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 not df_caverns.config.enable_primordial or not minetest.get_modpath("df_primordial_items") then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
2020-11-15 23:25:05 +01:00
|
|
|
local c_air = df_caverns.node_id.air
|
|
|
|
|
2022-08-01 22:55:46 +02:00
|
|
|
local log_location
|
|
|
|
if mapgen_helper.log_location_enabled then
|
|
|
|
log_location = mapgen_helper.log_first_location
|
|
|
|
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
|
|
|
local perlin_cave_primordial = {
|
|
|
|
offset = 0,
|
|
|
|
scale = 1,
|
|
|
|
spread = {x=df_caverns.config.horizontal_cavern_scale, y=df_caverns.config.vertical_cavern_scale*0.5, z=df_caverns.config.horizontal_cavern_scale},
|
|
|
|
seed = 14055553,
|
|
|
|
octaves = 3,
|
|
|
|
persist = 0.67
|
|
|
|
}
|
|
|
|
|
|
|
|
local perlin_wave_primordial = {
|
|
|
|
offset = 0,
|
|
|
|
scale = 1,
|
|
|
|
spread = {x=df_caverns.config.horizontal_cavern_scale, y=df_caverns.config.vertical_cavern_scale*0.5, z=df_caverns.config.horizontal_cavern_scale},
|
|
|
|
seed = 923444,
|
|
|
|
octaves = 6,
|
|
|
|
persist = 0.63
|
|
|
|
}
|
|
|
|
|
|
|
|
local giant_mycelium_timer_spread = tonumber(minetest.settings:get("dcaverns_giant_mycelium_timer_spread")) or 10
|
|
|
|
|
2022-08-01 22:55:46 +02:00
|
|
|
table.insert(df_caverns.get_biome_at_pos_list, function(pos, heat, humidity)
|
|
|
|
if pos.y < df_caverns.config.primordial_min or pos.y > df_caverns.config.primordial_max then
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
if subterrane.get_cavern_value("primordial", pos) < 0 then
|
|
|
|
return "primordial jungle"
|
|
|
|
end
|
|
|
|
return "primordial fungus"
|
|
|
|
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
|
|
|
-----------------------------------------------------------------------------------------
|
|
|
|
-- Fungal biome
|
|
|
|
|
2020-11-15 23:25:05 +01:00
|
|
|
local c_orb = df_caverns.node_id.orb
|
|
|
|
local c_mycelial_dirt = df_caverns.node_id.mycelial_dirt
|
|
|
|
local c_dirt = df_caverns.node_id.dirt
|
|
|
|
local c_giant_mycelium = df_caverns.node_id.giant_mycelium
|
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
|
|
|
|
|
|
|
local fungal_plant_names = {}
|
|
|
|
local fungal_plants = {}
|
|
|
|
for node_name, node_def in pairs(minetest.registered_nodes) do
|
|
|
|
if minetest.get_item_group(node_name, "primordial_fungal_plant") > 0 then
|
|
|
|
table.insert(fungal_plant_names, node_name)
|
|
|
|
table.insert(fungal_plants, minetest.get_content_id(node_name))
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local mushroom_cavern_floor = function(abs_cracks, humidity, vi, area, data, data_param2)
|
|
|
|
local ystride = area.ystride
|
|
|
|
local humidityfactor = humidity/200 + 0.5
|
|
|
|
abs_cracks = abs_cracks * humidityfactor
|
|
|
|
|
|
|
|
if abs_cracks < 0.7 then
|
|
|
|
data[vi] = c_mycelial_dirt
|
|
|
|
elseif abs_cracks < 1 then
|
|
|
|
data[vi] = c_dirt
|
|
|
|
end
|
|
|
|
|
|
|
|
local rand = math.random() * math.min(abs_cracks, 1) * humidityfactor
|
|
|
|
if rand < 0.0005 then
|
|
|
|
local mycelium_index = vi+ystride
|
|
|
|
data[mycelium_index] = c_giant_mycelium
|
|
|
|
minetest.get_node_timer(area:position(mycelium_index)):start(math.random(1,giant_mycelium_timer_spread))
|
|
|
|
elseif rand < 0.003 then
|
|
|
|
local schematic = df_primordial_items.get_primordial_mushroom()
|
|
|
|
local rotation = (math.random(1,4)-1)*90
|
|
|
|
