2020-11-11 04:51:37 +01:00
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if minetest.get_modpath("hunter_statue") and df_underworld_items.config.underworld_hunter_statues then
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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
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local S = minetest.get_translator(minetest.get_current_modname())
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2020-11-11 04:51:37 +01:00
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hunter_statue.register_hunter_statue("df_underworld_items:hunter_statue", {
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description = S("Guardian Statue"),
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chance = 2,
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tiles = {
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{ name = "dfcaverns_slade.png", backface_culling = true },
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2020-11-20 02:28:04 +01:00
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{ name = "dfcaverns_slade.png^(dfcaverns_statue_eyes.png^[opacity:128)", backface_culling = true },
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{ name = "dfcaverns_slade.png^(dfcaverns_statue_fang_overlay.png^[opacity:128)", backface_culling = true },
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2020-11-11 04:51:37 +01:00
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},
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tnt_vulnerable = true,
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tnt_debris = "df_underworld_items:slade_sand",
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groups = {hunter_statue = 1, falling_node = 1, immortal = 1},
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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
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hunters_allowed_here = function(pos)
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return not minetest.find_node_near(pos, 6, "df_underworld_items:ancient_lantern_slade", true)
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end,
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2020-11-11 04:51:37 +01:00
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other_overrides = {
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can_dig = function(pos, player)
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2020-11-11 05:04:11 +01:00
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if player then
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return minetest.check_player_privs(player, "server")
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end
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return false
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2020-11-11 04:51:37 +01:00
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end,
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}
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})
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end
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