2017-03-08 07:50:58 +01:00
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--------------------------------------------------
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-- Blood thorn
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-- Max trunk height 5
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-- red with purple mottling
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-- High density wood
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-- Depth 3
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2022-08-01 22:55:46 +02:00
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local S = minetest.get_translator(minetest.get_current_modname())
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2017-03-08 07:50:58 +01:00
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2017-03-23 06:41:34 +01:00
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local spike_directions = {
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{dir={x=0,y=0,z=1}, facedir=2},
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{dir={x=0,y=0,z=-1}, facedir=0},
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{dir={x=1,y=0,z=0}, facedir=3},
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{dir={x=-1,y=0,z=0}, facedir=1}
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}
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2018-12-31 19:46:27 +01:00
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local spikes = {["df_trees:blood_thorn_spike"] = true, ["df_trees:blood_thorn_spike_dead"] = true}
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2017-03-23 06:41:34 +01:00
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local blood_thorn_after_dig = function(pos, oldnode, oldmetadata, digger)
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for _, spike_dir in pairs(spike_directions) do
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local loc = vector.add(pos,spike_dir.dir)
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local node = minetest.get_node(loc)
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if spikes[node.name] and spike_dir.facedir == node.param2 then
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minetest.node_dig(loc, node, digger)
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end
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end
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end
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2022-07-16 00:58:54 +02:00
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local blood_thorn_min_delay = df_trees.config.blood_thorn_delay_multiplier*df_trees.config.tree_min_growth_delay
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local blood_thorn_max_delay = df_trees.config.blood_thorn_delay_multiplier*df_trees.config.tree_max_growth_delay
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_trees:blood_thorn", {
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2017-03-23 06:41:34 +01:00
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description = S("Blood Thorn Stem"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_trees.doc.blood_thorn_desc,
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_doc_items_usagehelp = df_trees.doc.blood_thorn_usage,
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2017-03-08 07:50:58 +01:00
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tiles = {"dfcaverns_blood_thorn_top.png", "dfcaverns_blood_thorn_top.png",
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2017-03-14 06:41:04 +01:00
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"dfcaverns_blood_thorn_side.png", "dfcaverns_blood_thorn_side.png", "dfcaverns_blood_thorn_side.png", "dfcaverns_blood_thorn_side.png"},
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paramtype2 = "facedir",
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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, flammable = 2, light_sensitive_fungus = 11},
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2018-12-31 19:46:27 +01:00
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_dfcaverns_dead_node = "df_trees:blood_thorn_dead",
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2020-11-16 03:06:45 +01:00
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sounds = df_trees.sounds.wood,
|
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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2017-03-14 06:41:04 +01:00
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on_place = minetest.rotate_node,
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2017-03-23 06:41:34 +01:00
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after_dig_node = blood_thorn_after_dig,
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2022-07-16 00:58:54 +02:00
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on_construct = function(pos)
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minetest.get_node_timer(pos):start(math.random(blood_thorn_min_delay, blood_thorn_max_delay))
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end,
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on_destruct = function(pos)
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minetest.get_node_timer(pos):stop()
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local below = {x=pos.x, y=pos.y-1, z=pos.z}
