2017-03-08 07:50:58 +01:00
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--------------------------------------------------
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-- Tunnel tube
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-- Magenta
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-- curving trunk
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-- Max trunk height 8
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-- depth 2-3
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2020-02-18 06:36:53 +01:00
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local S = df_trees.S
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2017-03-08 07:50:58 +01:00
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_trees:tunnel_tube", {
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2017-03-08 07:50:58 +01:00
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description = S("Tunnel Tube"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_trees.doc.tunnel_tube_desc,
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_doc_items_usagehelp = df_trees.doc.tunnel_tube_usage,
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2017-03-08 07:50:58 +01:00
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tiles = {"dfcaverns_tunnel_tube.png"},
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paramtype2 = "facedir",
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drawtype = "nodebox",
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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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2017-03-08 07:50:58 +01:00
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paramtype = "light",
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2017-10-20 03:53:22 +02:00
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groups = {choppy = 3, tree = 1, oddly_breakable_by_hand=1, flammable = 2},
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2017-03-08 07:50:58 +01:00
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sounds = default.node_sound_wood_defaults(),
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on_place = minetest.rotate_node,
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node_box = {
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type = "fixed",
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fixed = {
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{-8/16,-8/16,-8/16,-4/16,8/16,8/16},
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{4/16,-8/16,-8/16,8/16,8/16,8/16},
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{-4/16,-8/16,-8/16,4/16,8/16,-4/16},
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{-4/16,-8/16,8/16,4/16,8/16,4/16},
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},
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},
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})
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_trees:tunnel_tube_slant_bottom", {
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2018-05-21 07:44:19 +02:00
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description = S("Tunnel Tube"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_trees.doc.tunnel_tube_desc,
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_doc_items_usagehelp = df_trees.doc.tunnel_tube_usage,
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2018-05-21 07:44:19 +02:00
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tiles = {"dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png"},
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paramtype2 = "facedir",
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drawtype = "mesh",
|
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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2018-05-21 07:44:19 +02:00
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mesh = "tunnel_tube_slant.obj",
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paramtype = "light",
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2018-12-31 19:46:27 +01:00
