2020-02-18 06:36:53 +01:00
local S = df_mapitems.S
2017-03-08 07:50:58 +01:00
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local function soil_type_spread ( label , node_to_spread , target_node )
minetest.register_abm {
label = label ,
nodenames = { target_node } ,
neighbors = { node_to_spread } ,
interval = 60 ,
chance = 15 ,
catch_up = true ,
action = function ( pos )
local above_def = minetest.registered_nodes [ minetest.get_node ( { x = pos.x , y = pos.y + 1 , z = pos.z } ) . name ]
if above_def and ( above_def.buildable_to == true or above_def.walkable == false ) then
minetest.swap_node ( pos , { name = node_to_spread } )
end
end ,
}
end
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local farming_soil = df_mapitems.node_name . farming_soil
local farming_soil_wet = df_mapitems.node_name . farming_soil_wet
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2017-03-08 07:50:58 +01:00
--------------------------------------------------
-- Cave moss
-- cyan/dark cyan
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local dirt_texture = df_mapitems.texture . dirt
local sand_texture = df_mapitems.texture . sand
local dirt_node = df_mapitems.node_name . dirt
local sand_node = df_mapitems.node_name . sand
local stone_node = df_mapitems.node_name . stone
local cobble_node = df_mapitems.node_name . cobble
2018-12-31 19:46:27 +01:00
minetest.register_node ( " df_mapitems:dirt_with_cave_moss " , {
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
description = S ( " Dirt with Cave Moss " ) ,
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_doc_items_longdesc = df_mapitems.doc . cave_moss_desc ,
_doc_items_usagehelp = df_mapitems.doc . cave_moss_usage ,
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tiles = { dirt_texture .. " ^dfcaverns_cave_moss.png " , dirt_texture ,
{ name = dirt_texture .. " ^(dfcaverns_cave_moss.png^[mask:dfcaverns_ground_cover_side_mask.png) " ,
2017-03-16 22:23:23 +01:00
tileable_vertical = false } } ,
2020-11-16 01:54:56 +01:00
drop = dirt_node ,
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false ,
2018-05-20 08:45:38 +02:00
light_source = 2 ,
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paramtype = " light " ,
groups = { crumbly = 3 , soil = 1 , light_sensitive_fungus = 8 } ,
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sounds = df_mapitems.sounds . dirt_mossy ,
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soil = {
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base = " df_mapitems:dirt_with_cave_moss " ,
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dry = farming_soil ,
wet = farming_soil_wet
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} ,
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_dfcaverns_dead_node = dirt_node ,
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} )
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soil_type_spread ( " df_mapitems:cave_moss_spread " , " df_mapitems:dirt_with_cave_moss " , dirt_node )
2017-03-08 07:50:58 +01:00
2020-02-27 23:28:47 +01:00
---------------------------------------------------------------
-- Sand scum
minetest.register_node ( " df_mapitems:sand_scum " , {
description = S ( " Sand Scum " ) ,
_doc_items_longdesc = df_mapitems.doc . sand_scum_desc ,
_doc_items_usagehelp = df_mapitems.doc . sand_scum_usage ,
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tiles = { " dfcaverns_ground_cover_sand_scum.png " , sand_texture ,
{ name = sand_texture .. " ^(dfcaverns_ground_cover_sand_scum.png^[mask:dfcaverns_ground_cover_side_mask.png) " ,
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tileable_vertical = false } } ,
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drop = sand_node ,
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is_ground_content = false ,
light_source = 2 ,
paramtype = " light " ,
groups = { crumbly = 3 , soil = 1 , light_sensitive_fungus = 8 } ,
