2018-12-31 19:46:27 +01:00
local c_water = minetest.get_content_id ( " default:water_source " )
local c_air = minetest.get_content_id ( " air " )
local c_dirt = minetest.get_content_id ( " default:dirt " )
local c_dirt_moss = minetest.get_content_id ( " df_mapitems:dirt_with_cave_moss " )
local c_wet_flowstone = minetest.get_content_id ( " df_mapitems:wet_flowstone " )
local c_dry_flowstone = minetest.get_content_id ( " df_mapitems:dry_flowstone " )
local c_veinstone = minetest.get_content_id ( " df_mapitems:veinstone " )
local wall_vein_perlin_params = {
offset = 0 ,
scale = 1 ,
spread = { x = 50 , y = 50 , z = 50 } ,
seed = 2199 ,
octaves = 3 ,
persist = 0.63 ,
lacunarity = 2.0 ,
flags = " eased " ,
}
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
local c_pearls = minetest.get_content_id ( " df_mapitems:cave_pearls " )
2018-12-31 19:46:27 +01:00
local subsea_level = df_caverns.config . level2_min - ( df_caverns.config . level2_min - df_caverns.config . level1_min ) * 0.33 -- "sea level" for the flooded caverns.
local flooding_threshold = math.min ( df_caverns.config . tunnel_flooding_threshold , df_caverns.config . cavern_threshold ) -- cavern value out to which we're flooding tunnels and warrens
local get_biome = function ( heat , humidity )
if humidity < 23 then -- about 20% of locations fall below this threshold
return " barren "
elseif heat < 40 then
return " goblincap " -- about 33% are below this threshold
elseif heat < 60 then
return " sporetree " -- another 33%
else
return " tunneltube "
end
end
local goblin_cap_shrublist
local tunnel_tube_shrublist
local spore_tree_shrublist
if minetest.get_modpath ( " df_farming " ) then
goblin_cap_shrublist = {
df_farming.spawn_plump_helmet_vm ,
df_farming.spawn_plump_helmet_vm ,
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_cavern_fungi_vm ,
}
tunnel_tube_shrublist = {
df_farming.spawn_sweet_pod_vm ,
df_farming.spawn_cave_wheat_vm ,
df_farming.spawn_cave_wheat_vm ,
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_cavern_fungi_vm ,
}
spore_tree_shrublist = {
df_farming.spawn_pig_tail_vm ,
df_farming.spawn_pig_tail_vm ,
df_farming.spawn_cave_wheat_vm ,
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_cavern_fungi_vm ,
}
end
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
local c_red = minetest.get_content_id ( " df_trees:spindlestem_cap_red " )
2018-12-31 19:46:27 +01:00
local goblin_cap_cavern_floor = function ( abs_cracks , vert_rand , vi , area , data , data_param2 )
local ystride = area.ystride
if abs_cracks < 0.1 then
df_caverns.stalagmites ( abs_cracks , vert_rand , vi , area , data , data_param2 , true )
elseif data [ vi - ystride ] ~= c_air then -- leave the ground as rock if it's only one node thick
if math.random ( ) < 0.25 then
data [ vi ] = c_dirt
else
data [ vi ] = c_dirt_moss
end
if math.random ( ) < 0.1 then
df_caverns.place_shrub ( vi + ystride , area , data , data_param2 , goblin_cap_shrublist )
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
elseif math.random ( ) < 0.02 then
df_trees.spawn_spindlestem_vm ( vi + ystride , area , data , data_param2 , c_red )
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elseif math.random ( ) < 0.015 then
df_trees.spawn_goblin_cap_vm ( vi + ystride , area , data )
end
end
end
local spore_tree_cavern_floor = function ( abs_cracks , vert_rand , vi , area , data , data_param2 )
local ystride = area.ystride
if abs_cracks < 0.1 then
df_caverns.stalagmites ( abs_cracks , vert_rand , vi , area , data , data_param2 , true )
elseif data [ vi - ystride ] ~= c_air then -- leave the ground as rock if it's only one node thick
if math.random ( ) < 0.25 then
data [ vi ] = c_dirt
else
data [ vi ] = c_dirt_moss
end
if math.random ( ) < 0.1 then
df_caverns.place_shrub ( vi + ystride , area , data , data_param2 , spore_tree_shrublist )
elseif math.random ( ) < 0.05 then
df_trees.spawn_spore_tree_vm ( vi + ystride , area , data )
end
end
end
local tunnel_tube_cavern_floor = function ( abs_cracks , vert_rand , vi , area , data , data_param2 )
local ystride = area.ystride
if abs_cracks < 0.1 then
df_caverns.stalagmites ( abs_cracks , vert_rand , vi , area , data , data_param2 , true )
elseif data [ vi - ystride ] ~= c_air then -- leave the ground as rock if it's only one node thick
if math.random ( ) < 0.25 then
data [ vi ] = c_dirt
else
data [ vi ] = c_dirt_moss
end
if math.random ( ) < 0.1 then
df_caverns.place_shrub ( vi + ystride , area , data , data_param2 , tunnel_tube_shrublist )
elseif math.random ( ) < 0.05 then
df_trees.spawn_tunnel_tube_vm ( vi + ystride , area , data , data_param2 )
end
end
end
local decorate_level_2 = function ( minp , maxp , seed , vm , node_arrays , area , data )
math.randomseed ( minp.x + minp.y * 2 ^ 8 + minp.z * 2 ^ 16 + seed ) -- make decorations consistent between runs
