2020-11-15 23:25:05 +01:00
local c_water = df_caverns.node_id . water
local c_air = df_caverns.node_id . air
local c_desert_sand = df_caverns.node_id . desert_sand
local c_stone_with_coal = df_caverns.node_id . stone_with_coal
local c_silver_sand = df_caverns.node_id . silver_sand
local c_snow = df_caverns.node_id . snow
local c_ice = df_caverns.node_id . ice
local c_hoar_moss = df_caverns.node_id . hoar_moss
local c_gravel = df_caverns.node_id . gravel
local c_oil = df_caverns.node_id . oil
local c_cobble_fungus_fine = df_caverns.node_id . cobble_fungus_fine
local c_cobble_fungus = df_caverns.node_id . cobble_fungus
local c_cobble = df_caverns.node_id . cobble
local c_wet_flowstone = df_caverns.node_id . wet_flowstone
local c_dry_flowstone = df_caverns.node_id . dry_flowstone
local c_glow_ore = df_caverns.node_id . glow_ore
local c_salty_cobble = df_caverns.node_id . salty_cobble
local c_salt_crystal = df_caverns.node_id . salt_crystal
local c_sprite = df_caverns.node_id . sprite
2021-03-28 23:20:52 +02:00
local c_webs_egg = df_caverns.node_id . big_webs_egg
local chasms_path = minetest.get_modpath ( " chasms " )
2018-12-31 19:46:27 +01:00
2022-08-01 22:55:46 +02:00
local log_location
if mapgen_helper.log_location_enabled then
log_location = mapgen_helper.log_first_location
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
local subsea_level = math.floor ( df_caverns.config . level3_min - ( df_caverns.config . level3_min - df_caverns.config . level2_min ) * 0.33 )
2018-12-31 19:46:27 +01:00
local flooding_threshold = math.min ( df_caverns.config . tunnel_flooding_threshold , df_caverns.config . cavern_threshold )
local ice_thickness = 3
local get_biome = function ( heat , humidity )
if humidity < 23 then -- about 20% of locations fall below this threshold
return " barren "
elseif heat < 50 then
return " blackcap "
else
return " bloodnether "
end
end
Mineclone compatibility (#36)
* latest versions of mapgen_helper and subterrane
* initial work
* call it "minetest_game" compatibility instead of "default" compatibility
* Getting started on moving all default dependencies to a single root mod
* distilling out more dependencies
* fix some typos
* more default dependencies
* beds
* start getting some MCL equivalents set up
* mine gas dependencies
* reorganize
* add some mapgen stuff
* getting close to actually being able to run mineclone with this
* it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start.
* hide flowing pit plasma from creative inventory
* mineclone 5 settings
* Update subterrane
* get rid of meselamp dependency, bring in ancient lanterns from deep roads
* stair dependencies
* add mcl fences
* add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there.
* buckets of oil and syrup should work in mineclone now
* 'splosions!
* make hunters avoid repaired ancient lanterns
* mapgen torchspine wasn't having its timer set
* split mapgen compatibility code into its own file
* bypass dependency indirection for df_farming.
* apply threshold alpha to food items, they look better that way
* bypass dependency indirection for df_mapitems
* bypass dependency indirection for df_primordial_items
* bypass dependency indirection for df_trees
* bypass dependency indirection for df_underworld_items
* bypass dependency indirection for df_caverns
* fixing up the puzzle seal to work in both
* fix puzzle seal formspec for mcl
* create built-in substitutes for fireflies and bones mods for when those aren't available
* set up mcl dungeon loot for underworld warriors, port over some translations from default
* overlooked a debug
* add itemslot backgrounds for mcl
* added mineclone groups to all registered nodes. TODO: craftitems.
This was extremely tedious. Completely untested, aside from simply running the game.
* minor fixes to the built-in bones node
* eatable group for edibles
* clean up some TODOs
* adjust pit plasma abm conditions
* add df_ambience
* fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators
* make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles
* avoid an undeclared global check
* alas, cave pearls aren't set up right for attached_node_facedir.