mapgen_helper.place_schematic_on_data_if_it_fits(data, data_param2, area, area:position(vi+ystride), schematic, rotation)
|
|
|
|
elseif rand < 0.05 then
|
|
|
|
data[vi+ystride] = fungal_plants[math.random(1,5)]
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local mushroom_cavern_ceiling = function(abs_cracks, humidity, vi, area, data, data_param2)
|
|
|
|
local ystride = area.ystride
|
|
|
|
local humidityfactor = humidity/200 + 0.5
|
|
|
|
abs_cracks = abs_cracks * humidityfactor
|
|
|
|
|
|
|
|
if abs_cracks < 0.5 then
|
|
|
|
data[vi] = c_mycelial_dirt
|
|
|
|
if abs_cracks < 0.3 then
|
|
|
|
local rand = math.random() * humidityfactor
|
|
|
|
if rand < 0.002 then
|
|
|
|
local mycelium_index = vi-ystride
|
|
|
|
data[mycelium_index] = c_giant_mycelium
|
|
|
|
minetest.get_node_timer(area:position(mycelium_index)):start(math.random(1,giant_mycelium_timer_spread))
|
|
|
|
elseif rand < 0.03 then
|
|
|
|
df_primordial_items.spawn_ceiling_spire_vm(vi, area, data)
|
|
|
|
elseif rand < 0.2 then
|
|
|
|
data[vi-ystride] = c_orb
|
|
|
|
data_param2[vi-ystride] = math.random(0,179)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local mushroom_warren_ceiling = function(abs_cracks, vi, area, data, data_param2)
|
|
|
|
local ystride = area.ystride
|
|
|
|
|
|
|
|
if abs_cracks < 0.3 then
|
|
|
|
data[vi] = c_mycelial_dirt
|
|
|
|
if abs_cracks < 0.2 then
|
|
|
|
local rand = math.random()
|
|
|
|
if rand < 0.001 then
|
|
|
|
local mycelium_index = vi-ystride
|
|
|
|
data[mycelium_index] = c_giant_mycelium
|
|
|
|
minetest.get_node_timer(area:position(mycelium_index)):start(math.random(1,giant_mycelium_timer_spread))
|
|
|
|
elseif rand < 0.2 then
|
|
|
|
data[vi-ystride] = c_orb
|
|
|
|
data_param2[vi-ystride] = math.random(0,179)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local mushroom_warren_floor = function(abs_cracks, vi, area, data, data_param2)
|
|
|
|
local ystride = area.ystride
|
|
|
|
if abs_cracks < 0.7 then
|
|
|
|
data[vi] = c_mycelial_dirt
|
|
|
|
elseif abs_cracks < 1 then
|
|
|
|
data[vi] = c_dirt
|
|
|
|
end
|
|
|
|
local rand = math.random() * math.min(abs_cracks, 1)
|
|
|
|
if rand < 0.001 then
|
|
|
|
local mycelium_index = vi+ystride
|
|
|
|
data[mycelium_index] = c_giant_mycelium
|
|
|
|
minetest.get_node_timer(area:position(mycelium_index)):start(math.random(1,giant_mycelium_timer_spread))
|
|
|
|
elseif rand < 0.03 then
|
|
|
|
data[vi+ystride] = fungal_plants[math.random(1,5)]
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--------------------------------------------------------------------------------------------------
|
|
|
|
-- Jungle biome
|
|
|
|
|
|
|
|
local jungle_plant_names = {}
|
|
|
|
local jungle_plants = {}
|
|
|
|
for node_name, node_def in pairs(minetest.registered_nodes) do
|
|
|
|
if minetest.get_item_group(node_name, "primordial_jungle_plant") > 0 then
|
|
|
|
table.insert(jungle_plant_names, node_name)
|
|
|
|
table.insert(jungle_plants, minetest.get_content_id(node_name))
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2020-11-15 23:25:05 +01:00
|
|
|
local c_jungle_dirt = df_caverns.node_id.jungle_dirt
|
|
|
|
local c_plant_matter = df_caverns.node_id.plant_matter
|
|
|
|
local c_packed_roots = df_caverns.node_id.packed_roots
|
|
|
|
local c_glowstone = df_caverns.node_id.glowstone
|
|
|
|
local c_ivy = df_caverns.node_id.ivy
|
|
|
|
local c_root_2 = df_caverns.node_id.root_2
|
|
|
|
local c_root_1 = df_caverns.node_id.root_1
|
|
|
|
local c_fireflies = df_caverns.node_id.fireflies
