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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--stem
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_trees:nether_cap_stem", {
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2017-03-08 07:50:58 +01:00
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description = S("Nether Cap Stem"),
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2018-12-31 19:46:27 +01:00
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|
|
_doc_items_longdesc = df_trees.doc.nether_cap_desc,
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|
|
|
_doc_items_usagehelp = df_trees.doc.nether_cap_usage,
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2017-03-08 07:50:58 +01:00
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|
|
tiles = {"dfcaverns_nether_cap_stem.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
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|
|
is_ground_content = false,
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|
|
|
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, puts_out_fire = 1, cools_lava = 1, freezes_water = 1, nether_cap = 1},
|
2020-11-16 03:06:45 +01:00
|
|
|
sounds = df_trees.sounds.wood,
|
2017-03-08 07:50:58 +01:00
|
|
|
})
|
|
|
|
|
|
|
|
--cap
|
2018-12-31 19:46:27 +01:00
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|
|
minetest.register_node("df_trees:nether_cap", {
|
2017-03-08 07:50:58 +01:00
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|
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description = S("Nether Cap"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.nether_cap_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.nether_cap_usage,
|
2017-03-08 07:50:58 +01:00
|
|
|
tiles = {"dfcaverns_nether_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,
|
|
|
|
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, puts_out_fire = 1, cools_lava = 1, freezes_water = 1, nether_cap = 1},
|
2020-11-16 03:06:45 +01:00
|
|
|
sounds = df_trees.sounds.nethercap_wood,
|
2017-03-08 07:50:58 +01:00
|
|
|
})
|
|
|
|
|
|
|
|
--gills
|
2018-12-31 19:46:27 +01:00
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|
|
minetest.register_node("df_trees:nether_cap_gills", {
|
2017-03-08 07:50:58 +01:00
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description = S("Nether Cap Gills"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.nether_cap_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.nether_cap_usage,
|
2017-03-08 07:50:58 +01:00
|
|
|
tiles = {"dfcaverns_nether_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,
|
2018-05-20 08:45:38 +02:00
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|
light_source = 6,
|
2022-08-04 04:43:31 +02:00
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groups = {snappy = 3, leafdecay = 1, leaves = 1, puts_out_fire = 1, cools_lava = 1, freezes_water = 1, nether_cap = 1},
|
2020-11-16 03:06:45 +01:00
|
|
|
sounds = df_trees.sounds.leaves,
|
2017-03-08 07:50:58 +01:00
|
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|
drawtype = "plantlike",
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paramtype = "light",
|
|
|
|
drop = {
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|
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|
max_items = 1,
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|
|
|
items = {
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|
|
|
{
|
2018-12-31 19:46:27 +01:00
|
|
|
items = {'df_trees:nether_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:nether_cap_gills'},
|
2017-03-08 07:50:58 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
2020-11-16 03:06:45 +01:00
|
|
|
after_place_node = df_trees.after_place_leaves,
|
2022-08-04 04:43:31 +02:00
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|
place_param2 = 1, -- Prevent leafdecay for placed nodes
|
2017-03-08 07:50:58 +01:00
|
|
|
})
|
|
|
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|
2020-11-16 03:06:45 +01:00
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df_trees.register_leafdecay({
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trunks = {"df_trees:nether_cap"}, -- don't need stem nodes here
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leaves = {"df_trees:nether_cap_gills"},
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radius = 1,
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})
|
2017-03-23 06:41:34 +01:00
|
|
|
|
2017-03-21 08:53:04 +01:00
|
|
|
--Wood
|
|
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|
minetest.register_craft({
|
2018-12-31 19:46:27 +01:00
|
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|
output = 'df_trees:nether_cap_wood 4',
|
2017-03-21 08:53:04 +01:00
|
|
|
recipe = {
|
2018-12-31 19:46:27 +01:00
|
|
|
{'df_trees:nether_cap'},
|
2017-03-21 08:53:04 +01:00
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
2018-12-31 19:46:27 +01:00
|
|
|
output = 'df_trees:nether_cap_wood 4',
|
2017-03-21 08:53:04 +01:00
|
|
|
recipe = {
|
2018-12-31 19:46:27 +01:00
|
|
|
{'df_trees:nether_cap_stem'},