* bunch of work on mineclone ores, moved main config into df_dependencies
* add a few more ores
* update depends in mod.conf
* add opaque group to light-sensitive dirt types
Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these.
* add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it
* bloodthorn also needs to be set opaque
* add sound to torchspines
* isolate Nethercap translation name to make it easier to swap out in Mineclone contexts
* ambience tweak
* fix dirt spreads
https://github.com/FaceDeer/dfcaverns/issues/35
* adding achievements! Almost all untested yet.
* fix a few achievements glitches
* tweak some more achievements, add delay when achievements unlock other achievements
* fix farming achievements, fix spindlestem callbacks on place
* icons for farming achievements
* more achievement icons, fix ancient lantern achievement
* two more icons, update text
* add icons for upper cavern layers
* all achievements have icons now. Also add another sound to the magma sea ambience
* hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements
* ironically, Mineclone has an old version of awards that is incompatible with my trigger work.
* every award should now have a description and a difficulty.
* removing leftovers
* missing callbacks for farmables
* put growth restrictions on farmables so the achievement doesn't trigger inappropriately.
* enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool)
* get *all* the copper and iron containing nodes
* fix old awards mod's handling of grouped dig items
* Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool
* used the wrong drop method
* beef up explosions in MCL, make slade brick craftable from slade sand and lava
* better creative mode checks, fix crash when digging walls in MCL
* Update subterrane
* various bugfixes and tweaks
* whipping up a simple puzzle chest to give a clue about ancient numbering
The coding is done, but UI and a node mesh need to be done
* prepare for some art tomorrow
* chest node and sounds
* images for the combination dials
* add puzzle chests to the underworld buildings
* update translations
* oops, can't initialize the contents of puzzle chests every time or players get endless stuff
* add backgrounds to item slots in MCL
* wrap the existing function rather than copy and pasting it
* fix bucket dependency in cooking recipes
* add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
df_caverns.register_biome_check ( function ( pos , heat , humidity )
2022-08-01 22:55:46 +02:00
if pos.y < df_caverns.config . level3_min or pos.y >= df_caverns.config . level2_min then
return nil
end
local biome = get_biome ( heat , humidity )
if biome == " bloodnether " then
if subterrane.get_cavern_value ( " cavern layer 3 " , pos ) < 0 then
return " nethercap "
end
return " bloodthorn "
end
return biome
end )
2018-12-31 19:46:27 +01:00
local black_cap_shrublist
local nether_cap_shrublist
local blood_thorn_shrublist
if minetest.get_modpath ( " df_farming " ) then
black_cap_shrublist = {
df_farming.spawn_dead_fungus_vm ,
}
nether_cap_shrublist = {
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_cavern_fungi_vm ,
}
blood_thorn_shrublist = {
df_farming.spawn_quarry_bush_vm ,
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_dead_fungus_vm ,
}
end
local hoar_moss_perlin_params = {
offset = 0 ,
scale = 1 ,
spread = { x = 3 , y = 30 , z = 3 } ,
seed = 345421 ,
octaves = 3 ,
persist = 0.63 ,
lacunarity = 2.0 ,
flags = " eased " ,
}
local black_cap_cavern_floor = function ( abs_cracks , vert_rand , vi , area , data , data_param2 )
if math.random ( ) < 0.25 then
data [ vi ] = c_stone_with_coal
else
data [ vi ] = c_cobble_fungus
end
if abs_cracks < 0.1 then
df_caverns.stalagmites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
