dfcaverns/df_primordial_items/jungle_mushroom.lua

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local S = df_primordial_items.S
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
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-- Big jungle mushroom
minetest.register_node("df_primordial_items:jungle_mushroom_trunk", {
description = S("Primordial Jungle Mushroom Trunk"),
_doc_items_longdesc = df_primordial_items.doc.big_mushroom_desc,
_doc_items_usagehelp = df_primordial_items.doc.big_mushroom_usage,
tiles = {"dfcaverns_jungle_mushroom_stem.png", "dfcaverns_jungle_mushroom_stem.png", "dfcaverns_jungle_mushroom_stem_02.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
on_place = minetest.rotate_node
})
minetest.register_node("df_primordial_items:jungle_mushroom_cap_1", {
description = S("Pale Jungle Mushroom Cap"),
_doc_items_longdesc = df_primordial_items.doc.big_mushroom_desc,
_doc_items_usagehelp = df_primordial_items.doc.big_mushroom_usage,
tiles = {"dfcaverns_jungle_mushroom_top_02.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, primordial_mushroom_cap = 1},
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
on_place = minetest.rotate_node,
drop = {
max_items = 1,
items = {
{
items = {"df_primordial_items:jungle_mushroom_sapling"},
rarity = 10,
},
{
items = {"df_primordial_items:jungle_mushroom_cap_1"},
}
}
},
})
minetest.register_node("df_primordial_items:jungle_mushroom_cap_2", {
description = S("Dark Jungle Mushroom Cap"),
_doc_items_longdesc = df_primordial_items.doc.big_mushroom_desc,
_doc_items_usagehelp = df_primordial_items.doc.big_mushroom_usage,
tiles = {"dfcaverns_jungle_mushroom_top_01.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, primordial_mushroom_cap = 1},
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
on_place = minetest.rotate_node,
drop = {
max_items = 1,
items = {
{
items = {"df_primordial_items:jungle_mushroom_sapling"},
rarity = 10,
},
{
items = {"df_primordial_items:jungle_mushroom_cap_2"},
}
}
},
})
minetest.register_craftitem("df_primordial_items:diced_mushroom", {
description = S("Diced Mushroom"),
_doc_items_longdesc = df_primordial_items.doc.big_mushroom_desc,
_doc_items_usagehelp = df_primordial_items.doc.big_mushroom_usage,
inventory_image = "dfcaverns_mush_diced_giant_mushroom.png",
groups = {food = 1, dfcaverns_cookable = 1},
sound = {eat = {name = "df_farming_gummy_chew", gain = 1.0}},
on_use = minetest.item_eat(1),
2020-12-01 03:42:00 +01:00
_hunger_ng = {satiates = 1},
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
})
minetest.register_craft({
output = "df_primordial_items:diced_mushroom 4",
type = "shapeless",
recipe = { "group:primordial_mushroom_cap"},
})
-- Note: no wood-making recipe for the trunk, it's pretty useless
minetest.register_craft({
type = "fuel",
recipe = "df_primordial_items:jungle_mushroom_trunk",
burntime = 15,
})
minetest.register_node("df_primordial_items:jungle_mushroom_sapling", {
description = S("Primordial Jungle Mushroom Sapling"),
_doc_items_longdesc = df_primordial_items.doc.big_mushroom_desc,
_doc_items_usagehelp = df_primordial_items.doc.big_mushroom_usage,
tiles = {"dfcaverns_jungle_mushroom_02.png^[brighten"},
inventory_image = "dfcaverns_jungle_mushroom_02.png^[brighten",
wield_image = "dfcaverns_jungle_mushroom_02.png^[brighten",
groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, light_sensitive_fungus = 13},
selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
},
paramtype = "light",
drawtype = "plantlike",
buildable_to = true,
is_ground_content = false,
walkable = false,
sounds = df_primordial_items.sounds.leaves,
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
use_texture_alpha = true,
sunlight_propagates = true,
on_construct = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name, "soil") == 0 then
return
end
minetest.get_node_timer(pos):start(math.random(
df_trees.config.tree_min_growth_delay,
df_trees.config.tree_max_growth_delay))
end,
on_destruct = function(pos)
minetest.get_node_timer(pos):stop()
end,
on_timer = function(pos)
if df_farming and df_farming.kill_if_sunlit(pos) then
return
end
minetest.set_node(pos, {name="air"})
df_primordial_items.spawn_jungle_mushroom(pos)
end,
})
local c_stem = minetest.get_content_id("df_primordial_items:jungle_mushroom_trunk")
local c_cap_1 = minetest.get_content_id("df_primordial_items:jungle_mushroom_cap_1")
local c_cap_2 = minetest.get_content_id("df_primordial_items:jungle_mushroom_cap_2")
local c_air = minetest.get_content_id("air")
df_primordial_items.spawn_jungle_mushroom = function(pos)
local x, y, z = pos.x, pos.y, pos.z
local stem_height = math.random(1,3)
local cap_radius = math.random(2,3)
local maxy = y + stem_height + 3
local c_cap
if math.random() > 0.5 then
c_cap = c_cap_1
else
c_cap = c_cap_2
end
local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map(
{x = x - cap_radius, y = y, z = z - cap_radius},
{x = x + cap_radius, y = maxy + 3, z = z + cap_radius}
)
local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
subterrane.giant_mushroom(area:indexp(pos), area, data, c_stem, c_cap, c_air, stem_height, cap_radius)
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end
df_primordial_items.spawn_jungle_mushroom_vm = function(vi, area, data)
local stem_height = math.random(1,3)
local cap_radius = math.random(2,3)
local c_cap
if math.random() > 0.5 then
c_cap = c_cap_1
else
c_cap = c_cap_2
end
subterrane.giant_mushroom(vi, area, data, c_stem, c_cap, c_air, stem_height, cap_radius)
end