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local below_node = minetest.get_node(below)
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while below_node.name == "df_trees:blood_thorn" do
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-- if you chop down a bloodthorn it can start growing again
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minetest.get_node_timer(below):start(math.random(blood_thorn_min_delay, blood_thorn_max_delay))
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below.y = below.y-1
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below_node = minetest.get_node(below)
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end
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end,
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on_timer = function(pos, elapsed)
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while elapsed > blood_thorn_max_delay do
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-- catch up if the block was unloaded for a long time
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elapsed = elapsed - blood_thorn_max_delay
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if not df_trees.grow_blood_thorn(vector.new(pos), minetest.get_node(pos)) then
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return
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end
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end
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if df_trees.grow_blood_thorn(vector.new(pos), minetest.get_node(pos)) then
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minetest.get_node_timer(pos):start(math.random(blood_thorn_min_delay, blood_thorn_max_delay))
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end
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end,
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2017-03-14 06:41:04 +01:00
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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:blood_thorn_dead", {
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2017-03-23 06:41:34 +01:00
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description = S("Dead Blood Thorn Stem"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_trees.doc.blood_thorn_desc,
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_doc_items_usagehelp = df_trees.doc.blood_thorn_usage,
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2017-03-14 06:41:04 +01:00
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tiles = {"dfcaverns_blood_thorn_top.png^[multiply:#804000", "dfcaverns_blood_thorn_top.png^[multiply:#804000",
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"dfcaverns_blood_thorn_side.png^[multiply:#804000"},
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2017-03-08 07:50:58 +01:00
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paramtype2 = "facedir",
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2018-12-31 19:46:27 +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, flammable = 2},
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2020-11-16 03:06:45 +01:00
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sounds = df_trees.sounds.wood,
|
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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on_place = minetest.rotate_node,
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2017-03-23 06:41:34 +01:00
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after_dig_node = blood_thorn_after_dig,
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2017-03-08 07:50:58 +01:00
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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:blood_thorn_spike", {
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2017-03-08 07:50:58 +01:00
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description = S("Blood Thorn Spike"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_trees.doc.blood_thorn_spike_desc,
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_doc_items_usagehelp = df_trees.doc.blood_thorn_spike_usage,
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2017-03-14 06:41:04 +01:00
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tiles = {
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"dfcaverns_blood_thorn_spike_side.png^[transformR90",
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"dfcaverns_blood_thorn_spike_side.png^[transformR270",
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"dfcaverns_blood_thorn_spike_side.png",
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"dfcaverns_blood_thorn_spike_side.png^[transformR180",
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"dfcaverns_blood_thorn_spike_front.png",
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"dfcaverns_blood_thorn_spike_front.png"
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},
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2017-03-15 04:35:08 +01:00
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groups = {choppy = 3, flammable = 2, fall_damage_add_percent=100, light_sensitive_fungus = 11},
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2018-12-31 19:46:27 +01:00
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_dfcaverns_dead_node = "df_trees:blood_thorn_spike_dead",