elseif abs_cracks < 0.15 and math.random ( ) < 0.3 then
df_trees.spawn_torchspine_vm ( vi + area.ystride , area , data , data_param2 )
else
if math.random ( ) < 0.05 then
df_caverns.place_shrub ( vi + area.ystride , area , data , data_param2 , black_cap_shrublist )
elseif math.random ( ) < 0.01 and abs_cracks > 0.25 then
df_trees.spawn_black_cap_vm ( vi + area.ystride , area , data )
end
end
end
local nether_cap_cavern_floor = function ( cracks , abs_cracks , vert_rand , vi , area , data , data_param2 )
local ystride = area.ystride
if abs_cracks < 0.1 then
if vert_rand < 0.004 then
subterrane.big_stalagmite ( vi + ystride , area , data , 6 , 15 , c_ice , c_ice , c_ice )
else
local param2 = abs_cracks * 1000000 - math.floor ( abs_cracks * 1000000 / 4 ) * 4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalagmite ( vi + ystride , area , data , data_param2 , param2 , math.floor ( height ) , df_mapitems.icicle_ids )
else
subterrane.stalagmite ( vi + ystride , area , data , data_param2 , param2 , math.floor ( height * 0.5 ) , df_mapitems.dry_stalagmite_ids )
end
end
end
if cracks < - 0.3 then
data [ vi ] = c_silver_sand
if math.random ( ) < 0.025 then
df_trees.spawn_nether_cap_vm ( vi + ystride , area , data )
elseif math.random ( ) < 0.05 then
df_caverns.place_shrub ( vi + ystride , area , data , data_param2 , nether_cap_shrublist )
elseif cracks < - 0.4 and cracks > - 0.6 then
data [ vi + ystride ] = c_snow
end
elseif cracks > 0.1 then
if math.random ( ) < 0.002 then
df_trees.spawn_nether_cap_vm ( vi + ystride , area , data )
else
data [ vi ] = c_ice
end
if cracks > 0.4 then
data [ vi + ystride ] = c_ice
if cracks > 0.6 then
data [ vi + 2 * ystride ] = c_ice
end
end
end
end
local nether_cap_cavern_ceiling = function ( abs_cracks , vert_rand , vi , area , data , data_param2 )
local ystride = area.ystride
if abs_cracks < 0.1 then
if vert_rand < 0.01 then
subterrane.big_stalactite ( vi - ystride , area , data , 6 , 15 , c_ice , c_ice , c_ice )
else
local param2 = abs_cracks * 1000000 - math.floor ( abs_cracks * 1000000 / 4 ) * 4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalactite ( vi - ystride , area , data , data_param2 , param2 , math.floor ( height ) , df_mapitems.icicle_ids )
else
subterrane.stalactite ( vi - ystride , area , data , data_param2 , param2 , math.floor ( height * 0.5 ) , df_mapitems.dry_stalagmite_ids )
end
end
end
if c_sprite and abs_cracks < 0.5 and math.random ( ) < 0.02 then
local sprite_vi = vi - ystride * math.random ( 1 , 5 )
if data [ sprite_vi ] == c_air and area : containsi ( sprite_vi ) then
data [ sprite_vi ] = c_sprite
minetest.get_node_timer ( area : position ( sprite_vi ) ) : start ( 1 )
end
end
end
local blood_thorn_cavern_floor = function ( abs_cracks , vert_rand , vi , area , data , data_param2 )
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
local ai = vi + area.ystride
2018-12-31 19:46:27 +01:00
if abs_cracks < 0.075 then
if vert_rand < 0.004 then
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
subterrane.big_stalagmite ( ai , area , data , 6 , 15 , c_dry_flowstone , c_dry_flowstone , c_dry_flowstone )
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
elseif data [ vi ] ~= c_air and math.random ( ) < 0.5 then
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
data [ vi ] = c_salty_cobble
if data [ ai ] == c_air and math.random ( ) < 0.25 then
data [ ai ] = c_salt_crystal
data_param2 [ ai ] = math.random ( 1 , 4 ) - 1
end
2018-12-31 19:46:27 +01:00
else
local param2 = abs_cracks * 1000000 - math.floor ( abs_cracks * 1000000 / 4 ) * 4
local height = math.floor ( abs_cracks * 66 )
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
subterrane.stalagmite ( ai , area , data , data_param2 , param2 , height , df_mapitems.dry_stalagmite_ids )
2018-12-31 19:46:27 +01:00
end
elseif math.random ( ) > abs_cracks + 0.66 then