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sounds = df_mapitems.sounds . sandscum ,
_dfcaverns_dead_node = sand_node ,
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} )
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soil_type_spread ( " df_mapitems:sand_scum_spread " , " df_mapitems:sand_scum " , sand_node )
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---------------------------------------------------------------
-- Pebble fungus
minetest.register_node ( " df_mapitems:dirt_with_pebble_fungus " , {
description = S ( " Dirt with Pebble Fungus " ) ,
_doc_items_longdesc = df_mapitems.doc . pebble_fungus_desc ,
_doc_items_usagehelp = df_mapitems.doc . pebble_fungus_usage ,
2020-11-16 01:54:56 +01:00
tiles = { " dfcaverns_ground_cover_pebble_fungus.png " , dirt_texture ,
{ name = dirt_texture .. " ^(dfcaverns_ground_cover_pebble_fungus.png^[mask:dfcaverns_ground_cover_side_mask.png) " ,
2020-02-27 23:28:47 +01:00
tileable_vertical = false } } ,
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drop = dirt_node ,
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is_ground_content = false ,
light_source = 2 ,
paramtype = " light " ,
groups = { crumbly = 3 , soil = 1 , light_sensitive_fungus = 8 } ,
2020-11-16 01:54:56 +01:00
sounds = df_mapitems.sounds . dirt ,
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soil = {
base = " df_mapitems:dirt_with_pebble_fungus " ,
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dry = farming_soil ,
wet = farming_soil_wet
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} ,
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_dfcaverns_dead_node = dirt_node ,
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} )
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soil_type_spread ( " df_mapitems:pebble_fungus_spread " , " df_mapitems:dirt_with_pebble_fungus " , dirt_node )
2020-02-28 00:43:58 +01:00
2020-02-27 23:28:47 +01:00
---------------------------------------------------------------
-- Stillworm
minetest.register_node ( " df_mapitems:dirt_with_stillworm " , {
description = S ( " Dirt with Stillworm " ) ,
_doc_items_longdesc = df_mapitems.doc . stillworm_desc ,
_doc_items_usagehelp = df_mapitems.doc . stillworm_usage ,
2020-11-16 01:54:56 +01:00
tiles = { dirt_texture .. " ^dfcaverns_ground_cover_stillworm.png " , dirt_texture ,
{ name = dirt_texture .. " ^(dfcaverns_ground_cover_stillworm.png^[mask:dfcaverns_ground_cover_side_mask.png) " ,
2020-02-27 23:28:47 +01:00
tileable_vertical = false } } ,
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drop = dirt_node ,
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is_ground_content = false ,
light_source = 2 ,
paramtype = " light " ,
groups = { crumbly = 3 , soil = 1 , light_sensitive_fungus = 8 } ,
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sounds = df_mapitems.sounds . dirt_mossy ,
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soil = {
base = " df_mapitems:dirt_with_stillworm " ,
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dry = farming_soil ,
wet = farming_soil_wet
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} ,
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_dfcaverns_dead_node = dirt_node ,
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} )
2020-11-16 01:54:56 +01:00
soil_type_spread ( " df_mapitems:stillworm_spread " , " df_mapitems:dirt_with_stillworm " , dirt_node )
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
2020-02-27 23:28:47 +01:00
---------------------------------------------------------------
2020-02-28 00:43:58 +01:00
-- Spongestone / Rock rot
minetest.register_node ( " df_mapitems:spongestone " , {
description = S ( " Spongestone " ) ,
_doc_items_longdesc = df_mapitems.doc . sponge_stone_desc ,
_doc_items_usagehelp = df_mapitems.doc . sponge_stone_usage ,
tiles = { " dfcaverns_ground_cover_sponge_stone.png " } ,
