1.625, 0.25, 2.5, -1.125},
|
2018-05-20 08:45:38 +02:00
|
|
|
},
|
2018-05-19 23:47:41 +02:00
|
|
|
},
|
|
|
|
collision_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.5, -0.5, -0.625, 0.5, 0.5, 0.375},
|
|
|
|
{-0.5, 0.5, -1.25, 0.5, 1.5, -0.25},
|
|
|
|
{-0.5, 1.5, -1.875, 0.5, 2.5, -0.875},
|
2018-05-21 02:04:37 +02:00
|
|
|
-- {-0.5, -0.5, -0.625, 0.5, 0.0, 0.375},
|
|
|
|
-- {-0.5, 0.0, -0.9375, 0.5, 0.5, 0.0625},
|
|
|
|
-- {-0.5, 0.5, -1.25, 0.5, 1.0, -0.25},
|
|
|
|
-- {-0.5, 1.0, -1.5625, 0.5, 1.5, -0.5625},
|
|
|
|
-- {-0.5, 1.5, -1.875, 0.5, 2.0, -0.875},
|
|
|
|
-- {-0.25, 2.0, -1.625, 0.25, 2.5, -1.125},
|
2018-05-20 08:45:38 +02:00
|
|
|
},
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_mapitems:med_crystal_30", {
|
|
|
|
description = S("Big Red Crystal"),
|
|
|
|
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
|
|
|
|
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
|
2018-05-20 08:45:38 +02:00
|
|
|
drawtype = "mesh",
|
|
|
|
mesh = "hex_crystal_30_med.obj",
|
|
|
|
tiles = {
|
|
|
|
"dfcaverns_glow_ruby.png",
|
|
|
|
"dfcaverns_glow_ruby_quarter.png",
|
|
|
|
},
|
2021-03-13 10:21:13 +01:00
|
|
|
use_texture_alpha = "blend",
|
2018-05-20 08:45:38 +02:00
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "facedir",
|
|
|
|
sunlight_propagates = 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,
|
2018-05-20 08:45:38 +02:00
|
|
|
light_source = 12,
|
2018-12-31 19:46:27 +01:00
|
|
|
drop = "df_mapitems:med_crystal",
|
2018-05-20 08:45:38 +02:00
|
|
|
groups = {cracky=2, dfcaverns_big_crystal = 1},
|
2020-11-16 01:54:56 +01:00
|
|
|
sounds = df_mapitems.sounds.glass,
|
2018-05-20 08:45:38 +02:00
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.25, -0.5, -0.3125, 0.25, 0.0, 0.1875},
|
|
|
|
{-0.25, 0.0, -0.625, 0.25, 0.5, -0.125},
|
|
|
|
{-0.25, 0.5, -0.9375, 0.25, 1.0, -0.4375},
|
2018-05-19 23:47:41 +02:00
|
|
|
}
|
|
|
|
},
|
2018-05-20 08:45:38 +02:00
|
|
|
collision_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.25, -0.5, -0.3125, 0.25, 0.0, 0.1875},
|
|
|
|
{-0.25, 0.0, -0.625, 0.25, 0.5, -0.125},
|
|
|
|
{-0.25, 0.5, -0.9375, 0.25, 1.0, -0.4375},
|
|
|
|
},
|
|
|
|
},
|
2018-05-19 23:47:41 +02:00
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_mapitems:big_crystal_30_45", {
|
|
|
|
description = S("Giant Red Crystal"),
|
|
|
|
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
|
|
|
|
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
|
2018-05-19 23:47:41 +02:00
|
|
|
drawtype = "mesh",
|
2018-05-20 08:45:38 +02:00
|
|
|
mesh = "hex_crystal_30_45_big.obj",
|
2018-05-19 23:47:41 +02:00
|
|
|
tiles = {
|
|
|
|
"dfcaverns_glow_ruby4x.png",
|
|
|
|
"dfcaverns_glow_ruby.png",
|
|
|
|
},
|
2021-03-13 10:21:13 +01:00
|
|
|
use_texture_alpha = "blend",
|
2018-05-19 23:47:41 +02:00
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "facedir",
|
|
|
|
sunlight_propagates = 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,
|
2018-05-19 23:47:41 +02:00
|
|
|
light_source = 12,
|
2018-12-31 19:46:27 +01:00
|
|
|
drop = "df_mapitems:big_crystal",
|
2018-05-19 23:47:41 +02:00
|
|
|
groups = {cracky=2, dfcaverns_big_crystal = 1},
|
2020-11-16 01:54:56 +01:00
|
|
|
sounds = df_mapitems.sounds.glass,
|
2018-05-19 23:47:41 +02:00
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.375, -0.5, -0.625, 0.625, 0.5, 0.375},
|
|
|
|
{0.0625, 0.5, -1.0625, 1.0625, 1.5, -0.0625},
|
|
|
|
{0.5, 1.5, -1.5, 1.5, 2.5, -0.5},
|
2018-05-20 08:45:38 +02:00
|
|
|
},
|
2018-05-19 23:47:41 +02:00
|
|
|
},
|
|
|
|
collision_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.375, -0.5, -0.625, 0.625, 0.5, 0.375},
|
|
|
|
{0.0625, 0.5, -1.0625, 1.0625, 1.5, -0.0625},
|
|
|
|
{0.5, 1.5, -1.5, 1.5, 2.5, -0.5},
|
2018-05-20 08:45:38 +02:00
|
|
|
},