|
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
|
|
|
|
|
|
|
local jungle_cavern_floor = function(abs_cracks, humidity, vi, area, data, data_param2)
|
|
|
|
local ystride = area.ystride
|
|
|
|
local humidityfactor = humidity/100
|
|
|
|
|
2022-08-01 22:55:46 +02:00
|
|
|
if log_location then
|
|
|
|
local pos = area:position(vi)
|
|
|
|
log_location("primordial_jungle", pos)
|
|
|
|
if humidityfactor < 0.25 then
|
|
|
|
log_location("primordial_jungle_low_humidity", pos)
|
|
|
|
elseif humidityfactor > 0.75 then
|
|
|
|
log_location("primordial_jungle_high_humidity", pos)
|
|
|
|
end
|
|
|
|
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
|
|
|
data[vi] = c_jungle_dirt
|
|
|
|
|
|
|
|
local rand = math.random()
|
|
|
|
if rand < 0.025 * humidityfactor then
|
|
|
|
local fern_schematic = df_primordial_items.get_fern_schematic()
|
|
|
|
local rotation = (math.random(1,4)-1)*90
|
|
|
|
mapgen_helper.place_schematic_on_data_if_it_fits(data, data_param2, area, area:position(vi+ystride), fern_schematic, rotation)
|
|
|
|
elseif rand < 0.025 * (1-humidityfactor) then
|
|
|
|
df_primordial_items.spawn_jungle_mushroom_vm(vi+ystride, area, data)
|
|
|
|
elseif rand < 0.05 * (1-humidityfactor) then
|
|
|
|
df_primordial_items.spawn_jungle_tree_vm(math.random(8,14), vi+ystride, area, data)
|
|
|
|
elseif rand < 0.3 then
|
|
|
|
data[vi+ystride] = jungle_plants[math.random(1,#jungle_plants)]
|
|
|
|
end
|
|
|
|
|
|
|
|
if c_fireflies and math.random() < 0.01 then
|
|
|
|
local firefly_vi = vi + ystride * math.random(1, 5)
|
|
|
|
if data[firefly_vi] == c_air then
|
|
|
|
data[firefly_vi] = c_fireflies
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local jungle_cavern_ceiling = function(abs_cracks, vi, area, data, data_param2)
|
|
|
|
if abs_cracks < 0.25 then
|
|
|
|
data[vi] = c_glowstone
|
|
|
|
elseif abs_cracks > 0.75 and math.random() < 0.1 then
|
|
|
|
local ystride = area.ystride
|
|
|
|
data[vi] = c_dirt
|
|
|
|
local index = vi - ystride
|
|
|
|
local hanging_node
|
|
|
|
if math.random() < 0.5 then
|
|
|
|
hanging_node = c_ivy
|
|
|
|
else
|
|
|
|
hanging_node = c_root_2
|
|
|
|
end
|
|
|
|
for i = 1, math.random(16) do
|
|
|
|
if data[index] == c_air then
|
|
|
|
data[index] = hanging_node
|
|
|
|
index = index - ystride
|
|
|
|
else
|
|
|
|
break
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local jungle_warren_ceiling = function(abs_cracks, vi, area, data, data_param2)
|
|
|
|
if abs_cracks < 0.1 then
|
|
|
|
data[vi] = c_glowstone
|
|
|
|
elseif abs_cracks > 0.75 and math.random() < 0.1 then
|
|
|
|
local ystride = area.ystride
|
|
|
|
data[vi] = c_dirt
|
|
|
|
local index = vi - ystride
|
|
|
|
local hanging_node
|
|
|
|
if math.random() < 0.5 then
|
|
|
|
hanging_node = c_root_1
|
|
|
|
else
|
|
|
|
hanging_node = c_root_2
|
|
|
|
end
|
|
|
|
for i = 1, math.random(8) do
|
|
|
|
if data[index] == c_air then
|
|
|
|
data[index] = hanging_node
|
|
|
|
index = index - ystride
|
|
|
|
else
|
|
|
|
break
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local jungle_warren_floor = function(abs_cracks, vi, area, data, data_param2)
|
|
|
|
local ystride = area.ystride
|
|
|
|
if abs_cracks < 0.7 then
|
|
|
|
data[vi] = c_jungle_dirt
|
|
|
|
local rand = math.random() * abs_cracks
|
|
|
|
if rand < 0.1 then
|
|
|
|
data[vi+ystride] = jungle_plants[math.random(1,#jungle_plants)]
|
|
|
|
end
|
|
|
|
elseif abs_cracks < 1 then
|
|
|
|
data[vi] = c_dirt
|
|
|
|
end
|
|
|