is_ground_content = false ,
paramtype = " light " ,
groups = { crumbly = 3 , soil = 1 , light_sensitive_fungus = 8 } ,
2020-11-16 01:54:56 +01:00
sounds = df_mapitems.sounds . dirt ,
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soil = {
base = " df_mapitems:spongestone " ,
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dry = farming_soil ,
wet = farming_soil_wet
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} ,
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_dfcaverns_dead_node = dirt_node ,
2020-02-28 00:43:58 +01:00
} )
2020-02-27 23:28:47 +01:00
minetest.register_node ( " df_mapitems:rock_rot " , {
description = S ( " Rock Rot " ) ,
_doc_items_longdesc = df_mapitems.doc . rock_rot_desc ,
_doc_items_usagehelp = df_mapitems.doc . rock_rot_usage ,
2020-11-16 01:54:56 +01:00
tiles = { df_mapitems.texture . stone .. " ^dfcaverns_ground_cover_rock_rot.png " , df_mapitems.texture . stone ,
{ name = df_mapitems.texture . stone .. " ^(dfcaverns_ground_cover_rock_rot.png^[mask:dfcaverns_ground_cover_side_mask.png) " ,
2020-02-27 23:28:47 +01:00
tileable_vertical = false } } ,
2020-11-16 01:54:56 +01:00
drop = df_mapitems.node_name . cobble ,
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is_ground_content = false ,
light_source = 2 ,
paramtype = " light " ,
groups = { crumbly = 3 , soil = 1 , light_sensitive_fungus = 8 } ,
2020-11-16 01:54:56 +01:00
sounds = df_mapitems.sounds . dirt ,
_dfcaverns_dead_node = stone_node ,
2020-02-27 23:28:47 +01:00
} )
2020-11-16 01:54:56 +01:00
soil_type_spread ( " df_mapitems:rock_rot_spread " , " df_mapitems:rock_rot " , stone_node )
soil_type_spread ( " df_mapitems:spongestone_spread " , " df_mapitems:spongestone " , " df_mapitems:rock_rot " )
2020-02-28 00:43:58 +01:00
2017-03-08 07:50:58 +01:00
--------------------------------------------------
-- floor fungus
-- white/yellow
2018-12-31 19:46:27 +01:00
minetest.register_node ( " df_mapitems:cobble_with_floor_fungus " , {
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
description = S ( " Cobblestone with Floor Fungus " ) ,
2018-12-31 19:46:27 +01:00
_doc_items_longdesc = df_mapitems.doc . floor_fungus_desc ,
_doc_items_usagehelp = df_mapitems.doc . floor_fungus_usage ,
2020-11-16 01:54:56 +01:00
tiles = { df_mapitems.texture . cobble .. " ^dfcaverns_floor_fungus.png " } ,
drops = cobble_node ,
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false ,
2018-12-31 19:46:27 +01:00
paramtype = " light " ,
groups = { cracky = 3 , stone = 2 , slippery = 1 , light_sensitive_fungus = 8 } ,
2020-11-16 01:54:56 +01:00
_dfcaverns_dead_node = df_mapitems.node_name . cobble ,
sounds = df_mapitems.sounds . floor_fungus ,
2017-03-08 07:50:58 +01:00
} )
2018-12-31 19:46:27 +01:00
minetest.register_node ( " df_mapitems:cobble_with_floor_fungus_fine " , {
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
description = S ( " Cobblestone with Floor Fungus " ) ,
2018-12-31 19:46:27 +01:00
_doc_items_longdesc = df_mapitems.doc . floor_fungus_desc ,
_doc_items_usagehelp = df_mapitems.doc . floor_fungus_usage ,
2020-11-16 01:54:56 +01:00
tiles = { df_mapitems.texture . cobble .. " ^dfcaverns_floor_fungus_fine.png " } ,
drops = cobble_node ,
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false ,
2018-12-31 19:46:27 +01:00
paramtype = " light " ,
groups = { cracky = 3 , stone = 2 , slippery = 1 , light_sensitive_fungus = 8 } ,
2020-11-16 01:54:56 +01:00
_dfcaverns_dead_node = df_mapitems.node_name . cobble ,
df_mapitems.sounds . floor_fungus ,
2018-05-31 09:34:22 +02:00
} )
2017-03-08 07:50:58 +01:00
minetest.register_abm {
2018-12-31 19:46:27 +01:00
label = " df_mapitems:floor_fungus_spread " ,
2020-11-16 01:54:56 +01:00
nodenames = { cobble_node } ,
2018-12-31 19:46:27 +01:00
neighbors = { " df_mapitems:cobble_with_floor_fungus " } ,
2017-03-20 02:32:49 +01:00
interval = 60 ,
2018-12-31 19:46:27 +01:00