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
df_trees.spawn_blood_thorn_vm ( ai , area , data , data_param2 )
2018-12-31 19:46:27 +01:00
data [ vi ] = c_desert_sand
else
if math.random ( ) < 0.1 then
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
df_caverns.place_shrub ( ai , area , data , data_param2 , blood_thorn_shrublist )
2018-12-31 19:46:27 +01:00
data [ vi ] = c_desert_sand
elseif math.random ( ) > 0.25 then
data [ vi ] = c_desert_sand
else
data [ vi ] = c_cobble
end
end
end
local hoar_moss_generator
local decorate_level_3 = function ( minp , maxp , seed , vm , node_arrays , area , data )
math.randomseed ( minp.x + minp.y * 2 ^ 8 + minp.z * 2 ^ 16 + seed ) -- make decorations consistent between runs
local heatmap = minetest.get_mapgen_object ( " heatmap " )
local humiditymap = minetest.get_mapgen_object ( " humiditymap " )
local data_param2 = df_caverns.data_param2
vm : get_param2_data ( data_param2 )
local nvals_cracks = mapgen_helper.perlin2d ( " df_cavern:cracks " , minp , maxp , df_caverns.np_cracks )
local nvals_cave = node_arrays.nvals_cave
local cave_area = node_arrays.cave_area
local cavern_def = node_arrays.cavern_def
-- Partly fill flooded caverns and warrens
if minp.y <= subsea_level then
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
for vi , x , y , z in area : iterp_yxz ( area.MinEdge , area.MaxEdge ) do
local cave = nvals_cave [ vi ]
if y <= subsea_level and cave < - flooding_threshold then
2018-12-31 19:46:27 +01:00
if data [ vi ] == c_air and y <= subsea_level then
data [ vi ] = c_water
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
if ( mapgen_helper.is_pos_within_box ( { x = x , y = y , z = z } , minp , maxp ) ) then
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
if biome_name == " blackcap " then
-- oil slick
if y == subsea_level and data [ vi ] == c_water and math.abs ( cave ) + nvals_cracks [ index2d ] * 0.025 < cavern_def.cave_threshold + 0.1 then
data [ vi ] = c_oil
2022-08-01 22:55:46 +02:00
if log_location then log_location ( " level3_blackcap_oil " , vector.new ( x , y , z ) ) 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
end
elseif biome_name == " bloodnether " and y <= subsea_level and y > subsea_level - ice_thickness and data [ vi ] == c_water then
-- floating ice
data [ vi ] = c_ice
2022-08-01 22:55:46 +02:00
if log_location then log_location ( " level3_nethercap_floating_ice " , vector.new ( x , y , z ) ) end
2018-12-31 19:46:27 +01:00
end
end
end
end
end
---------------------------------------------------------
-- Cavern floors
for _ , vi in ipairs ( node_arrays.cavern_floor_nodes ) do
local vert_rand = mapgen_helper.xz_consistent_randomi ( area , vi )
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
local cracks = nvals_cracks [ index2d ]
local abs_cracks = math.abs ( cracks )
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
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
if flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level then
2022-08-01 22:55:46 +02:00
-- underwater floor. Not using df_caverns.flooded_cavern_floor to make level 3 water darker
2018-12-31 19:46:27 +01:00
local ystride = area.ystride
if abs_cracks > 0.25 and data [ vi - ystride ] ~= c_water then
data [ vi ] = c_gravel
end
-- put in only the large stalagmites that won't get in the way of the water
if abs_cracks < 0.1 then
if vert_rand < 0.004 then
subterrane.big_stalagmite ( vi + ystride , area , data , 6 , 15 , c_wet_flowstone , c_wet_flowstone , c_wet_flowstone )
end
end
2022-08-01 22:55:46 +02:00
if log_location then log_location ( " level3_flooded_ " .. biome_name , area : position ( vi ) ) end
2018-12-31 19:46:27 +01:00
elseif biome_name == " barren " then
if flooded_caverns then
-- wet zone floor