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drop = "df_trees:tunnel_tube",
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2018-05-21 07:44:19 +02:00
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groups = {choppy = 3, tree = 1, oddly_breakable_by_hand=1, flammable = 2},
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sounds = default.node_sound_wood_defaults(),
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on_place = minetest.rotate_node,
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selection_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.625, 0.5, 0.0, 0.375},
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{-0.5, 0.0, -0.875, 0.5, 0.5, 0.125},
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},
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},
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collision_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.625, 0.5, 0.0, 0.375},
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{-0.5, 0.0, -0.875, 0.5, 0.5, 0.125},
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},
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},
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})
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_trees:tunnel_tube_slant_top", {
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2018-05-21 07:44:19 +02:00
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description = S("Tunnel Tube"),
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2018-12-31 19:46:27 +01:00
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|
|
_doc_items_longdesc = df_trees.doc.tunnel_tube_desc,
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_doc_items_usagehelp = df_trees.doc.tunnel_tube_usage,
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2018-05-21 07:44:19 +02:00
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|
tiles = {"dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png"},
|
|
|
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paramtype2 = "facedir",
|
|
|
|
drawtype = "mesh",
|
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 = false,
|
2018-05-21 07:44:19 +02:00
|
|
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mesh = "tunnel_tube_slant_2.obj",
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|
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paramtype = "light",
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2018-12-31 19:46:27 +01:00
|
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drop = "df_trees:tunnel_tube",
|
2018-05-21 07:44:19 +02:00
|
|
|
groups = {choppy = 3, tree = 1, oddly_breakable_by_hand=1, flammable = 2},
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|
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sounds = default.node_sound_wood_defaults(),
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|
|
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on_place = minetest.rotate_node,
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selection_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.125, 0.5, 0.0, 0.875},
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{-0.5, 0.0, -0.375, 0.5, 0.5, 0.625},
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},
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|
|
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},
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|
|
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collision_box = {
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|
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|
type = "fixed",
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|
|
|
fixed = {
|
|
|
|
{-0.5, -0.5, -0.125, 0.5, 0.0, 0.875},
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|
|
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{-0.5, 0.0, -0.375, 0.5, 0.5, 0.625},
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|
|
|
},
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|
|
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},