|
|
|
|
|
if c_fireflies and math.random() < 0.005 then
|
|
|
|
local firefly_vi = vi + ystride * math.random(1, 5)
|
|
|
|
if data[firefly_vi] == c_air then
|
|
|
|
data[firefly_vi] = c_fireflies
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
---------------------------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
local decorate_primordial = function(minp, maxp, seed, vm, node_arrays, area, data)
|
|
|
|
math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
|
|
|
|
|
|
|
|
local data_param2 = df_caverns.data_param2
|
|
|
|
vm:get_param2_data(data_param2)
|
|
|
|
local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
|
|
|
|
local cave_area = node_arrays.cave_area
|
|
|
|
local nvals_cave = node_arrays.nvals_cave
|
|
|
|
|
|
|
|
local humiditymap = minetest.get_mapgen_object("humiditymap")
|
|
|
|
|
|
|
|
|
|
|
|
---------------------------------------------------------
|
|
|
|
-- Cavern floors
|
|
|
|
|
|
|
|
for _, vi in ipairs(node_arrays.cavern_floor_nodes) do
|
|
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
|
|
local cracks = nvals_cracks[index2d]
|
|
|
|
local abs_cracks = math.abs(cracks)
|
|
|
|
local humidity = humiditymap[index2d]
|
|
|
|
local jungle = nvals_cave[vi] < 0
|
|
|
|
|
|
|
|
if jungle then
|
|
|
|
jungle_cavern_floor(abs_cracks, humidity, vi, area, data, data_param2)
|
|
|
|
else
|
|
|
|
mushroom_cavern_floor(abs_cracks, humidity, vi, area, data, data_param2)
|
2022-08-01 22:55:46 +02:00
|
|
|
if log_location then log_location("primordial_mushrooms", area:position(vi)) 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
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--------------------------------------
|
|
|
|
-- Cavern ceilings
|
|
|
|
|
|
|
|
for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do
|
|
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
|
|
local cracks = nvals_cracks[index2d]
|
|
|
|
local abs_cracks = math.abs(cracks)
|
|
|
|
local jungle = nvals_cave[vi] < 0
|
|
|
|
local humidity = humiditymap[index2d]
|
|
|
|
if jungle then
|
|
|
|
jungle_cavern_ceiling(abs_cracks, vi, area, data, data_param2)
|
|
|
|
else
|
|
|
|
mushroom_cavern_ceiling(abs_cracks, humidity, vi, area, data, data_param2)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
----------------------------------------------
|
|
|
|
-- Tunnel floors
|
|
|
|
|
|
|
|
-- for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do
|
|
|
|
-- end
|
|
|
|
|
|
|
|
------------------------------------------------------
|
|
|
|
-- Tunnel ceiling
|
|
|
|
|
|
|
|
-- for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do
|
|
|
|
-- end
|
|
|
|
|
|
|
|
------------------------------------------------------
|
|
|
|
-- Warren ceiling
|
|
|
|
|
|
|
|
for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do
|
|
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
|
|
local cracks = nvals_cracks[index2d]
|
|
|
|
local abs_cracks = math.abs(cracks)
|
|
|
|
local jungle = nvals_cave[vi] < 0
|
|
|
|
|
|
|
|
if jungle then
|
|
|
|
jungle_warren_ceiling(abs_cracks, vi, area, data, data_param2)
|
|
|
|
else
|
|
|
|
mushroom_warren_ceiling(abs_cracks, vi, area, data, data_param2)
|
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
----------------------------------------------
|
|
|
|
-- Warren floors
|
|
|
|
|
|
|
|
for _, vi in ipairs(node_arrays.warren_floor_nodes) do
|
|
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
|
|
local cracks = nvals_cracks[index2d]
|
|
|