df_caverns.dry_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
2022-08-01 22:55:46 +02:00
if log_location then log_location ( " level3_barren_dry " , area : position ( vi ) ) end
2018-12-31 19:46:27 +01:00
else
-- dry zone floor, add crystals
if abs_cracks < 0.075 then
df_caverns.stalagmites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
elseif abs_cracks > 0.3 and math.random ( ) < 0.005 then
df_mapitems.place_big_crystal_cluster ( area , data , data_param2 , vi + area.ystride , math.random ( 0 , 2 ) , false )
end
2022-08-01 22:55:46 +02:00
if log_location then log_location ( " level3_barren_wet " , area : position ( vi ) ) end
2018-12-31 19:46:27 +01:00
end
elseif biome_name == " blackcap " then
2022-08-01 22:55:46 +02:00
black_cap_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
if log_location then log_location ( " level3_blackcap " , area : position ( vi ) ) end
2018-12-31 19:46:27 +01:00
elseif biome_name == " bloodnether " then
if flooded_caverns then
nether_cap_cavern_floor ( cracks , abs_cracks , vert_rand , vi , area , data , data_param2 )
2022-08-01 22:55:46 +02:00
if log_location then log_location ( " level3_nethercap " , area : position ( vi ) ) end
2018-12-31 19:46:27 +01:00
else
blood_thorn_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
2022-08-01 22:55:46 +02:00
if log_location then log_location ( " level3_bloodthorn " , area : position ( vi ) ) end
2018-12-31 19:46:27 +01:00
end
end
end
--------------------------------------
-- Cavern ceilings
for _ , vi in ipairs ( node_arrays.cavern_ceiling_nodes ) do
local vert_rand = mapgen_helper.xz_consistent_randomi ( area , vi )
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
local abs_cracks = math.abs ( nvals_cracks [ index2d ] )
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
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
if flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level then
-- underwater ceiling, do nothing
elseif biome_name == " blackcap " then
if abs_cracks < 0.1 then
df_caverns.stalactites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
end
if math.random ( ) < 0.25 then
data [ vi ] = c_stone_with_coal
end
elseif biome_name == " barren " then
if flooded_caverns then
-- wet zone ceiling
if abs_cracks < 0.1 then
df_caverns.stalactites ( abs_cracks , vert_rand , vi , area , data , data_param2 , true )
end
else
-- dry zone ceiling, add crystals
if abs_cracks < 0.1 then
df_caverns.stalactites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
end
if abs_cracks > 0.3 and math.random ( ) < 0.005 then
df_mapitems.place_big_crystal_cluster ( area , data , data_param2 , vi , math.random ( 0 , 3 ) , true )
end
end
elseif biome_name == " bloodnether " then
if flooded_caverns then
--Nethercap ceiling
nether_cap_cavern_ceiling ( abs_cracks , vert_rand , vi , area , data , data_param2 )
else
-- bloodthorn ceiling
if abs_cracks < 0.075 then
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
if data [ vi ] ~= c_air and math.random ( ) < 0.5 then
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
data [ vi ] = c_salty_cobble
local bi = vi - area.ystride
if data [ bi ] == c_air and math.random ( ) < 0.25 then
data [ bi ] = c_salt_crystal
data_param2 [ bi ] = 19 + math.random ( 1 , 4 )
end
else
df_caverns.stalactites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
end
2018-12-31 19:46:27 +01:00
elseif abs_cracks > 0.75 and math.random ( ) < 0.05 then
data [ vi ] = c_glow_ore
df_mapitems.place_big_crystal ( data , data_param2 , vi - area.ystride , true )
end
end
end
end
----------------------------------------------
-- Tunnel floors
for _ , vi in ipairs ( node_arrays.tunnel_floor_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
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
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