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2020-11-16 03:06:45 +01:00
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sounds = df_trees.sounds.wood,
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2017-03-08 07:50:58 +01:00
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drawtype = "nodebox",
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climbable = true,
|
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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damage_per_second = 1,
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paramtype = "light",
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paramtype2 = "facedir",
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node_box = {
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type = "fixed",
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fixed = {
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{-0.1875, -0.1875, 0.1875, 0.1875, 0.1875, 0.5}, -- base
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{-0.125, -0.125, -0.125, 0.125, 0.125, 0.1875}, -- mid
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{-0.0625, -0.0625, -0.5, 0.0625, 0.0625, -0.125}, -- tip
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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:blood_thorn_spike_dead", {
|
2017-03-14 06:41:04 +01:00
|
|
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description = S("Dead Blood Thorn Spike"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.blood_thorn_spike_desc,
|
|
|
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_doc_items_usagehelp = df_trees.doc.blood_thorn_spike_usage,
|
2017-03-14 06:41:04 +01:00
|
|
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tiles = {
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"dfcaverns_blood_thorn_spike_side.png^[transformR90^[multiply:#804000",
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"dfcaverns_blood_thorn_spike_side.png^[transformR270^[multiply:#804000",
|
|
|
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"dfcaverns_blood_thorn_spike_side.png^[multiply:#804000",
|
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"dfcaverns_blood_thorn_spike_side.png^[transformR180^[multiply:#804000",
|
|
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"dfcaverns_blood_thorn_spike_front.png^[multiply:#804000",
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"dfcaverns_blood_thorn_spike_front.png^[multiply:#804000"
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},
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|
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groups = {choppy = 3, flammable = 2, fall_damage_add_percent=100},
|
2020-11-16 03:06:45 +01:00
|
|
|
sounds = df_trees.sounds.wood,
|
2017-03-14 06:41:04 +01:00
|
|
|
drawtype = "nodebox",
|
|
|
|
climbable = true,
|
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,
|
2017-03-14 06:41:04 +01:00
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "facedir",
|
|
|
|
node_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{-0.1875, -0.1875, 0.1875, 0.1875, 0.1875, 0.5}, -- base
|
|
|
|
{-0.125, -0.125, -0.125, 0.125, 0.125, 0.1875}, -- mid
|
|
|
|
{-0.0625, -0.0625, -0.5, 0.0625, 0.0625, -0.125}, -- tip
|
|
|
|
}
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
2017-03-22 05:16:52 +01:00
|
|
|
|
|
|
|
--Wood
|
|
|
|
minetest.register_craft({
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_trees:blood_thorn_wood 4',
|
|
|
|
recipe = {
|
|
|
|
{'df_trees:blood_thorn'},
|
|
|
|
}
|
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
output = 'df_trees:blood_thorn_wood 4',
|
2017-03-22 05:16:52 +01:00
|
|
|
recipe = {
|
2018-12-31 19:46:27 +01:00
|
|
|
{'df_trees:blood_thorn_dead'},
|
2017-03-22 05:16:52 +01:00
|
|
|
}
|
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:blood_thorn_wood", {
|
2017-03-22 05:16:52 +01:00
|
|
|
description = S("Blood Thorn Planks"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.blood_thorn_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.blood_thorn_usage,
|
2017-03-22 05:16:52 +01:00
|
|
|
paramtype2 = "facedir",
|
|
|
|
place_param2 = 0,
|
|
|
|
tiles = {"dfcaverns_blood_thorn_wood.png"},
|
|
|
|
is_ground_content = false,
|
|
|
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
|
2020-11-16 03:06:45 +01:00
|
|
|
sounds = df_trees.sounds.wood,
|
2017-03-22 05:16:52 +01:00
|
|
|
})
|
|
|
|
|
2022-08-07 03:54:14 +02:00
|
|
|
df_trees.register.all_stairs_and_fences("blood_thorn_wood", {burntime = 40})
|
2018-12-31 19:46:27 +01:00
|
|
|
|
2017-03-22 05:16:52 +01:00
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:blood_thorn_wood",
|
2017-03-22 05:16:52 +01:00
|
|
|
burntime = 40,
|
|
|
|
})
|
|
|
|
|
2017-03-21 08:53:04 +01:00
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:blood_thorn",
|
2017-03-22 05:16:52 +01:00
|
|
|
burntime = 150,
|
2017-03-21 08:53:04 +01:00
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:blood_thorn_dead",
|
2017-03-22 05:16:52 +01:00
|
|
|
burntime = 120,
|
2017-03-21 08:53:04 +01:00
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:blood_thorn_spike",
|
2017-03-21 08:53:04 +01:00
|
|
|
burntime = 5,
|
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:blood_thorn_spike_dead",
|
2017-03-21 08:53:04 +01:00
|
|
|
burntime = 5,
|
|
|
|
})
|
|
|
|
|
