2022-08-01 22:55:46 +02:00
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local S = minetest.get_translator(minetest.get_current_modname())
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2018-12-31 19:46:27 +01:00
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local quarry_grow_time = df_farming.config.plant_growth_time * df_farming.config.quarry_bush_delay_multiplier / 5
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local register_quarry_bush = function(number)
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local name = "df_farming:quarry_bush_"..tostring(number)
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local def = {
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description = S("Quarry Bush"),
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_doc_items_longdesc = df_farming.doc.quarry_bush_desc,
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_doc_items_usagehelp = df_farming.doc.quarry_bush_usage,
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drawtype = "plantlike",
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paramtype2 = "meshoptions",
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place_param2 = 4,
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tiles = {"dfcaverns_quarry_bush_"..tostring(number)..".png"},
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inventory_image = "dfcaverns_quarry_bush_"..tostring(number)..".png",
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
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is_ground_content = false,
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2018-12-31 19:46:27 +01:00
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floodable = true,
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2022-07-22 10:27:57 +02:00
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groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, light_sensitive_fungus = 11, flora = 1},
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2020-11-15 23:37:42 +01:00
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sounds = df_farming.sounds.leaves,
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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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selection_box = {
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type = "fixed",
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fixed = {
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{-8/16, -8/16, -8/16, 8/16, -8/16 + (16/5)*number/16, 8/16},
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},
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},
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2018-12-31 19:46:27 +01:00
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on_timer = function(pos, elapsed)
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df_farming.grow_underground_plant(pos, name, elapsed)
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end,
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drop = {
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max_items = 2,
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items = {
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{
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items = {'df_farming:quarry_bush_seed 2', 'df_farming:quarry_bush_leaves 2'},
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rarity = 6-number,
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},
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{
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items = {'df_farming:quarry_bush_seed 1', 'df_farming:quarry_bush_leaves'},
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rarity = 6-number,
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},
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{
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items = {'df_farming:quarry_bush_seed'},
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rarity = 6-number,
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},
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},
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},
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}
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if number < 5 then
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def._dfcaverns_next_stage_time = quarry_grow_time
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def._dfcaverns_next_stage = "df_farming:quarry_bush_"..tostring(number+1)
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end
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minetest.register_node(name, def)
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end
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for i = 1,5 do
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register_quarry_bush(i)
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end
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local place_list = {
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minetest.get_content_id("df_farming:quarry_bush_1"),
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minetest.get_content_id("df_farming:quarry_bush_2"),
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minetest.get_content_id("df_farming:quarry_bush_3"),
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minetest.get_content_id("df_farming:quarry_bush_4"),
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minetest.get_content_id("df_farming:quarry_bush_5"),
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}
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-- doesn't set the timer running, so plants placed by this method won't grow
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df_farming.spawn_quarry_bush_vm = function(vi, area, data, param2_data)
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data[vi] = place_list[math.random(1,5)]
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param2_data[vi] = 4
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end
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df_farming.register_seed(
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"quarry_bush_seed",
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S("Rock Nuts"),
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"dfcaverns_rock_nuts.png",
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"df_farming:quarry_bush_1",
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quarry_grow_time,
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df_farming.doc.quarry_bush_desc,
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df_farming.doc.quarry_bush_usage
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)
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minetest.register_craftitem("df_farming:quarry_bush_leaves", {
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description = S("Quarry Bush Leaves"),
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_doc_items_longdesc = df_farming.doc.quarry_bush_leaves_desc,
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_doc_items_usagehelp = df_farming.doc.quarry_bush_leaves_usage,
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inventory_image = "dfcaverns_quarry_bush_leaves.png",
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groups = {dfcaverns_cookable = 1},
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stack_max = 99,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "df_farming:quarry_bush_leaves",
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burntime = 4
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})
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