|
local abs_cracks = math.abs(cracks)
|
|
|
|
local jungle = nvals_cave[vi] < 0
|
|
|
|
|
|
|
|
if jungle then
|
|
|
|
jungle_warren_floor(abs_cracks, vi, area, data, data_param2)
|
2022-08-01 22:55:46 +02:00
|
|
|
if log_location then log_location("primordial_jungle_warren", area:position(vi)) 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
|
|
|
else
|
|
|
|
mushroom_warren_floor(abs_cracks, vi, area, data, data_param2)
|
2022-08-01 22:55:46 +02:00
|
|
|
if log_location then log_location("primordial_mushroom_warren", area:position(vi)) 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
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- columns
|
|
|
|
-- no flowstone below the Sunless Sea, replace with something else
|
|
|
|
local random_dir = {1, -1, area.zstride, -area.zstride}
|
|
|
|
for _, vi in ipairs(node_arrays.column_nodes) do
|
|
|
|
local jungle = nvals_cave[vi] < 0
|
|
|
|
if jungle then
|
|
|
|
data[vi] = c_plant_matter
|
|
|
|
minetest.get_node_timer(area:position(vi)):start(math.random(30, 120))
|
|
|
|
else
|
|
|
|
data[vi] = c_mycelial_dirt
|
|
|
|
if math.random() < 0.05 then
|
|
|
|
local rand_vi = vi + random_dir[math.random(1,4)]
|
|
|
|
if data[rand_vi] == c_air then
|
|
|
|
data[rand_vi] = c_giant_mycelium
|
|
|
|
minetest.get_node_timer(area:position(rand_vi)):start(math.random(1,giant_mycelium_timer_spread))
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
vm:set_param2_data(data_param2)
|
|
|
|
end
|
|
|
|
|
|
|
|
--Primordial Caverns
|
|
|
|
subterrane.register_layer({
|
|
|
|
name = "primordial",
|
|
|
|
y_max = df_caverns.config.primordial_max,
|
|
|
|
y_min = df_caverns.config.primordial_min,
|
|
|
|
cave_threshold = df_caverns.config.sunless_sea_threshold, -- Make the caves a bit bigger than above
|
|
|
|
perlin_cave = perlin_cave_primordial,
|
|
|
|
perlin_wave = perlin_wave_primordial,
|
|
|
|
solidify_lava = true,
|
|
|
|
columns = {
|
|
|
|
maximum_radius = 20,
|
|
|
|
minimum_radius = 5,
|
|
|
|
node = "default:stone", -- no flowstone below the Sunless Sea, replace with something else
|
|
|
|
weight = 0.5,
|
|
|
|
maximum_count = 60,
|
|
|
|
minimum_count = 10,
|
|
|
|
},
|
|
|
|
decorate = decorate_primordial,
|
|
|
|
double_frequency = true,
|
|
|
|
is_ground_content = df_caverns.is_ground_content,
|
|
|
|
})
|
|
|
|
|
2020-11-05 02:27:26 +01:00
|
|
|
minetest.register_ore({
|
|
|
|
ore_type = "vein",
|
|
|
|
ore = "df_underworld_items:glowstone",
|
|
|
|
wherein = {
|
|
|
|
"default:stone",
|
|
|
|
"default:stone_with_coal",
|
|
|
|
"default:stone_with_iron",
|
|
|
|
"default:stone_with_copper",
|
|
|
|
"default:stone_with_tin",
|
|
|
|
"default:stone_with_gold",
|
|
|
|
"default:stone_with_diamond",
|
|
|
|
"default:dirt",
|
|
|
|
"default:sand",
|
|
|
|
"default:desert_sand",
|
|
|
|
"default:silver_sand",
|
|
|
|
"default:gravel",
|
|
|
|
},
|
|
|
|
column_height_min = 2,
|
|
|
|
column_height_max = 6,
|
|
|
|
y_min = df_caverns.config.primordial_min,
|
|
|
|
y_max = df_caverns.config.primordial_max,
|
|
|
|
noise_threshold = 0.9,
|
|
|
|
noise_params = {
|
|
|
|
offset = 0,
|
|
|
|
scale = 3,
|
|
|
|
spread = {x=400, y=400, z=400},
|
|
|
|
seed = 25111,
|
|
|
|
octaves = 4,
|
|
|
|
persist = 0.5,
|
|
|
|
flags = "eased",
|
|
|
|
},
|
|
|
|
random_factor = 0,
|
|
|
|
})
|
|
|
|
|
2022-08-01 22:55:46 +02:00
|
|
|
-- Rather than make plants farmable, have them randomly respawn in jungle soil. You can only get them down there by foraging, not farming.