2017-03-15 04:35:08 +01:00
|
|
|
-- This ensures consistent random maximum to bloodthorn growth
|
|
|
|
local max_bloodthorn_height = function(pos)
|
2019-08-02 07:07:15 +02:00
|
|
|
local next_seed = math.floor(math.random() * 2^31)
|
2017-03-15 04:35:08 +01:00
|
|
|
math.randomseed(pos.x + pos.z * 2 ^ 8)
|
|
|
|
local output = math.random(3,6)
|
|
|
|
math.randomseed(next_seed)
|
|
|
|
return output
|
|
|
|
end
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
function df_trees.grow_blood_thorn(pos, node)
|
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
|
|
|
|
|
|
|
|
-- node is tipped over
|
2017-03-08 07:50:58 +01:00
|
|
|
if node.param2 >= 4 then
|
|
|
|
return
|
|
|
|
end
|
2022-08-01 22:55:46 +02:00
|
|
|
|
|
|
|
if not df_trees.blood_thorn_growth_permitted(pos) then
|
2017-03-08 07:50:58 +01:00
|
|
|
return
|
|
|
|
end
|
2022-08-01 22:55:46 +02:00
|
|
|
|
2017-03-08 07:50:58 +01:00
|
|
|
local height = 0
|
2017-03-15 04:35:08 +01:00
|
|
|
local max_height = max_bloodthorn_height(pos)
|
2018-12-31 19:46:27 +01:00
|
|
|
while node.name == "df_trees:blood_thorn" and height < max_height do
|
2017-03-08 07:50:58 +01:00
|
|
|
height = height + 1
|
|
|
|
pos.y = pos.y + 1
|
|
|
|
node = minetest.get_node(pos)
|
|
|
|
end
|
2017-03-15 04:35:08 +01:00
|
|
|
if height == 7 or node.name ~= "air" then
|
2017-03-08 07:50:58 +01:00
|
|
|
return
|
|
|
|
end
|
2017-03-14 06:41:04 +01:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.set_node(pos, {name = "df_trees:blood_thorn"})
|
2017-03-08 07:50:58 +01:00
|
|
|
|
|
|
|
local dir = spike_directions[math.random(1,4)]
|
2017-03-14 06:41:04 +01:00
|
|
|
local spike_pos = vector.add(pos, dir.dir)
|
2017-03-08 07:50:58 +01:00
|
|
|
if minetest.get_node(spike_pos).name == "air" then
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.set_node(spike_pos, {name="df_trees:blood_thorn_spike", param2=dir.facedir})
|
2017-03-08 07:50:58 +01:00
|
|
|
end
|
|
|
|
dir = spike_directions[math.random(1,4)]
|
2017-03-14 06:41:04 +01:00
|
|
|
spike_pos = vector.add(pos, dir.dir)
|
2017-03-08 07:50:58 +01:00
|
|
|
if minetest.get_node(spike_pos).name == "air" then
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.set_node(spike_pos, {name="df_trees:blood_thorn_spike", param2=dir.facedir})
|
2017-03-08 07:50:58 +01:00
|
|
|
end
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
|
2022-07-16 00:58:54 +02:00
|
|
|
minetest.register_lbm({
|
|
|
|
label = "Start timers for bloodthorn nodes that used to depend on the ABM",
|
|
|
|
name = "df_trees:start_bloodthorn_timers",
|
|
|
|
nodenames = {"df_trees:blood_thorn"},
|
|
|
|
run_at_every_load = false,
|
|
|
|
action = function(pos, node)
|
|
|
|
minetest.get_node_timer(pos):start(math.random(blood_thorn_min_delay, blood_thorn_max_delay))
|
|
|
|
end,
|
2017-03-08 07:50:58 +01:00
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
function df_trees.spawn_blood_thorn(pos)
|
2017-03-15 04:35:08 +01:00
|
|
|
local height = max_bloodthorn_height(pos)
|
|
|
|
local x, y, z = pos.x, pos.y, pos.z
|
|
|
|
local maxy = y + height -- Trunk top
|
|
|
|
|
|
|
|
local vm = minetest.get_voxel_manip()
|
|
|
|
local minp, maxp = vm:read_from_map(
|
|
|
|
{x = x - 1, y = y, z = z - 1},
|
|
|
|
{x = x + 1, y = maxy, z = z + 1}
|
|
|
|
)
|
|
|
|
local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
|
|
|
|
local data = vm:get_data()
|
|
|
|
local data_param2 = vm:get_param2_data()
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_blood_thorn_vm(area:indexp(pos), area, data, data_param2, height)
|
2017-03-15 04:35:08 +01:00
|
|
|
|
|
|
|
vm:set_data(data)
|
|
|
|
vm:set_param2_data(data_param2)
|
|
|
|
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_blood_thorn = minetest.get_content_id("df_trees:blood_thorn")
|
|
|
|
local c_blood_thorn_spike = minetest.get_content_id("df_trees:blood_thorn_spike")
|
2017-03-15 04:35:08 +01:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
local facedir_to_increment = function(direction, area)
|
|
|
|
if direction == 0 then
|
|
|
|
return -area.zstride
|
|
|
|
elseif direction == 1 then
|
|
|
|
return -1
|
|
|
|
elseif direction == 2 then
|
|
|
|
return area.zstride
|
|
|
|
elseif direction == 3 then
|
|
|
|
return 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
df_trees.spawn_blood_thorn_vm = function(vi, area, data, data_param2, height)
|
2017-03-15 04:35:08 +01:00
|
|
|
local pos = area:position(vi)
|
|
|
|
if height == nil then height = max_bloodthorn_height(pos) end
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
for i = 1, height do
|
2017-03-15 04:35:08 +01:00
|
|
|
local node_id = data[vi]
|
|
|
|
if node_id == c_air or node_id == c_ignore then
|
|
|
|
data[vi] = c_blood_thorn
|
2017-03-08 07:50:58 +01:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
for i = 1, 2 do
|
|
|
|
local facedir = math.random(1,4)-1
|
|
|
|
local spike_vi = vi + facedir_to_increment(facedir, area)
|
|
|
|
if data[spike_vi] == c_air or data[spike_vi] == c_ignore then
|
|
|
|
data[spike_vi] = c_blood_thorn_spike
|
|
|
|
data_param2[spike_vi] = facedir
|
|
|
|
end
|
2017-03-08 07:50:58 +01:00
|
|
|
end
|
|
|
|
else
|
|
|
|
break
|
|
|
|
end
|
2018-12-31 19:46:27 +01:00
|
|
|
vi = vi + area.ystride
|
2017-03-08 07:50:58 +01:00
|
|
|
end
|
|
|
|
end
|
2017-03-15 04:35:08 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|