local heatmap = minetest.get_mapgen_object ( " heatmap " )
local humiditymap = minetest.get_mapgen_object ( " humiditymap " )
local data_param2 = df_caverns.data_param2
vm : get_param2_data ( data_param2 )
local nvals_cracks = mapgen_helper.perlin2d ( " df_cavern:cracks " , minp , maxp , df_caverns.np_cracks )
local nvals_cave = node_arrays.nvals_cave
local cave_area = node_arrays.cave_area
local cavern_def = node_arrays.cavern_def
local vein_noise
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local vein_area
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-- Partly fill flooded caverns and warrens
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for vi , x , y , z in area : iterp_yxz ( area.MinEdge , area.MaxEdge ) do
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local cave_val = nvals_cave [ vi ]
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if cave_val < - flooding_threshold then
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if mapgen_helper.is_pos_within_box ( { x = x , y = y , z = z } , minp , maxp ) then
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
local cave_threshold = cavern_def.cave_threshold
2018-12-31 19:46:27 +01:00
2019-11-11 23:23:41 +01:00
--check if we're just inside the boundary of the (negazone) cavern threshold
if biome_name == " barren " and cave_val < - cave_threshold and cave_val > - cave_threshold - 0.01 then
-- add giant rooty structures to the flooded barren caverns
if vein_noise == nil then
vein_noise , vein_area = mapgen_helper.perlin3d ( " df_caverns:wall_veins " , minp , maxp , wall_vein_perlin_params )
end
if data [ vi ] == c_air and math.abs ( vein_noise [ vein_area : transform ( area , vi ) ] ) < 0.02 then
data [ vi ] = c_veinstone
end
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end
end
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if data [ vi ] == c_air and y <= subsea_level then
2018-12-31 19:46:27 +01:00
data [ vi ] = c_water -- otherwise, fill air with water when below sea level
end
end
end
---------------------------------------------------------
-- Cavern floors
for _ , vi in ipairs ( node_arrays.cavern_floor_nodes ) do
local vert_rand = mapgen_helper.xz_consistent_randomi ( area , vi )
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
local abs_cracks = math.abs ( nvals_cracks [ index2d ] )
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local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
if minp.y < subsea_level and area : get_y ( vi ) < subsea_level and flooded_caverns then
-- underwater floor
df_caverns.flooded_cavern_floor ( abs_cracks , vert_rand , vi , area , data )
elseif biome_name == " barren " then
if flooded_caverns then
df_caverns.wet_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
else
df_caverns.dry_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
end
elseif biome_name == " goblincap " then
goblin_cap_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
elseif biome_name == " sporetree " then
spore_tree_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
elseif biome_name == " tunneltube " then
tunnel_tube_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
end
end
--------------------------------------
-- Cavern ceilings
for _ , vi in ipairs ( node_arrays.cavern_ceiling_nodes ) do
local vert_rand = mapgen_helper.xz_consistent_randomi ( area , vi )
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
local abs_cracks = math.abs ( nvals_cracks [ index2d ] )
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local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
if flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level then
-- underwater ceiling, do nothing
elseif biome_name == " barren " then
if flooded_caverns then
-- wet barren
if abs_cracks < 0.1 then
df_caverns.stalactites ( abs_cracks , vert_rand , vi , area , data , data_param2 , true )
end
else
-- dry barren
if abs_cracks < 0.075 then
df_caverns.stalactites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
end
local y = area : get_y ( vi )
local y_proportional = ( y - df_caverns.config . level1_min ) / ( df_caverns.config . level2_min - df_caverns.config . level1_min )
if abs_cracks * y_proportional > 0.3 and math.random ( ) < 0.005 * y_proportional then
df_mapitems.place_big_crystal_cluster ( area , data , data_param2 , vi , math.random ( 0 , 1 ) , true )
end
end
else -- all the other biomes
df_caverns.glow_worm_cavern_ceiling ( abs_cracks , vert_rand , vi , area , data , data_param2 )
end
end
----------------------------------------------
-- Tunnel floors
for _ , vi in ipairs ( node_arrays.tunnel_floor_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
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local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
if not ( flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level ) then