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_mapitems:med_crystal_30_45", {
|
|
|
|
description = S("Big Red Crystal"),
|
|
|
|
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
|
|
|
|
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
|
2018-05-20 08:45:38 +02:00
|
|
|
drawtype = "mesh",
|
|
|
|
mesh = "hex_crystal_30_45_med.obj",
|
|
|
|
tiles = {
|
|
|
|
"dfcaverns_glow_ruby4x.png",
|
|
|
|
"dfcaverns_glow_ruby.png",
|
|
|
|
},
|
2021-03-13 10:21:13 +01:00
|
|
|
use_texture_alpha = "blend",
|
2018-05-20 08:45:38 +02:00
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "facedir",
|
|
|
|
sunlight_propagates = 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,
|
2018-05-20 08:45:38 +02:00
|
|
|
light_source = 12,
|
2018-12-31 19:46:27 +01:00
|
|
|
drop = "df_mapitems:med_crystal",
|
2018-05-20 08:45:38 +02:00
|
|
|
groups = {cracky=2, dfcaverns_big_crystal = 1},
|
2020-11-16 01:54:56 +01:00
|
|
|
sounds = df_mapitems.sounds.glass,
|
2018-05-20 08:45:38 +02:00
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.1875, -0.5, -0.3125, 0.3125, 0.0, 0.1875},
|
|
|
|
{0.03125, 0.0, -0.53125, 0.53125, 0.5, -0.03125},
|
|
|
|
{0.25, 0.5, -0.75, 0.75, 1.0, -0.25},
|
|
|
|
},
|
|
|
|
},
|
|
|
|
collision_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.1875, -0.5, -0.3125, 0.3125, 0.0, 0.1875},
|
|
|
|
{0.03125, 0.0, -0.53125, 0.53125, 0.5, -0.03125},
|
|
|
|
{0.25, 0.5, -0.75, 0.75, 1.0, -0.25},
|
|
|
|
},
|
2018-05-19 23:47:41 +02:00
|
|
|
},
|
|
|
|
})
|
|
|
|
|
2018-05-21 02:04:37 +02:00
|
|
|
minetest.register_craft({
|
|
|
|
type = "shapeless",
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_mapitems:big_crystal_30',
|
|
|
|
recipe = {'df_mapitems:big_crystal'},
|
2018-05-21 02:04:37 +02:00
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "shapeless",
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_mapitems:big_crystal_30_45',
|
|
|
|
recipe = {'df_mapitems:big_crystal_30'},
|
2018-05-21 02:04:37 +02:00
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "shapeless",
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_mapitems:big_crystal',
|
|
|
|
recipe = {'df_mapitems:big_crystal_30_45'},
|
2018-05-21 02:04:37 +02:00
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "shapeless",
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_mapitems:med_crystal_30',
|
|
|
|
recipe = {'df_mapitems:med_crystal'},
|
2018-05-21 02:04:37 +02:00
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "shapeless",
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_mapitems:med_crystal_30_45',
|
|
|
|
recipe = {'df_mapitems:med_crystal_30'},
|
2018-05-21 02:04:37 +02:00
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "shapeless",
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_mapitems:med_crystal',
|
|
|
|
recipe = {'df_mapitems:med_crystal_30_45'},
|
2018-05-21 02:04:37 +02:00
|
|
|
})
|
|
|
|
|
2020-11-16 01:54:56 +01:00
|
|
|
local c_stone = df_mapitems.node_id.stone
|
2018-05-19 23:47:41 +02:00
|
|
|
local c_air = minetest.get_content_id("air")
|
2018-12-31 19:46:27 +01:00
|
|
|
local c_big_crystal = minetest.get_content_id("df_mapitems:big_crystal")
|
|
|
|
local c_med_crystal = minetest.get_content_id("df_mapitems:med_crystal")
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local c_big_crystal_30 = minetest.get_content_id("df_mapitems:big_crystal_30")
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local c_med_crystal_30 = minetest.get_content_id("df_mapitems:med_crystal_30")
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local c_big_crystal_30_45 = minetest.get_content_id("df_mapitems:big_crystal_30_45")
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local c_med_crystal_30_45 = minetest.get_content_id("df_mapitems:med_crystal_30_45")