|
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
|
|
|
minetest.register_abm({
|
|
|
|
label = "Primordial plant growth",
|
|
|
|
nodenames = {"df_primordial_items:dirt_with_jungle_grass"},
|
|
|
|
neighbors = {"air"},
|
|
|
|
interval = 60.0,
|
|
|
|
chance = 50,
|
|
|
|
action = function(pos, node, active_object_count, active_object_count_wider)
|
|
|
|
if minetest.find_node_near(pos, 2, {"group:primordial_jungle_plant"}) == nil then
|
|
|
|
local pos_above = {x=pos.x, y=pos.y+1, z=pos.z}
|
|
|
|
local node_above = minetest.get_node(pos_above)
|
|
|
|
if node_above.name == "air" then
|
|
|
|
minetest.set_node(pos_above, {name = jungle_plant_names[math.random(1,#jungle_plant_names)]})
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_abm({
|
|
|
|
label = "Primordial fungus growth",
|
|
|
|
nodenames = {"df_primordial_items:dirt_with_mycelium"},
|
|
|
|
neighbors = {"air"},
|
|
|
|
interval = 60.0,
|
|
|
|
chance = 50,
|
|
|
|
action = function(pos, node, active_object_count, active_object_count_wider)
|
|
|
|
if minetest.find_node_near(pos, 3, {"group:primordial_fungal_plant"}) == nil then
|
|
|
|
local pos_above = {x=pos.x, y=pos.y+1, z=pos.z}
|
|
|
|
local node_above = minetest.get_node(pos_above)
|
|
|
|
if node_above.name == "air" then
|
|
|
|
minetest.set_node(pos_above, {name = fungal_plant_names[math.random(1,#fungal_plant_names)]})
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end,
|
|
|
|
})
|
2020-11-05 02:27:26 +01:00
|
|
|
|
|
|
|
-- an ABM to extinguish fires on the primordial layer. Glowstone next to plant life equals too much fire.
|
|
|
|
local fire_enabled = minetest.settings:get_bool("enable_fire")
|
|
|
|
if fire_enabled == nil then
|
|
|
|
-- enable_fire setting not specified, check for disable_fire
|
|
|
|
local fire_disabled = minetest.settings:get_bool("disable_fire")
|
|
|
|
if fire_disabled == nil then
|
|
|
|
-- Neither setting specified, check whether singleplayer
|
|
|
|
fire_enabled = minetest.is_singleplayer()
|
|
|
|
else
|
|
|
|
fire_enabled = not fire_disabled
|
|
|
|
end
|
|
|
|
end
|
|
|
|
if fire_enabled and minetest.get_modpath("fire") then
|
|
|
|
local primordial_min = df_caverns.config.primordial_min
|
|
|
|
local primordial_max = df_caverns.config.primordial_max
|
|
|
|
minetest.register_abm({
|
|
|
|
label = "Remove fire in the primordial layer",
|
|
|
|
nodenames = {"fire:basic_flame"},
|
|
|
|
--neighbors = {"fire:basic_flame"},
|
|
|
|
interval = 3,
|
|
|
|
chance = 3,
|
|
|
|
catch_up = false,
|
|
|
|
action = function(pos)
|
|
|
|
local pos_y = pos.y
|
|
|
|
if pos_y > primordial_min and pos_y < primordial_max then
|
|
|
|
minetest.remove_node(pos)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
})
|
|
|
|
end
|