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|
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})
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_trees:tunnel_tube_slant_full", {
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2018-05-21 07:44:19 +02:00
|
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description = S("Tunnel Tube"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tunnel_tube_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tunnel_tube_usage,
|
2018-05-21 07:44:19 +02:00
|
|
|
tiles = {"dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png", "dfcaverns_tunnel_tube.png"},
|
|
|
|
paramtype2 = "facedir",
|
|
|
|
drawtype = "mesh",
|
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 = false,
|
2018-05-21 07:44:19 +02:00
|
|
|
mesh = "tunnel_tube_slant_full.obj",
|
|
|
|
paramtype = "light",
|
2018-12-31 19:46:27 +01:00
|
|
|
drop = "df_trees:tunnel_tube",
|
2018-05-21 07:44:19 +02:00
|
|
|
groups = {choppy = 3, tree = 1, oddly_breakable_by_hand=1, flammable = 2},
|
|
|
|
sounds = default.node_sound_wood_defaults(),
|
|
|
|
on_place = minetest.rotate_node,
|
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.5, -0.5, -0.75, 0.5, 0, 0.25},
|
|
|
|
{-0.5, 0, -1.25, 0.5, 0.5, -0.25},
|
|
|
|
},
|
|
|
|
},
|
|
|
|
collision_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.5, -0.5, -0.75, 0.5, 0, 0.25},
|
|
|
|
{-0.5, 0, -1.25, 0.5, 0.5, -0.25},
|
|
|
|
},
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
2017-03-21 08:53:04 +01:00
|
|
|
--Wood
|
|
|
|
minetest.register_craft({
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_trees:tunnel_tube_wood 4',
|
2017-03-21 08:53:04 +01:00
|
|
|
recipe = {
|
2018-12-31 19:46:27 +01:00
|
|
|
{'df_trees:tunnel_tube'},
|
2017-03-21 08:53:04 +01:00
|
|
|
}
|
|
|
|
})
|
|
|
|
|
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
|
|
|
-- Paper
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "default:paper 3",
|
|
|
|
type = "shapeless",
|
|
|
|
recipe = {'df_trees:tunnel_tube', 'bucket:bucket_water'},
|
|
|
|
replacements = {{"bucket:bucket_water", "bucket:bucket_empty"}},
|
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:tunnel_tube_wood", {
|
2017-03-21 08:53:04 +01:00
|
|
|
description = S("Tunnel Tube Plies"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tunnel_tube_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tunnel_tube_usage,
|
2017-03-21 08:53:04 +01:00
|
|
|
paramtype2 = "facedir",
|
|
|
|
place_param2 = 0,
|
2017-03-22 05:16:52 +01:00
|
|
|
tiles = {"dfcaverns_tunnel_tube_wood_top.png", "dfcaverns_tunnel_tube_wood_top.png", "dfcaverns_tunnel_tube_wood_side.png"},
|
2017-03-21 08:53:04 +01:00
|
|
|
is_ground_content = false,
|
|
|
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
|
|
|
|
sounds = default.node_sound_wood_defaults(),
|
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.register_all_stairs("tunnel_tube_wood")
|
|
|
|
|
2017-03-21 08:53:04 +01:00
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:tunnel_tube_wood",
|
2017-03-21 08:53:04 +01:00
|
|
|
burntime = 9,
|
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:tunnel_tube",
|
2017-03-21 08:53:04 +01:00
|
|
|
burntime = 36,
|
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:tunnel_tube_sapling",
|
2017-03-21 08:53:04 +01:00
|
|
|
burntime = 3,
|
|
|
|
})
|
|
|
|
|
2018-04-20 16:41:17 +02:00
|
|
|
-- TNT
|
|
|
|
-----------------------------------------------------------------------------------------------------------
|
2018-12-31 19:46:27 +01:00
|
|
|
if df_trees.config.enable_tnt then
|
2017-03-21 08:53:04 +01:00
|
|
|
|
2018-04-20 16:41:17 +02:00
|
|
|
local tnt_radius = tonumber(minetest.settings:get("tnt_radius") or 3) * 2/3
|
|
|
|
local tnt_def = {radius = tnt_radius, damage_radius = tnt_radius * 2}
|
2017-03-08 07:50:58 +01:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:tunnel_tube_fruiting_body", {
|
2018-04-20 16:41:17 +02:00
|
|
|
description = S("Tunnel Tube Fruiting Body"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tunnel_tube_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tunnel_tube_usage,