chance = 10 ,
2018-05-31 09:34:22 +02:00
catch_up = true ,
action = function ( pos )
2018-12-31 19:46:27 +01:00
minetest.swap_node ( pos , { name = " df_mapitems:cobble_with_floor_fungus_fine " } )
2018-05-31 09:34:22 +02:00
end ,
}
minetest.register_abm {
2018-12-31 19:46:27 +01:00
label = " df_mapitems:floor_fungus_thickening " ,
2020-11-16 01:54:56 +01:00
nodenames = { " df_mapitems:cobble_with_floor_fungus_fine " } ,
2018-05-31 09:34:22 +02:00
interval = 59 ,
2018-12-31 19:46:27 +01:00
chance = 10 ,
2017-03-08 07:50:58 +01:00
catch_up = true ,
action = function ( pos )
2018-12-31 19:46:27 +01:00
minetest.swap_node ( pos , { name = " df_mapitems:cobble_with_floor_fungus " } )
2017-03-08 07:50:58 +01:00
end ,
}
2017-03-12 03:26:52 +01:00
2018-12-31 19:46:27 +01:00
------------------------------------------------------
-- Hoar moss
2017-03-12 03:26:52 +01:00
2018-12-31 19:46:27 +01:00
minetest.register_node ( " df_mapitems:ice_with_hoar_moss " , {
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
description = S ( " Ice with Hoar Moss " ) ,
2018-12-31 19:46:27 +01:00
_doc_items_longdesc = df_mapitems.doc . hoar_moss_desc ,
_doc_items_usagehelp = df_mapitems.doc . hoar_moss_usage ,
2020-11-16 01:54:56 +01:00
tiles = { df_mapitems.texture . ice .. " ^dfcaverns_hoar_moss.png " } ,
drops = df_mapitems.node_name . ice ,
2018-12-31 19:46:27 +01:00
paramtype = " light " ,
light_source = 2 ,
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
groups = { cracky = 3 , puts_out_fire = 1 , cools_lava = 1 , slippery = 2 , light_sensitive_fungus = 8 } ,
2020-11-16 01:54:56 +01:00
sounds = df_mapitems.sounds . glass ,
_dfcaverns_dead_node = df_mapitems.node_name . ice ,
2020-02-28 00:43:58 +01:00
} )
----------------------------------------------------------------
-- Footprint-capable nodes
if minetest.get_modpath ( " footprints " ) then
local HARDPACK_PROBABILITY = tonumber ( minetest.settings : get ( " footprints_hardpack_probability " ) ) or 0.9 -- Chance walked dirt/grass is worn and compacted to footprints:trail.
local HARDPACK_COUNT = tonumber ( minetest.settings : get ( " footprints_hardpack_count " ) ) or 10 -- Number of times the above chance needs to be passed for soil to compact.
footprints.register_trample_node ( " df_mapitems:dirt_with_cave_moss " , {
trampled_node_def_override = { description = S ( " Dirt with Cave Moss and Footprint " ) , } ,
hard_pack_node_name = " footprints:trail " ,
footprint_opacity = 128 ,
hard_pack_probability = HARDPACK_PROBABILITY ,
hard_pack_count = HARDPACK_COUNT ,
} )
footprints.register_trample_node ( " df_mapitems:sand_scum " , {
trampled_node_def_override = { description = S ( " Sand Scum with Footprint " ) , } ,
2020-11-16 01:54:56 +01:00
hard_pack_node_name = df_mapitems.node_name . sand ,
2020-02-28 00:43:58 +01:00
footprint_opacity = 128 ,
hard_pack_probability = HARDPACK_PROBABILITY ,
hard_pack_count = HARDPACK_COUNT * 0.5 ,
} )
footprints.register_trample_node ( " df_mapitems:spongestone " , {
trampled_node_def_override = { description = S ( " Spongestone with Footprint " ) , } ,
hard_pack_node_name = " footprints:trail " ,
footprint_opacity = 128 ,
hard_pack_probability = HARDPACK_PROBABILITY ,
hard_pack_count = HARDPACK_COUNT * 2 ,
} )
footprints.register_trample_node ( " df_mapitems:dirt_with_pebble_fungus " , {
trampled_node_def_override = { description = S ( " Dirt with Pebble Fungus and Footprint " ) , } ,
hard_pack_node_name = " footprints:trail " ,
footprint_opacity = 128 ,
hard_pack_probability = HARDPACK_PROBABILITY ,
hard_pack_count = HARDPACK_COUNT ,
} )
footprints.register_trample_node ( " df_mapitems:dirt_with_stillworm " , {
trampled_node_def_override = { description = S ( " Dirt with Stillworm and Footprint " ) , } ,
hard_pack_node_name = " footprints:trail " ,
footprint_opacity = 192 ,
hard_pack_probability = HARDPACK_PROBABILITY ,
hard_pack_count = HARDPACK_COUNT ,
} )
end