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
|
|
|
if minetest.get_modpath("dungeon_loot") then
|
|
|
|
|
|
|
|
if df_caverns.config.enable_underworld then
|
|
|
|
dungeon_loot.register({
|
|
|
|
{name = "df_underworld_items:glow_amethyst", chance = 0.3, count = {1, 12}, y = {-32768, df_caverns.config.lava_sea_level}},
|
|
|
|
})
|
|
|
|
end
|
|
|
|
|
|
|
|
if df_caverns.config.enable_oil_sea and minetest.get_modpath("bucket") then
|
|
|
|
dungeon_loot.register({
|
|
|
|
{name = "oil:oil_bucket", chance = 0.5, count = {1, 3}, y = {-32768, df_caverns.config.ymax}},
|
|
|
|
})
|
|
|
|
end
|
|
|
|
|
|
|
|
if df_caverns.config.enable_lava_sea then
|
|
|
|
dungeon_loot.register({
|
|
|
|
{name = "df_mapitems:mese_crystal", chance = 0.25, count = {1, 5}, y = {-32768, df_caverns.config.sunless_sea_min}},
|
|
|
|
{name = "df_mapitems:glow_mese", chance = 0.1, count = {1, 3}, y = {-32768, df_caverns.config.sunless_sea_min}},
|
|
|
|
})
|
|
|
|
end
|
|
|
|
|
|
|
|
dungeon_loot.register({
|
|
|
|
{name = "df_farming:cave_wheat_seed", chance = 0.5, count = {1, 10}, y = {-32768, df_caverns.config.ymax}},
|
|
|
|
{name = "df_farming:cave_bread", chance = 0.8, count = {1, 10}, y = {-32768, df_caverns.config.ymax}},
|
|
|
|
{name = "df_farming:pig_tail_thread", chance = 0.7, count = {1, 10}, y = {-32768, df_caverns.config.ymax}},
|
|
|
|
{name = "df_farming:plump_helmet_spawn", chance = 0.4, count = {1, 8}, y = {-32768, df_caverns.config.ymax}},
|
|
|
|
{name = "df_farming:plump_helmet_4_picked", chance = 0.8, count = {1, 15}, y = {-32768, df_caverns.config.ymax}},
|
|
|
|
{name = "df_trees:glowing_bottle_red", chance = 0.6, count = {1, 20}, y = {-32768, df_caverns.config.ymax}},
|
|
|
|
{name = "df_trees:glowing_bottle_green", chance = 0.5, count = {1, 20}, y = {-32768, df_caverns.config.ymax}},
|
|
|
|
{name = "df_trees:glowing_bottle_cyan", chance = 0.4, count = {1, 15}, y = {-32768, df_caverns.config.ymax}},
|
|
|
|
{name = "df_trees:glowing_bottle_golden", chance = 0.3, count = {1, 5}, y = {-32768, df_caverns.config.ymax}},
|
|
|
|
|
|
|
|
{name = "df_farming:pig_tail_seed", chance = 0.5, count = {1, 10}, y = {-32768, df_caverns.config.level1_min}},
|
|
|
|
{name = "df_mapitems:med_crystal", chance = 0.2, count = {1, 2}, y = {-32768, df_caverns.config.level1_min}},
|
|
|
|
|
|
|
|
{name = "df_farming:dimple_cup_seed", chance = 0.3, count = {1, 10}, y = {-32768, df_caverns.config.level2_min}},
|
|
|
|
{name = "df_farming:quarry_bush_seed", chance = 0.3, count = {1, 5}, y = {-32768, df_caverns.config.level2_min}},
|
|
|
|
{name = "df_farming:sweet_pod_seed", chance = 0.3, count = {1, 5}, y = {-32768, df_caverns.config.level2_min}},
|
|
|
|
{name = "df_mapitems:big_crystal", chance = 0.1, count = {1, 1}, y = {-32768, df_caverns.config.level2_min}},
|
|
|
|
{name = "df_trees:torchspine_ember", chance = 0.3, count = {1, 3}, y = {-32768, df_caverns.config.level2_min}},
|
|
|
|
{name = "ice_sprites:ice_sprite_bottle", chance = 0.1, count = {1, 1}, y = {-32768, df_caverns.config.level2_min}},
|
|
|
|
})
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
if minetest.get_modpath("bones_loot") and df_caverns.config.enable_underworld then
|
|
|
|
|
|
|
|
bones_loot.register_loot({
|
|
|
|
{name = "binoculars:binoculars", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "boats:boat", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "bucket:bucket_empty", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
|
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
|
|
|
{name = "fire:flint_and_steel", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "flowers:tulip_black", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "flowers:dandelion_white", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "flowers:dandelion_yellow", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "flowers:rose", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "flowers:tulip", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "flowers:chrysanthemum_green", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "flowers:geranium", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
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
|
|
|
{name = "map:mapping_kit", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "screwdriver:screwdriver", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
-- don't give the player tnt:tnt, they can craft that from this if tnt is enabled for them
|
|
|
|