|
2018-04-20 16:41:17 +02:00
|
|
|
tiles = {"dfcaverns_tunnel_tube.png^[multiply:#b09090"},
|
|
|
|
paramtype2 = "facedir",
|
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 = false,
|
2018-04-20 16:41:17 +02:00
|
|
|
groups = {choppy = 3, oddly_breakable_by_hand=1, flammable = 2, tnt = 1,},
|
|
|
|
sounds = default.node_sound_wood_defaults(),
|
|
|
|
on_place = minetest.rotate_node,
|
|
|
|
drop = {
|
|
|
|
max_items = 3,
|
|
|
|
items = {
|
|
|
|
{
|
2018-12-31 19:46:27 +01:00
|
|
|
items = {'df_trees:tunnel_tube_sapling'},
|
2018-04-20 16:41:17 +02:00
|
|
|
rarity = 2,
|
|
|
|
},
|
|
|
|
{
|
2018-12-31 19:46:27 +01:00
|
|
|
items = {'df_trees:tunnel_tube_sapling', 'tnt:gunpowder'},
|
2018-04-20 16:41:17 +02:00
|
|
|
rarity = 2,
|
|
|
|
},
|
|
|
|
{
|
2018-12-31 19:46:27 +01:00
|
|
|
items = {'df_trees:tunnel_tube_sapling', 'tnt:gunpowder 2'},
|
2018-04-20 16:41:17 +02:00
|
|
|
rarity = 2,
|
|
|
|
},
|
2017-03-08 07:50:58 +01:00
|
|
|
},
|
2018-04-20 16:41:17 +02:00
|
|
|
},
|
|
|
|
|
|
|
|
on_punch = function(pos, node, puncher)
|
|
|
|
if puncher:get_wielded_item():get_name() == "default:torch" then
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.swap_node(pos, {name = "df_trees:tunnel_tube_fruiting_body_burning"})
|
|
|
|
minetest.registered_nodes["df_trees:tunnel_tube_fruiting_body_burning"].on_construct(pos)
|
2018-04-20 16:41:17 +02:00
|
|
|
minetest.log("action", puncher:get_player_name() .. " ignites " .. node.name .. " at " .. minetest.pos_to_string(pos))
|
|
|
|
end
|
|
|
|
end,
|
|
|
|
on_blast = function(pos, intensity)
|
|
|
|
minetest.after(0.1, function()
|
|
|
|
tnt.boom(pos, tnt_def)
|
|
|
|
end)
|
|
|
|
end,
|
|
|
|
mesecons = {effector =
|
|
|
|
{action_on =
|
|
|
|
function(pos)
|
|
|
|
tnt.boom(pos, tnt_def)
|
|
|
|
end
|
|
|
|
}
|
|
|
|
},
|
|
|
|
on_burn = function(pos)
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.swap_node(pos, {name = "df_trees:tunnel_tube_fruiting_body_burning"})
|
|
|
|
minetest.registered_nodes["df_trees:tunnel_tube_fruiting_body_burning"].on_construct(pos)
|
2018-04-20 16:41:17 +02:00
|
|
|
end,
|
|
|
|
on_ignite = function(pos, igniter)
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.swap_node(pos, {name = "df_trees:tunnel_tube_fruiting_body_burning"})
|
|
|
|
minetest.registered_nodes["df_trees:tunnel_tube_fruiting_body_burning"].on_construct(pos)
|
2018-04-20 16:41:17 +02:00
|
|
|
end,
|
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:tunnel_tube_fruiting_body_burning", {
|
2018-04-20 16:41:17 +02:00
|
|
|
description = S("Tunnel Tube Fruiting Body"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tunnel_tube_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tunnel_tube_usage,
|
2018-04-20 16:41:17 +02:00
|
|
|
tiles = {"dfcaverns_tunnel_tube.png^[multiply:#b09090"},
|
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 = false,
|
2018-04-20 16:41:17 +02:00
|
|
|
groups = {not_in_creative_inventory = 1,},
|
|
|
|
light_source = 5,
|
|
|
|
drop = "",
|
|
|
|
sounds = default.node_sound_wood_defaults(),
|
|
|
|
on_timer = function(pos, elapsed)
|
|
|
|
tnt.boom(pos, tnt_def)
|
|
|
|
end,
|
|
|
|
-- unaffected by explosions
|
|
|
|
on_blast = function() end,
|
|
|
|
on_construct = function(pos)
|
|
|
|
minetest.sound_play("tnt_ignite", {pos = pos})
|
|
|
|
minetest.get_node_timer(pos):start(4)
|
|
|
|
end,
|
|
|
|
})
|
|
|
|
else
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:tunnel_tube_fruiting_body", {
|
2018-04-20 16:41:17 +02:00
|
|
|
description = S("Tunnel Tube Fruiting Body"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tunnel_tube_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tunnel_tube_usage,
|
2018-04-20 16:41:17 +02:00
|
|
|
tiles = {"dfcaverns_tunnel_tube.png^[multiply:#b09090"},
|
|
|
|
paramtype2 = "facedir",
|
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 = false,
|
2018-04-20 16:41:17 +02:00
|
|
|
groups = {choppy = 3, oddly_breakable_by_hand=1, flammable = 2},
|
|
|
|
sounds = default.node_sound_wood_defaults(),
|
|
|
|
