2020-02-18 06:36:53 +01:00
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local S = df_primordial_items.S
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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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------------------------------------------------------------------------------------------
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-- Big jungle mushroom
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minetest.register_node("df_primordial_items:jungle_mushroom_trunk", {
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description = S("Primordial Jungle Mushroom Trunk"),
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_doc_items_longdesc = df_primordial_items.doc.big_mushroom_desc,
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_doc_items_usagehelp = df_primordial_items.doc.big_mushroom_usage,
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tiles = {"dfcaverns_jungle_mushroom_stem.png", "dfcaverns_jungle_mushroom_stem.png", "dfcaverns_jungle_mushroom_stem_02.png"},
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paramtype2 = "facedir",
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is_ground_content = false,
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groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
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sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
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on_place = minetest.rotate_node
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})
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minetest.register_node("df_primordial_items:jungle_mushroom_cap_1", {
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description = S("Pale Jungle Mushroom Cap"),
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_doc_items_longdesc = df_primordial_items.doc.big_mushroom_desc,
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_doc_items_usagehelp = df_primordial_items.doc.big_mushroom_usage,
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tiles = {"dfcaverns_jungle_mushroom_top_02.png"},
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paramtype2 = "facedir",
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is_ground_content = false,
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groups = {choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, primordial_mushroom_cap = 1},
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sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
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on_place = minetest.rotate_node,
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drop = {
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max_items = 1,
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items = {
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{
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items = {"df_primordial_items:jungle_mushroom_sapling"},
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rarity = 10,
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},
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{
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items = {"df_primordial_items:jungle_mushroom_cap_1"},
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}
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}
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},
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})
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minetest.register_node("df_primordial_items:jungle_mushroom_cap_2", {
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description = S("Dark Jungle Mushroom Cap"),
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_doc_items_longdesc = df_primordial_items.doc.big_mushroom_desc,
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_doc_items_usagehelp = df_primordial_items.doc.big_mushroom_usage,
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tiles = {"dfcaverns_jungle_mushroom_top_01.png"},
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paramtype2 = "facedir",
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is_ground_content = false,
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groups = {choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, primordial_mushroom_cap = 1},
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sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
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on_place = minetest.rotate_node,
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drop = {
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max_items = 1,
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items = {
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{
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items = {"df_primordial_items:jungle_mushroom_sapling"},
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rarity = 10,
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},
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{
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items = {"df_primordial_items:jungle_mushroom_cap_2"},
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}
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}
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},
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})
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minetest.register_craftitem("df_primordial_items:diced_mushroom", {
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description = S("Diced Mushroom"),
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_doc_items_longdesc = df_primordial_items.doc.big_mushroom_desc,
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_doc_items_usagehelp = df_primordial_items.doc.big_mushroom_usage,
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inventory_image = "dfcaverns_mush_diced_giant_mushroom.png",
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groups = {food = 1, dfcaverns_cookable = 1},
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sound = {eat = {name = "df_farming_gummy_chew", gain = 1.0}},
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on_use = minetest.item_eat(1),
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2020-12-01 03:42:00 +01:00
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_hunger_ng = {satiates = 1},
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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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})
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minetest.register_craft({
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output = "df_primordial_items:diced_mushroom 4",
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type = "shapeless",
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recipe = { "group:primordial_mushroom_cap"},
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})
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-- Note: no wood-making recipe for the trunk, it's pretty useless
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minetest.register_craft({
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type = "fuel",
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recipe = "df_primordial_items:jungle_mushroom_trunk",
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burntime = 15,
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})
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minetest.register_node("df_primordial_items:jungle_mushroom_sapling", {
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description = S("Primordial Jungle Mushroom Sapling"),
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_doc_items_longdesc = df_primordial_items.doc.big_mushroom_desc,
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_doc_items_usagehelp = df_primordial_items.doc.big_mushroom_usage,
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tiles = {"dfcaverns_jungle_mushroom_02.png^[brighten"},
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inventory_image = "dfcaverns_jungle_mushroom_02.png^[brighten",
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wield_image = "dfcaverns_jungle_mushroom_02.png^[brighten",
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groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, light_sensitive_fungus = 13},
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selection_box = {
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type = "fixed",
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fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
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},
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paramtype = "light",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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2020-11-15 23:06:20 +01:00
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sounds = df_primordial_items.sounds.leaves,
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2021-03-13 10:21:13 +01:00
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use_texture_alpha = "clip",
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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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sunlight_propagates = true,
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on_construct = function(pos)
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if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name, "soil") == 0 then
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return
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end
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minetest.get_node_timer(pos):start(math.random(
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df_trees.config.tree_min_growth_delay,
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df_trees.config.tree_max_growth_delay))
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end,
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on_destruct = function(pos)
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minetest.get_node_timer(pos):stop()
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end,
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on_timer = function(pos)
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if df_farming and df_farming.kill_if_sunlit(pos) then
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return
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end
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minetest.set_node(pos, {name="air"})
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df_primordial_items.spawn_jungle_mushroom(pos)
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end,
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})
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local c_stem = minetest.get_content_id("df_primordial_items:jungle_mushroom_trunk")
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local c_cap_1 = minetest.get_content_id("df_primordial_items:jungle_mushroom_cap_1")
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local c_cap_2 = minetest.get_content_id("df_primordial_items:jungle_mushroom_cap_2")
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local c_air = minetest.get_content_id("air")
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df_primordial_items.spawn_jungle_mushroom = function(pos)
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local x, y, z = pos.x, pos.y, pos.z
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local stem_height = math.random(1,3)
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local cap_radius = math.random(2,3)
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local maxy = y + stem_height + 3
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local c_cap
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if math.random() > 0.5 then
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c_cap = c_cap_1
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else
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c_cap = c_cap_2
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end
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local vm = minetest.get_voxel_manip()
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local minp, maxp = vm:read_from_map(
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{x = x - cap_radius, y = y, z = z - cap_radius},
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{x = x + cap_radius, y = maxy + 3, z = z + cap_radius}
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)
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local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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subterrane.giant_mushroom(area:indexp(pos), area, data, c_stem, c_cap, c_air, stem_height, cap_radius)
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vm:set_data(data)
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vm:write_to_map()
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vm:update_map()
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end
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df_primordial_items.spawn_jungle_mushroom_vm = function(vi, area, data)
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local stem_height = math.random(1,3)
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local cap_radius = math.random(2,3)
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local c_cap
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if math.random() > 0.5 then
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c_cap = c_cap_1
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else
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c_cap = c_cap_2
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end
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subterrane.giant_mushroom(vi, area, data, c_stem, c_cap, c_air, stem_height, cap_radius)
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end
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