2017-03-08 07:50:58 +01:00
|
|
|
-- internationalization boilerplate
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|
|
|
local MP = minetest.get_modpath(minetest.get_current_modname())
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|
|
|
local S, NS = dofile(MP.."/intllib.lua")
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|
|
--stem
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:tower_cap_stem", {
|
2017-03-08 07:50:58 +01:00
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|
|
description = S("Tower Cap Stem"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tower_cap_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tower_cap_usage,
|
2017-03-08 07:50:58 +01:00
|
|
|
tiles = {"dfcaverns_tower_cap.png"},
|
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,
|
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
|
|
|
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, tower_cap = 1},
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|
|
|
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
|
2017-03-08 07:50:58 +01:00
|
|
|
})
|
|
|
|
|
|
|
|
--cap
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:tower_cap", {
|
2017-03-08 07:50:58 +01:00
|
|
|
description = S("Tower Cap"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tower_cap_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tower_cap_usage,
|
2017-03-08 07:50:58 +01:00
|
|
|
tiles = {"dfcaverns_tower_cap.png"},
|
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,
|
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
|
|
|
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, tower_cap = 1},
|
|
|
|
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
|
2017-03-08 07:50:58 +01:00
|
|
|
})
|
|
|
|
|
|
|
|
--gills
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:tower_cap_gills", {
|
2017-03-08 07:50:58 +01:00
|
|
|
description = S("Tower Cap Gills"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tower_cap_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tower_cap_usage,
|
2017-03-08 07:50:58 +01:00
|
|
|
tiles = {"dfcaverns_tower_cap_gills.png"},
|
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,
|
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
|
|
|
groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1, tower_cap = 1},
|
2017-03-08 07:50:58 +01:00
|
|
|
sounds = default.node_sound_leaves_defaults(),
|
|
|
|
drawtype = "plantlike",
|
|
|
|
paramtype = "light",
|
|
|
|
drop = {
|
|
|
|
max_items = 1,
|
|
|
|
items = {
|
|
|
|
{
|
2018-12-31 19:46:27 +01:00
|
|
|
items = {'df_trees:tower_cap_sapling'},
|
2017-03-23 06:41:34 +01:00
|
|
|
rarity = 5,
|
2017-03-08 07:50:58 +01:00
|
|
|
},
|
|
|
|
{
|
2018-12-31 19:46:27 +01:00
|
|
|
items = {'df_trees:tower_cap_gills'},
|
2017-03-08 07:50:58 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
2017-03-23 06:41:34 +01:00
|
|
|
after_place_node = default.after_place_leaves,
|
2017-03-08 07:50:58 +01:00
|
|
|
})
|
|
|
|
|
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
|
|
|
if default.register_leafdecay then -- default.register_leafdecay is new, remove this check some time after 0.4.16 is released
|
2017-03-23 06:41:34 +01:00
|
|
|
default.register_leafdecay({
|
2018-12-31 19:46:27 +01:00
|
|
|
trunks = {"df_trees:tower_cap"}, -- don't need stem nodes here
|
|
|
|
leaves = {"df_trees:tower_cap_gills"},
|
2017-03-23 06:41:34 +01:00
|
|
|
radius = 1,
|
|
|
|
})
|
|
|
|
end
|
|
|
|
|
2017-03-21 08:53:04 +01:00
|
|
|
--Wood
|
|
|
|
minetest.register_craft({
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_trees:tower_cap_wood 4',
|
2017-03-21 08:53:04 +01:00
|
|
|
recipe = {
|
2018-12-31 19:46:27 +01:00
|
|
|
{'df_trees:tower_cap'},
|
2017-03-21 08:53:04 +01:00
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_trees:tower_cap_wood 4',
|
2017-03-21 08:53:04 +01:00
|
|
|
recipe = {
|
2018-12-31 19:46:27 +01:00
|
|
|
{'df_trees:tower_cap_stem'},
|
2017-03-21 08:53:04 +01:00
|
|
|
}
|
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:tower_cap_wood", {
|
2017-03-21 08:53:04 +01:00
|
|
|
description = S("Tower Cap Planks"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tower_cap_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tower_cap_usage,
|
2017-03-21 08:53:04 +01:00
|
|
|
paramtype2 = "facedir",
|
|
|
|
place_param2 = 0,
|
2017-03-22 05:16:52 +01:00
|
|
|
tiles = {"dfcaverns_tower_cap_wood.png"},
|
2017-03-21 08:53:04 +01:00
|
|
|
is_ground_content = false,
|
|
|
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
|
|
|
|
sounds = default.node_sound_wood_defaults(),
|