on_place = minetest.rotate_node,
|
|
|
|
|
|
|
|
drop = {
|
|
|
|
max_items = 3,
|
|
|
|
items = {
|
|
|
|
{
|
2018-12-31 19:46:27 +01:00
|
|
|
items = {'df_trees:tunnel_tube_sapling'},
|
2018-04-20 16:41:17 +02:00
|
|
|
rarity = 2,
|
|
|
|
},
|
|
|
|
{
|
2018-12-31 19:46:27 +01:00
|
|
|
items = {'df_trees:tunnel_tube_sapling'},
|
2018-04-20 16:41:17 +02:00
|
|
|
rarity = 2,
|
|
|
|
},
|
|
|
|
{
|
2018-12-31 19:46:27 +01:00
|
|
|
items = {'df_trees:tunnel_tube_sapling'},
|
2018-04-20 16:41:17 +02:00
|
|
|
rarity = 2,
|
|
|
|
},
|
2017-03-08 07:50:58 +01:00
|
|
|
},
|
2018-04-20 16:41:17 +02:00
|
|
|
},
|
|
|
|
})
|
|
|
|
end
|
|
|
|
-----------------------------------------------------------------------------------------------------------
|
2017-03-08 07:50:58 +01:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:tunnel_tube_sapling", {
|
2017-03-08 07:50:58 +01:00
|
|
|
description = S("Tunnel Tube Spawn"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tunnel_tube_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tunnel_tube_usage,
|
2017-03-08 07:50:58 +01:00
|
|
|
drawtype = "plantlike",
|
|
|
|
visual_scale = 1.0,
|
|
|
|
tiles = {"dfcaverns_tunnel_tube_sapling.png"},
|
|
|
|
inventory_image = "dfcaverns_tunnel_tube_sapling.png",
|
|
|
|
wield_image = "dfcaverns_tunnel_tube_sapling.png",
|
|
|
|
paramtype = "light",
|
|
|
|
sunlight_propagates = true,
|
|
|
|
walkable = false,
|
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 = false,
|
2018-12-31 19:46:27 +01:00
|
|
|
floodable = true,
|
2017-03-08 07:50:58 +01:00
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
|
|
|
|
},
|
|
|
|
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
|
2017-03-15 04:35:08 +01:00
|
|
|
attached_node = 1, sapling = 1, light_sensitive_fungus = 11},
|
2017-03-08 07:50:58 +01:00
|
|
|
sounds = default.node_sound_leaves_defaults(),
|
|
|
|
|
|
|
|
on_construct = function(pos)
|
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 minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name, "soil") == 0 then
|
|
|
|
return
|
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
|
|
|
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
|
|
|
minetest.get_node_timer(pos):start(math.random(
|
|
|
|
df_trees.config.tunnel_tube_delay_multiplier*df_trees.config.tree_min_growth_delay,
|
|
|
|
df_trees.config.tunnel_tube_delay_multiplier*df_trees.config.tree_max_growth_delay))
|
|
|
|
end,
|
|
|
|
on_destruct = function(pos)
|
|
|
|
minetest.get_node_timer(pos):stop()
|
2017-03-08 07:50:58 +01:00
|
|
|
end,
|
|
|
|
|
|
|
|
on_timer = function(pos)
|
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 df_farming and df_farming.kill_if_sunlit(pos) then
|
|
|
|
return
|
|
|
|
end
|
2017-03-08 07:50:58 +01:00
|
|
|
minetest.set_node(pos, {name="air"})
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_tunnel_tube(pos)
|
2017-03-08 07:50:58 +01:00
|
|
|
end,
|
|
|
|
})
|
|
|
|
|
2017-03-15 22:22:22 +01:00
|
|
|
local tunnel_tube_directions = {
|
2018-05-21 07:44:19 +02:00
|
|
|
[0] = {x=0,y=0,z=-1},
|
|
|
|
[1] = {x=-1,y=0,z=0},
|
|
|
|
[2] = {x=0,y=0,z=1},
|
|
|
|
[3] = {x=1,y=0,z=0},
|
2017-03-15 22:22:22 +01:00
|
|
|
}
|
|
|
|
|
2018-05-21 07:44:19 +02:00
|
|
|
local tunnel_tube_displacement =
|
|
|
|
{
|
|
|
|
[4] = 1,
|
|
|
|
[5] = 1,
|
|
|
|
[6] = 2,
|
|
|
|
[7] = 2,
|
|
|
|
[8] = 3,
|
|
|
|
[9] = 3,
|
|
|
|
}
|
2017-03-15 22:22:22 +01:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_tunnel_tube = function(pos)
|
|
|
|
local direction = math.random(1,4)-1 -- serves as both the facedir and the lookup in the direction table
|
2018-05-21 07:44:19 +02:00
|
|
|
local height = math.random(4,9)
|
|
|
|
local top_pos = vector.add(pos, vector.multiply(tunnel_tube_directions[direction], tunnel_tube_displacement[height]))
|
2018-12-31 19:46:27 +01:00
|
|
|
top_pos.y = pos.y + height - 1
|
2017-03-15 22:22:22 +01:00
|
|
|
|
|
|
|
local vm = minetest.get_voxel_manip()
|
|
|
|
local minp, maxp = vm:read_from_map(pos, top_pos)
|
|
|
|
local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
|
|
|
|
local data = vm:get_data()
