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
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-- Used by cave pearls and crystal clusters
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-- These methods simulate "wallmounted" nodes using regular facedir, randomizing the rotation around the wallmounted direction.
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-- Useful for naturalistic objects you want to have look irregular
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df_mapitems.place_against_surface = function(itemstack, placer, pointed_thing)
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-- check if pointing at a node
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if not pointed_thing then
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return itemstack
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end
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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local under_pos = pointed_thing.under
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local above_pos = pointed_thing.above
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local under_node = minetest.get_node(under_pos)
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local above_node = minetest.get_node(above_pos)
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if minetest.is_protected(above_pos, placer:get_player_name()) then
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minetest.record_protection_violation(above_pos, placer:get_player_name())
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return
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end
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local under_name = under_node.name
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local above_name = above_node.name
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local under_def = minetest.registered_nodes[under_name]
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local above_def = minetest.registered_nodes[above_name]
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-- return if any of the nodes is not registered
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if not under_def or not above_def then
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return itemstack
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end
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-- check if you can replace the node above the pointed node
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if not above_def.buildable_to then
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return itemstack
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end
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local dir = vector.subtract(under_pos, above_pos)
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local param2
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if dir.x > 0 then
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--facing +x: 16, 17, 18, 19,
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param2 = 15 + math.random(1,4)
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elseif dir.x < 0 then
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--facing -x: 12, 13, 14, 15
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param2 = 11 + math.random(1,4)
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elseif dir.z > 0 then
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--facing +z: 8, 9, 10, 11
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param2 = 7 + math.random(1,4)
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elseif dir.z < 0 then
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--facing -z: 4, 5, 6, 7
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param2 = 3 + math.random(1,4)
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elseif dir.y > 0 then
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--facing -y: 20, 21, 22, 23 (ceiling)
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param2 = 19 + math.random(1,4)
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else
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--facing +y: 0, 1, 2, 3 (floor)
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param2 = math.random(1,4) - 1
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end
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-- add the node and remove 1 item from the itemstack
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minetest.add_node(above_pos, {name = itemstack:get_name(), param2 = param2})
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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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|
|
if not minetest.settings:get_bool("creative_mode", false) and not minetest.check_player_privs(placer, "creative") 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
|
|
|
itemstack:take_item()
|
|
|
|
end
|
|
|
|
return itemstack
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Mapgen version of the above
|
|
|
|
|
|
|
|
local add_to_table = function(dest, source)
|
|
|
|
for _, val in ipairs(source) do
|
|
|
|
table.insert(dest, val)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local valid_nodes = {} -- cache values
|
|
|
|
local is_valid_mounting_node = function(c_node)
|
|
|
|
if valid_nodes[c_node] ~= nil then
|
|
|
|
return valid_nodes[c_node]
|
|
|
|
end
|
|
|
|
local def = minetest.registered_nodes[minetest.get_name_from_content_id(c_node)]
|
|
|
|
if def ~= nil
|
|
|
|
and (def.drawtype == "normal" or def.drawtype == nil)
|
|
|
|
and not def.buildable_to
|
|
|
|
and not (def.groups and def.groups.falling_node) then
|
|
|
|
valid_nodes[c_node] = true
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
valid_nodes[c_node] = false
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
--facing +x: 16, 17, 18, 19,
|
|
|
|
--facing -x: 12, 13, 14, 15
|
|
|
|
--facing +z: 8, 9, 10, 11
|
|
|
|
--facing -z: 4, 5, 6, 7
|
|
|
|
--facing -y: 20, 21, 22, 23, (ceiling)
|
|
|
|
--facing +y: 0, 1, 2, 3
|
|
|
|
|
|
|
|
local get_valid_facedirs_vm = function(vi, area, data)
|
|
|
|
local dirs = {}
|
|
|
|
local ystride = area.ystride
|
|
|
|
local zstride = area.zstride
|
|
|
|
if is_valid_mounting_node(data[vi+1]) then
|
|
|
|
add_to_table(dirs, {16, 17, 18, 19})
|
|
|
|
end
|
|
|
|
if is_valid_mounting_node(data[vi-1]) then
|
|
|
|
add_to_table(dirs, {12, 13, 14, 15})
|
|
|
|
end
|
|
|
|
if is_valid_mounting_node(data[vi-ystride]) then
|
|
|
|
add_to_table(dirs, {0, 1, 2, 3})
|
|
|
|
end
|
|
|
|
if is_valid_mounting_node(data[vi+ystride]) then
|
|
|
|
add_to_table(dirs, {20, 21, 22, 23})
|
|
|
|
end
|
|
|
|
if is_valid_mounting_node(data[vi+zstride]) then
|
|
|
|
add_to_table(dirs, {8, 9, 10, 11})
|
|
|
|
end
|
|
|
|
if is_valid_mounting_node(data[vi-zstride]) then
|
|
|
|
add_to_table(dirs, {4, 5, 6, 7})
|
|
|
|
end
|
|
|
|
return dirs
|
|
|
|
end
|
|
|
|
|
|
|
|
df_mapitems.place_against_surface_vm = function(c_node, vi, area, data, data_param2)
|
|
|
|
local facedirs = get_valid_facedirs_vm(vi, area, data)
|
|
|
|
local count = #facedirs
|
|
|
|
if count > 0 then
|
|
|
|
data[vi] = c_node
|
|
|
|
data_param2[vi] = facedirs[math.random(1, count)]
|
|
|
|
end
|
|
|
|
end
|