{name = "tnt:gunpowder", chance = 0.4, count = {1,10}, types = {"underworld_warrior"}},
|
|
|
|
{name = "tnt:tnt_stick", chance = 0.3, count = {1,6}, types = {"underworld_warrior"}},
|
|
|
|
|
|
|
|
{name = "vessels:steel_bottle", chance = 0.4, count = {1,3}, types = {"underworld_warrior"}},
|
|
|
|
{name = "vessels:glass_bottle", chance = 0.2, count = {1,2}, types = {"underworld_warrior"}},
|
|
|
|
{name = "vessels:glass_fragments", chance = 0.1, count = {1,4}, types = {"underworld_warrior"}},
|
|
|
|
|
|
|
|
{name = "default:book", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:paper", chance = 0.1, count = {1,6}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:skeleton_key", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:torch", chance = 0.75, count = {1,10}, types = {"underworld_warrior"}},
|
|
|
|
|
|
|
|
{name = "default:pick_bronze", chance = 0.15, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:pick_steel", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:pick_mese", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:pick_diamond", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
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
|
|
|
{name = "default:shovel_bronze", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:shovel_steel", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:shovel_mese", chance = 0.025, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:shovel_diamond", chance = 0.025, count = {1,1}, types = {"underworld_warrior"}},
|
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
|
|
|
{name = "default:axe_bronze", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:axe_steel", chance = 0.5, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:axe_mese", chance = 0.15, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:axe_diamond", chance = 0.15, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:sword_bronze", chance = 0.5, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:sword_steel", chance = 0.75, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:sword_mese", chance = 0.35, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:sword_diamond", chance = 0.35, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
|
|
|
|
{name = "default:coal_lump", chance = 0.5, count = {1,5}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:mese_crystal", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:diamond", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:steel_ingot", chance = 0.2, count = {1,3}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:copper_ingot", chance = 0.1, count = {1,2}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:bronze_ingot", chance = 0.2, count = {1,5}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:gold_ingot", chance = 0.3, count = {1,3}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:mese_crystal_fragment", chance = 0.4, count = {1,5}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:obsidian_shard", chance = 0.4, count = {1,3}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:flint", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:sign_wall_wood", chance = 0.1, count = {1,4}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:sign_wall_steel", chance = 0.1, count = {1,2}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:ladder_wood", chance = 0.5, count = {1,10}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:ladder_steel", chance = 0.2, count = {1,5}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:meselamp", chance = 0.1, count = {1,2}, types = {"underworld_warrior"}},
|
|
|
|
{name = "default:mese_post_light", chance = 0.25, count = {1,5}, types = {"underworld_warrior"}},
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{name = "ice_sprites:ice_sprite_bottle", chance = 0.025, count = {1, 1}, types = {"underworld_warrior"}},
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{name = "df_underworld_items:glow_amethyst", chance = 0.25, count = {1, 2}, types = {"underworld_warrior"}},
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})
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if df_caverns.config.enable_lava_sea then
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bones_loot.register_loot({name = "df_mapitems:mese_crystal", chance = 0.25, count = {1, 2}, types = {"underworld_warrior"}})
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end
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end
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