|
2017-03-15 22:35:00 +01:00
|
|
|
local param2_data = vm:get_param2_data()
|
2017-03-15 22:22:22 +01:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_tunnel_tube_vm(area:indexp(pos), area, data, param2_data, height, direction)
|
2017-03-15 22:22:22 +01:00
|
|
|
|
|
|
|
vm:set_data(data)
|
2017-03-15 22:35:00 +01:00
|
|
|
vm:set_param2_data(param2_data)
|
2017-03-15 22:22:22 +01:00
|
|
|
vm:write_to_map()
|
|
|
|
vm:update_map()
|
|
|
|
end
|
|
|
|
|
|
|
|
local c_air = minetest.get_content_id("air")
|
|
|
|
local c_ignore = minetest.get_content_id("ignore")
|
2018-12-31 19:46:27 +01:00
|
|
|
local c_tunnel_tube = minetest.get_content_id("df_trees:tunnel_tube")
|
|
|
|
local c_tunnel_tube_bottom = minetest.get_content_id("df_trees:tunnel_tube_slant_bottom")
|
|
|
|
local c_tunnel_tube_top = minetest.get_content_id("df_trees:tunnel_tube_slant_top")
|
|
|
|
local c_tunnel_tube_full = minetest.get_content_id("df_trees:tunnel_tube_slant_full")
|
|
|
|
local c_tunnel_tube_fruiting_body = minetest.get_content_id("df_trees:tunnel_tube_fruiting_body")
|
2017-03-15 22:22:22 +01:00
|
|
|
|
2018-05-21 07:44:19 +02:00
|
|
|
-- was simplest to just hardcode these patterns for each height from 4 to 9
|
|
|
|
-- pattern is displacement, node
|
|
|
|
local tunnel_tube_patterns =
|
|
|
|
{
|
|
|
|
[4] = {{0, c_tunnel_tube}, {0, c_tunnel_tube_bottom}, {1, c_tunnel_tube_top}, {1, c_tunnel_tube_fruiting_body}},
|
|
|
|
[5] = {{0, c_tunnel_tube}, {0, c_tunnel_tube}, {0, c_tunnel_tube_bottom}, {1, c_tunnel_tube_top}, {1, c_tunnel_tube_fruiting_body}},
|
|
|
|
[6] = {{0, c_tunnel_tube}, {0, c_tunnel_tube}, {0, c_tunnel_tube_bottom}, {1, c_tunnel_tube_top}, {1, c_tunnel_tube_full}, {2, c_tunnel_tube_fruiting_body}},
|
|
|
|
[7] = {{0, c_tunnel_tube}, {0, c_tunnel_tube}, {0, c_tunnel_tube}, {0, c_tunnel_tube_bottom}, {1, c_tunnel_tube_top}, {1, c_tunnel_tube_full}, {2, c_tunnel_tube_fruiting_body}},
|
|
|
|
[8] = {{0, c_tunnel_tube}, {0, c_tunnel_tube}, {0, c_tunnel_tube}, {0, c_tunnel_tube_bottom}, {1, c_tunnel_tube_top}, {1, c_tunnel_tube_full}, {2, c_tunnel_tube_full}, {3, c_tunnel_tube_fruiting_body}},
|
|
|
|
[9] = {{0, c_tunnel_tube}, {0, c_tunnel_tube}, {0, c_tunnel_tube}, {0, c_tunnel_tube}, {0, c_tunnel_tube_bottom}, {1, c_tunnel_tube_top}, {1, c_tunnel_tube_full}, {2, c_tunnel_tube_full}, {3, c_tunnel_tube_fruiting_body}},
|
|
|
|
}
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_tunnel_tube_vm = function(vi, area, data, param2_data, height, direction)
|
|
|
|
if height == nil then height = math.random(4,9) end
|
|
|
|
if direction == nil then direction = math.random(1,4)-1 end
|
|
|
|
|
|
|
|
local increment
|
|
|
|
if direction == 0 then
|
|
|
|
increment = -area.zstride
|
|
|
|
elseif direction == 1 then
|
|
|
|
increment = -1
|
|
|
|
elseif direction == 2 then
|
|
|
|
increment = area.zstride
|
|
|
|
elseif direction == 3 then
|
|
|
|
increment = 1
|
|
|
|
else
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
2017-03-15 22:22:22 +01:00
|
|
|
local previous_vi = vi
|
2018-05-21 07:44:19 +02:00
|
|
|
local pattern = tunnel_tube_patterns[height]
|
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 pattern == nil then
|
|
|
|
minetest.log("error", "Tunnel tube pattern was nil somehow. height: " .. string(height) .. " location: " .. minetest.pos_to_string(area:position(vi)))
|
|
|
|
return nil
|
|
|
|
end
|
2018-05-21 07:44:19 +02:00
|
|
|
for i, nodepattern in ipairs(pattern) do
|
2018-12-31 19:46:27 +01:00
|
|
|
local current_vi = vi + nodepattern[1] * increment
|
|
|
|
if data[current_vi] == c_air or data[current_vi] == c_ignore then
|
|
|
|
previous_vi = current_vi
|
|
|
|
data[current_vi] = nodepattern[2]
|
|
|
|
param2_data[current_vi] = direction
|
2017-03-15 22:22:22 +01:00
|
|
|
else
|
|
|
|
data[previous_vi] = c_tunnel_tube_fruiting_body
|
2018-12-31 19:46:27 +01:00
|
|
|
param2_data[previous_vi] = direction
|
2017-03-15 22:22:22 +01:00
|
|
|
break
|
|
|
|
end
|
2018-12-31 19:46:27 +01:00
|
|
|
vi = vi + area.ystride
|
2017-03-15 22:22:22 +01:00
|
|
|
end
|
|
|
|
end
|
|
|
|
|