if not ( flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level ) then
if flooded_caverns or biome_name == " blackcap " then
-- we're in flooded areas or are not barren
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
2020-07-11 21:05:33 +02:00
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false , c_gravel )
2018-12-31 19:46:27 +01:00
end
end
end
------------------------------------------------------
-- Tunnel ceiling
for _ , vi in ipairs ( node_arrays.tunnel_ceiling_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
2021-03-29 19:48:10 +02:00
local humidity = humiditymap [ index2d ]
local biome_name = get_biome ( heatmap [ index2d ] , humidity )
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
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2021-03-28 23:20:52 +02:00
local ystride = area.ystride
2018-12-31 19:46:27 +01:00
if not ( flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level ) then
if flooded_caverns or biome_name == " blackcap " then
-- we're in flooded areas or are not barren
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false )
end
2021-03-29 19:48:10 +02:00
if c_webs_egg and humidity < 40 and nvals_cracks [ index2d ] > 0.5 and math.random ( ) < 0.1 then
2021-03-28 23:20:52 +02:00
local index = vi - ystride
if data [ index ] == c_air then
data [ index ] = c_webs_egg
minetest.get_node_timer ( area : position ( index ) ) : start ( 1 )
end
end
2018-12-31 19:46:27 +01:00
else
-- air pockets
local cracks = nvals_cracks [ index2d ]
if cracks > 0.5 and data [ vi - ystride ] == c_water then
data [ vi - ystride ] = c_air
if cracks > 0.7 and data [ vi - ystride * 2 ] == c_water then
data [ vi - ystride * 2 ] = c_air
end
end
end
end
------------------------------------------------------
-- Warren ceiling
for _ , vi in ipairs ( node_arrays.warren_ceiling_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
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
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
2022-08-01 22:55:46 +02:00
if log_location then
local flood_name = " "
if flooded_caverns then flood_name = " _flooded " end
log_location ( " level3_warren_ " .. biome_name .. flood_name , area : position ( vi ) )
end
2018-12-31 19:46:27 +01:00
if flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level then
-- underwater ceiling, do nothing
elseif biome_name == " bloodnether " and flooded_caverns then
-- Nethercap warrens
local cracks = nvals_cracks [ index2d ]
local abs_cracks = math.abs ( cracks )
local vert_rand = mapgen_helper.xz_consistent_randomi ( area , vi )
local ystride = area.ystride
if abs_cracks < 0.15 then
if vert_rand < 0.004 then
subterrane.big_stalactite ( vi - ystride , area , data , 6 , 15 , c_ice , c_ice , c_ice )
else
local param2 = abs_cracks * 1000000 - math.floor ( abs_cracks * 1000000 / 4 ) * 4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalactite ( vi - ystride , area , data , data_param2 , param2 , math.floor ( height ) , df_mapitems.icicle_ids )
else
subterrane.stalactite ( vi - ystride , area , data , data_param2 , param2 , math.floor ( height * 0.5 ) , df_mapitems.dry_stalagmite_ids )
end
end
end
else
if flooded_caverns or biome_name == " blackcap " then
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false )
end
end
end
----------------------------------------------
-- Warren floors
for _ , vi in ipairs ( node_arrays.warren_floor_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
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
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
if minp.y < subsea_level and area : get_y ( vi ) < subsea_level and flooded_caverns then
-- underwater floor, do nothing
elseif biome_name == " bloodnether " and flooded_caverns then
-- nethercap warren
local cracks = nvals_cracks [ index2d ]