|
2017-03-21 08:53:04 +01:00
|
|
|
}
|
|
|
|
})
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:nether_cap_wood", {
|
2017-03-21 08:53:04 +01:00
|
|
|
description = S("Nether Cap Planks"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.nether_cap_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.nether_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_nether_cap_wood.png"},
|
2017-03-21 08:53:04 +01:00
|
|
|
is_ground_content = false,
|
2018-12-31 19:46:27 +01:00
|
|
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, wood = 1, freezes_water = 1},
|
2020-11-16 03:06:45 +01:00
|
|
|
sounds = df_trees.sounds.wood,
|
2017-03-21 08:53:04 +01:00
|
|
|
})
|
|
|
|
|
2022-07-22 10:27:57 +02:00
|
|
|
df_trees.register.all_stairs("nether_cap_wood")
|
|
|
|
df_trees.register.all_fences("nether_cap_wood")
|
2017-03-21 08:53:04 +01:00
|
|
|
|
2017-03-08 07:50:58 +01:00
|
|
|
-- sapling
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_trees:nether_cap_sapling", {
|
2017-03-08 07:50:58 +01:00
|
|
|
description = S("Nether Cap Spawn"),
|
2018-12-31 19:46:27 +01:00
|
|
|
_doc_items_longdesc = df_trees.doc.nether_cap_desc,
|
|
|
|
_doc_items_usagehelp = df_trees.doc.nether_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_nether_cap_sapling.png"},
|
|
|
|
inventory_image = "dfcaverns_nether_cap_sapling.png",
|
|
|
|
wield_image = "dfcaverns_nether_cap_sapling.png",
|
2017-03-08 07:50:58 +01:00
|
|
|
paramtype = "light",
|
|
|
|
sunlight_propagates = true,
|
|
|
|
walkable = false,
|
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
|
|
|
is_ground_content = false,
|
2018-12-31 19:46:27 +01:00
|
|
|
floodable = true, -- nether cap spawn aren't tough enough to freeze water yet
|
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}
|
|
|
|
},
|
2018-12-31 19:46:27 +01:00
|
|
|
groups = {snappy = 2, dig_immediate = 3,
|
2017-03-15 04:35:08 +01:00
|
|
|
attached_node = 1, sapling = 1, light_sensitive_fungus = 11},
|
2020-11-16 03:06:45 +01:00
|
|
|
sounds = df_trees.sounds.leaves,
|
2017-03-08 07:50:58 +01:00
|
|
|
|
|
|
|
on_construct = function(pos)
|
2022-08-01 22:55:46 +02:00
|
|
|
if df_trees.nether_cap_growth_permitted(pos) then
|
|
|
|
minetest.get_node_timer(pos):start(math.random(
|
|
|
|
df_trees.config.nether_cap_delay_multiplier*df_trees.config.tree_min_growth_delay,
|
|
|
|
df_trees.config.nether_cap_delay_multiplier*df_trees.config.tree_max_growth_delay))
|
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
|
|
|
end
|
2017-03-08 07:50:58 +01:00
|
|
|
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
|
|
|
on_destruct = function(pos)
|
|
|
|
minetest.get_node_timer(pos):stop()
|
|
|
|
end,
|
2017-03-08 07:50:58 +01:00
|
|
|
|
|
|
|
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_nether_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:nether_cap_stem")
|
|
|
|
local c_cap = minetest.get_content_id("df_trees:nether_cap")
|
|
|
|
local c_gills = minetest.get_content_id("df_trees:nether_cap_gills")
|
2017-03-14 06:40:37 +01:00
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_nether_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(1,3)
|
|
|
|
local cap_radius = math.random(2,3)
|
|
|
|
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()
|
|
|
|
end
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_trees.spawn_nether_cap_vm = function(vi, area, data)
|
2017-03-14 06:40:37 +01:00
|
|
|
local stem_height = math.random(1,3)
|
|
|
|
local cap_radius = math.random(2,3)
|
2018-12-31 19:46:27 +01:00
|
|
|
subterrane.giant_mushroom(vi, area, data, c_stem, c_cap, c_gills, stem_height, cap_radius)
|
2017-03-14 06:40:37 +01:00
|
|
|
end
|
|
|
|
|
2020-11-16 03:06:45 +01:00
|
|
|
local water = df_trees.node_names.water_source
|
|
|
|
local river_water = df_trees.node_names.river_water_source
|
|
|
|
local ice = df_trees.node_names.ice
|
|
|
|
local water_flowing = df_trees.node_names.water_flowing
|
|
|
|
local river_water_flowing = df_trees.node_names.river_water_flowing
|
|
|
|
local snow = df_trees.node_names.snow
|
|
|
|
|
2017-03-08 07:50:58 +01:00
|
|
|
minetest.register_abm{
|
2018-12-31 19:46:27 +01:00
|
|
|
label = "water freezing",
|
2020-11-16 03:06:45 +01:00
|
|
|
nodenames = {water, river_water,},
|
2018-12-31 19:46:27 +01:00
|
|
|
neighbors = {"group:freezes_water"},
|
2017-03-08 07:50:58 +01:00
|
|
|
interval = 1,
|
|
|
|
chance = 5,
|
|
|
|
catch_up = true,
|
|
|
|
action = function(pos)
|
2020-11-16 03:06:45 +01:00
|
|
|
minetest.swap_node(pos, {name=ice})
|
2017-03-08 07:50:58 +01:00
|
|
|
end,
|
|
|
|
}
|
|
|
|
|
|
|
|
minetest.register_abm{
|
2018-12-31 19:46:27 +01:00
|
|
|
label = "flowing water freezing",
|
2020-11-16 03:06:45 +01:00
|
|
|
nodenames = {water_flowing, river_water_flowing},
|
2018-12-31 19:46:27 +01:00
|
|
|
neighbors = {"group:freezes_water"},
|
2017-03-08 07:50:58 +01:00
|
|
|
interval = 1,
|
|
|
|
chance = 1,
|
|
|
|
catch_up = true,
|
|
|
|
action = function(pos)
|
2020-11-16 03:06:45 +01:00
|
|
|
minetest.swap_node(pos, {name=snow})
|
2017-03-08 07:50:58 +01:00
|
|
|
end,
|
|
|
|
}
|