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.register_all_stairs("tower_cap_wood")
|
2017-03-21 08:53:04 +01:00
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:tower_cap_wood",
|
2017-03-21 08:53:04 +01:00
|
|
|
burntime = 7,
|
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:tower_cap",
|
2017-03-21 08:53:04 +01:00
|
|
|
burntime = 30,
|
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:tower_cap_stem",
|
2017-03-21 08:53:04 +01:00
|
|
|
burntime = 30,
|
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:tower_cap_gills",
|
2017-03-21 08:53:04 +01:00
|
|
|
burntime = 2,
|
|
|
|
})
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_trees:tower_cap_sapling",
|
2017-03-21 08:53:04 +01:00
|
|
|
burntime = 2,
|
|
|
|
})
|
|
|
|
|
2017-03-08 07:50:58 +01:00
|
|
|
-- sapling
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:tower_cap_sapling", {
|
2017-03-08 07:50:58 +01:00
|
|
|
description = S("Tower Cap Spawn"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.tower_cap_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.tower_cap_usage,
|
2017-03-08 07:50:58 +01:00
|
|
|
drawtype = "plantlike",
|
|
|
|
visual_scale = 1.0,
|
2017-03-11 23:00:00 +01:00
|
|
|
tiles = {"dfcaverns_tower_cap_sapling.png"},
|
|
|
|
inventory_image = "dfcaverns_tower_cap_sapling.png",
|
|
|
|
wield_image = "dfcaverns_tower_cap_sapling.png",
|
2017-03-08 07:50:58 +01:00
|
|
|
paramtype = "light",
|
|
|
|
sunlight_propagates = 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,
|
2017-03-08 07:50:58 +01:00
|
|
|
walkable = false,
|
2018-12-31 19:46:27 +01:00
|
|
|
floodable = true,
|
2017-03-08 07:50:58 +01:00
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
|
|
|
|
},
|
|
|
|
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
|
2017-03-15 04:35:08 +01:00
|
|
|
attached_node = 1, sapling = 1, light_sensitive_fungus = 11},
|
2017-03-08 07:50:58 +01:00
|
|
|
sounds = default.node_sound_leaves_defaults(),
|
|
|
|
|
|
|
|
on_construct = function(pos)
|
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
|
|
|
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name, "soil") == 0 then
|
|
|
|
return
|
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
|
|
|
end
|
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
|
|
|
minetest.get_node_timer(pos):start(math.random(
|
|
|
|
df_trees.config.tower_cap_delay_multiplier*df_trees.config.tree_min_growth_delay,
|
|
|
|
df_trees.config.tower_cap_delay_multiplier*df_trees.config.tree_max_growth_delay))
|
|
|
|
end,
|
|
|
|
on_destruct = function(pos)
|
|
|
|
minetest.get_node_timer(pos):stop()
|
2017-03-08 07:50:58 +01:00
|
|
|
end,
|
|
|
|
|
|
|
|
on_timer = function(pos)
|
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
|
|
|
if df_farming and df_farming.kill_if_sunlit(pos) then
|
|
|
|
return
|
|
|
|
end
|
2017-03-08 07:50:58 +01:00
|
|
|
minetest.set_node(pos, {name="air"})
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_tower_cap(pos)
|
2017-03-08 07:50:58 +01:00
|
|
|
end,
|
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
local c_stem = minetest.get_content_id("df_trees:tower_cap_stem")
|
|
|
|
local c_cap = minetest.get_content_id("df_trees:tower_cap")
|
|
|
|
local c_gills = minetest.get_content_id("df_trees:tower_cap_gills")
|
2017-03-14 06:40:37 +01:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_tower_cap = function(pos)
|
2017-03-08 07:50:58 +01:00
|
|
|
local x, y, z = pos.x, pos.y, pos.z
|
|
|
|
local stem_height = math.random(4,10)
|
|
|
|
local cap_radius = math.random(4,6)
|
|
|
|
local maxy = y + stem_height + 3
|
|
|
|
|
|
|
|
local vm = minetest.get_voxel_manip()
|
|
|
|
local minp, maxp = vm:read_from_map(
|
|
|
|
{x = x - cap_radius, y = y, z = z - cap_radius},
|
|
|
|
{x = x + cap_radius, y = maxy + 3, z = z + cap_radius}
|
|
|
|
)
|
|
|
|
local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
|
|
|
|
local data = vm:get_data()
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
subterrane.giant_mushroom(area:indexp(pos), area, data, c_stem, c_cap, c_gills, stem_height, cap_radius)
|
2017-03-08 07:50:58 +01:00
|
|
|
|
|
|
|
vm:set_data(data)
|
|
|
|
vm:write_to_map()
|
|
|
|
vm:update_map()
|
2017-03-14 06:40:37 +01:00
|
|
|
end
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_tower_cap_vm = function(vi, area, data)
|
2017-03-14 06:40:37 +01:00
|
|
|
local stem_height = math.random(4,10)
|
|
|
|
local cap_radius = math.random(4,6)
|
2018-12-31 19:46:27 +01:00
|
|
|
subterrane.giant_mushroom(vi, area, data, c_stem, c_cap, c_gills, stem_height, cap_radius)
|
2017-03-08 07:50:58 +01:00
|
|
|
end
|