local abs_cracks = math.abs ( cracks )
local vert_rand = mapgen_helper.xz_consistent_randomi ( area , vi )
local ystride = area.ystride
if abs_cracks < 0.15 then
if vert_rand < 0.004 then
subterrane.big_stalagmite ( vi + ystride , area , data , 6 , 15 , c_ice , c_ice , c_ice )
else
local param2 = abs_cracks * 1000000 - math.floor ( abs_cracks * 1000000 / 4 ) * 4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalagmite ( vi + ystride , area , data , data_param2 , param2 , math.floor ( height ) , df_mapitems.icicle_ids )
else
subterrane.stalagmite ( vi + ystride , area , data , data_param2 , param2 , math.floor ( height * 0.5 ) , df_mapitems.dry_stalagmite_ids )
end
end
elseif cracks > 0.4 then
data [ vi + ystride ] = c_ice
if cracks > 0.6 then
data [ vi + 2 * ystride ] = c_ice
end
end
else
if flooded_caverns or biome_name == " blackcap " then
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
2020-07-11 21:05:33 +02:00
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false , c_gravel )
2018-12-31 19:46:27 +01:00
end
end
end
----------------------------------------------
2021-03-28 23:20:52 +02:00
-- Column material override for dry and icy biomes
2018-12-31 19:46:27 +01:00
for _ , vi in ipairs ( node_arrays.column_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
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
local flooded_caverns = nvals_cave [ vi ] < 0
2018-12-31 19:46:27 +01:00
if biome_name == " bloodnether " and data [ vi ] == c_wet_flowstone then
if not flooded_caverns then
data [ vi ] = c_dry_flowstone -- bloodthorn
else
if area : get_y ( vi ) > subsea_level - ice_thickness then
if data [ vi + 1 ] == c_air or data [ vi - 1 ] == c_air or data [ vi + area.zstride ] == c_air or data [ vi - area.zstride ] == c_air then
--surface node, potential hoar moss streak
-- This particular Perlin noise is only called in small amounts on rare occasions, so don't bother
-- with the full blown generated array rigamarole.
hoar_moss_generator = hoar_moss_generator or minetest.get_perlin ( hoar_moss_perlin_params )
local pos = area : position ( vi )
2021-03-28 23:20:52 +02:00
if hoar_moss_generator : get_3d ( { x = pos.z , y = pos.y , z = pos.x } ) > 0.5 then
2018-12-31 19:46:27 +01:00
data [ vi ] = c_hoar_moss
else
data [ vi ] = c_ice
end
else
data [ vi ] = c_ice
end
else
data [ vi ] = c_water -- ice columns shouldn't extend below the surface of the water. There should probably be a bulge below, though. Not sure best way to implement that.
end
end
elseif biome_name == " barren " and not flooded_caverns and data [ vi ] == c_wet_flowstone then
data [ vi ] = c_dry_flowstone
end
2021-03-28 23:20:52 +02:00
if chasms_path then
local pos = area : position ( vi )
if chasms.is_in_chasm_without_taper ( pos ) then
if flooded_caverns and pos.y < subsea_level then
data [ vi ] = c_water -- this puts a crack in the ice of icy biomes, but why not? A crack in the ice is interesting.
else
data [ vi ] = c_air
end
end
end
2018-12-31 19:46:27 +01:00
end
vm : set_param2_data ( data_param2 )
end
-- Layer 3
subterrane.register_layer ( {
name = " cavern layer 3 " ,
y_max = df_caverns.config . level2_min - 1 ,
y_min = df_caverns.config . level3_min ,
cave_threshold = df_caverns.config . cavern_threshold ,
boundary_blend_range = 64 , -- range near ymin and ymax over which caves diminish to nothing
perlin_cave = df_caverns.perlin_cave ,
perlin_wave = df_caverns.perlin_wave ,
solidify_lava = true ,
columns = {
maximum_radius = 20 ,
minimum_radius = 5 ,
node = " df_mapitems:wet_flowstone " ,
weight = 0.25 ,
maximum_count = 50 ,
minimum_count = 10 ,
} ,
decorate = decorate_level_3 ,
warren_region_variability_threshold = 0.33 ,
double_frequency = 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 = df_caverns.is_ground_content ,
2018-12-31 19:46:27 +01:00
} )