if flooded_caverns or biome_name ~= " barren " then
-- we're in flooded areas or are not barren
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false )
end
end
end
------------------------------------------------------
-- Tunnel ceiling
for _ , vi in ipairs ( node_arrays.tunnel_ceiling_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
2019-11-11 17:42:56 +01:00
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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
local ystride = area.ystride
2018-12-31 19:46:27 +01:00
if not ( flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level ) then
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 flooded_caverns or biome_name ~= " barren " then
2018-12-31 19:46:27 +01:00
-- we're in flooded areas or are not barren
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false )
end
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 not flooded_caverns and ( biome_name == " barren " or biome_name == " sporetree " ) and nvals_cracks [ index2d ] > 0.5 then
for i = 1 , 4 do
if math.random ( ) > 0.5 then
local index = vi - i * ystride
if data [ index ] == c_air then
df_mapitems.place_against_surface_vm ( c_pearls , index , area , data , data_param2 )
end
end
end
end
2018-12-31 19:46:27 +01:00
else
-- air pockets
local ystride = area.ystride
local cracks = nvals_cracks [ index2d ]
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 cracks > 0.4 and data [ vi - ystride ] == c_water then
2018-12-31 19:46:27 +01:00
data [ vi - ystride ] = c_air
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 cracks > 0.6 and data [ vi - ystride * 2 ] == c_water then
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data [ vi - ystride * 2 ] = c_air
end
end
end
end
----------------------------------------------
-- Warren floors
for _ , vi in ipairs ( node_arrays.warren_floor_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
2019-11-11 17:42:56 +01:00
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
if not ( flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level ) then
if flooded_caverns or biome_name ~= " barren " then
-- we're in flooded areas or are not barren
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false )
end
end
end
------------------------------------------------------
-- Warren ceiling
for _ , vi in ipairs ( node_arrays.warren_ceiling_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
2019-11-11 17:42:56 +01:00
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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
local ystride = area.ystride
2018-12-31 19:46:27 +01:00
if not ( flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level ) then
if flooded_caverns or biome_name ~= " barren " then
-- we're in flooded areas or are not barren
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false )
end
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 not flooded_caverns and ( biome_name == " barren " or biome_name == " sporetree " ) and nvals_cracks [ index2d ] > 0.5 then
for i = 1 , 4 do
if math.random ( ) > 0.5 then
local index = vi - i * ystride
if data [ index ] == c_air then
df_mapitems.place_against_surface_vm ( c_pearls , index , area , data , data_param2 )
end
end
end
end
else
-- air pockets
local cracks = nvals_cracks [ index2d ]
if cracks > 0.4 and data [ vi - ystride ] == c_water then
data [ vi - ystride ] = c_air
if cracks > 0.6 and data [ vi - ystride * 2 ] == c_water then
data [ vi - ystride * 2 ] = c_air
end
end
2018-12-31 19:46:27 +01:00
end
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
2018-12-31 19:46:27 +01:00
end
----------------------------------------------
-- Column material override for dry biome
for _ , vi in ipairs ( node_arrays.column_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
2019-11-11 17:42:56 +01:00
local dry = ( biome_name == " barren " ) and ( nvals_cave [ vi ] > 0 )
2018-12-31 19:46:27 +01:00
if dry and data [ vi ] == c_wet_flowstone then
data [ vi ] = c_dry_flowstone
end
end
vm : set_param2_data ( data_param2 )
end
subterrane.register_layer ( {
name = " cavern layer 2 " ,
y_max = df_caverns.config . level1_min - 1 ,
y_min = df_caverns.config . level2_min ,
cave_threshold = df_caverns.config . cavern_threshold ,
boundary_blend_range = 64 , -- range near ymin and ymax over which caves diminish to nothing
perlin_cave = df_caverns.perlin_cave ,
perlin_wave = df_caverns.perlin_wave ,
solidify_lava = true ,
columns = {
maximum_radius = 15 ,
minimum_radius = 4 ,
node = " df_mapitems:wet_flowstone " ,
weight = 0.25 ,
maximum_count = 50 ,
minimum_count = 5 ,
} ,
decorate = decorate_level_2 ,
warren_region_variability_threshold = 0.33 ,
double_frequency = true ,
2019-11-11 09:53:02 +01:00
is_ground_content = df_caverns.is_ground_content ,
2018-12-31 19:46:27 +01:00
} )