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local c_glow_ore = minetest.get_content_id("df_mapitems:glow_ruby_ore")
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2018-05-19 23:47:41 +02:00
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2018-12-31 19:46:27 +01:00
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df_mapitems.place_big_crystal = function(data, data_param2, vi, ceiling)
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2018-05-21 07:44:19 +02:00
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local orientation = math.random()
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2018-05-19 23:47:41 +02:00
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if orientation < 0.33 then
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2018-05-20 08:45:38 +02:00
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if math.random() > 0.5 then
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2018-12-31 19:46:27 +01:00
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data[vi] = c_big_crystal
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2018-05-20 08:45:38 +02:00
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else
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2018-12-31 19:46:27 +01:00
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data[vi] = c_med_crystal
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2018-05-20 08:45:38 +02:00
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end
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2018-05-19 23:47:41 +02:00
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elseif orientation < 0.66 then
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2018-05-20 08:45:38 +02:00
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if math.random() > 0.5 then
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2018-12-31 19:46:27 +01:00
|
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data[vi] = c_big_crystal_30
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2018-05-20 08:45:38 +02:00
|
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else
|
2018-12-31 19:46:27 +01:00
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data[vi] = c_med_crystal_30
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2018-05-20 08:45:38 +02:00
|
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|
end
|
2018-05-19 23:47:41 +02:00
|
|
|
else
|
2018-05-20 08:45:38 +02:00
|
|
|
if math.random() > 0.5 then
|
2018-12-31 19:46:27 +01:00
|
|
|
data[vi] = c_big_crystal_30_45
|
2018-05-20 08:45:38 +02:00
|
|
|
else
|
2018-12-31 19:46:27 +01:00
|
|
|
data[vi] = c_med_crystal_30_45
|
2018-05-20 08:45:38 +02:00
|
|
|
end
|
2018-05-19 23:47:41 +02:00
|
|
|
end
|
|
|
|
if ceiling then
|
2018-12-31 19:46:27 +01:00
|
|
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data_param2[vi] = math.random(20,23)
|
2018-05-19 23:47:41 +02:00
|
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|
else
|
2018-12-31 19:46:27 +01:00
|
|
|
data_param2[vi] = math.random(0,3)
|
2018-05-19 23:47:41 +02:00
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_mapitems.place_big_crystal_cluster = function(area, data, data_param2, vi, radius, ceiling)
|
2018-05-19 23:47:41 +02:00
|
|
|
local y
|
|
|
|
if ceiling then y = -1 else y = 1 end
|
2018-12-31 19:46:27 +01:00
|
|
|
local pos = area:position(vi)
|
2018-05-19 23:47:41 +02:00
|
|
|
for li in area:iterp(vector.add(pos, -radius), vector.add(pos, radius)) do
|
|
|
|
local adjacent = li + y*area.ystride
|
|
|
|
if math.random() > 0.5 and data[li] == c_stone and data[adjacent] == c_air then
|
2018-12-31 19:46:27 +01:00
|
|
|
df_mapitems.place_big_crystal(data, data_param2, adjacent, ceiling)
|
2018-05-19 23:47:41 +02:00
|
|
|
data[li] = c_glow_ore
|
|
|
|
end
|
|
|
|
end
|
2018-12-31 19:46:27 +01:00
|
|
|
end
|