dfcaverns/df_trees/schematics/goblin_cap_bigger_hut.lua

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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
local n1 = { name = "air" } -- external air
local n2 = { name = "df_trees:goblin_cap_stem"} -- below ground, don't force place these
local n3 = { name = "df_trees:goblin_cap" }
local n4 = { name = "df_trees:goblin_cap_gills" }
local n5 = { name = "df_trees:goblin_cap_stem", force_place = true } -- walls, force place these
local n6 = { name = "df_trees:goblin_cap_stem", prob = 198, force_place=true } -- possible window holes
local n7 = { name = "df_trees:goblin_cap_stem_wood", force_place=true } -- internal floor
local n8 = { name = df_dependencies.node_name_furnace, param2 = 2, force_place=true }
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
local n9 = { name = "air", force_place=true } -- internal air
local n10 = { name = df_dependencies.node_name_torch_wall, param2 = 3, force_place = true }
2022-08-07 03:54:14 +02:00
local n12 = {name = df_dependencies.node_name_slab_goblin_cap_stem_wood, param2 = 2} -- porch top
local n13 = { name = df_dependencies.node_name_door_wood_a or "air", param2 = 3, force_place = true }
local n14 = { name = df_dependencies.node_name_door_hidden or "air", param2 = 3, force_place = true }
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
local n15 = n9 -- internal air, but could be a vessel shelf
local n16 = { name = df_dependencies.node_name_bed_top or "air", param2 = 3, force_place = true }
local n17 = { name = df_dependencies.node_name_bed_bottom or "air", param2 = 3, force_place = true }
local n18 = { name = df_dependencies.node_name_chest, force_place = true }
local n19 = { name = df_dependencies.node_name_torch_wall, param2 = 2, force_place = true }
2022-08-07 03:54:14 +02:00
local n20 = {name = df_dependencies.node_name_stair_goblin_cap_stem_wood }
local n21 = {name = df_dependencies.node_name_stair_goblin_cap_stem_wood, param2 = 2 }
local n22 = {name = df_dependencies.node_name_slab_goblin_cap_stem_wood, param2 = 22}
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
if df_dependencies.node_name_shelf then
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
-- replace torches with glowing bottles, add vessel shelf
n10 = { name = "df_trees:glowing_bottle_red", force_place=true}
n19 = n10
n15 = { name = df_dependencies.node_name_shelf, param2 = 3, force_place = true }
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
end
Squashed commit of the following: commit 0a61781b99ec16166ba66f8cb19cd679c8a04f03 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 14:50:07 2022 -0600 add an additional check to ensure old timers don't cause inappropriate growth commit 1d7b6010c36119e2a183478833e5e44759caeaca Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:21:29 2022 -0600 stop timers when seeds are picked up commit c8fa25ccd79b775d98e32db2a6937f27e1d1ed2c Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:05:24 2022 -0600 fix replacements for dwarven syrup taffy recipe commit 4de45bb6d728b0696a1e968744b06191e9283c14 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:48 2022 -0600 account for some additional mod dependencies commit 83ea06bbaa709daab22ff934e901ef0e9dc85767 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:14 2022 -0600 update cooking recipes to be more specific. commit 302da3ec5155c5be1a29e781cd90b7e84274f831 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 29 17:12:59 2022 -0600 add location logging for debugging purposes commit 11667e184ebeb9f9d43666b3ccbc1bc71d0bcc70 Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:54:21 2022 -0600 add checks for submods being present the df_trees and df_farming checks are likely redundant, but if primordial layers are disabled someone might not have df_primordial_items installed. commit 5906308d87e48841a46855e023201ea6d8e6159c Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:49:23 2022 -0600 add config settings for biome restrictions, vastly reduce copy and paste in code commit e52820c2822baf71e4647cf3181b247eac9703aa Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 20:45:26 2022 -0600 add initial stab at growing conditions - biome restrictions for trees commit 7b99556df9c8f95f5311b9822eb6210ac3038d34 Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 12:08:41 2022 -0600 adding biome API. Not yet tested. commit bf82b3b3fed9bd62b280cb549d972a924f514208 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 21:22:37 2022 -0600 added stubs for growth permission for farming plants commit 46765df3ef01cf031cbe5074d781792a8218e1a8 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 18:36:45 2022 -0600 initial work for restricted plant growth. split out growth conditions for trees, and reworked torchspine to not use ABMs while I was at it.
2022-08-01 22:55:46 +02:00
if not minetest.get_modpath("stairs") then
-- replace stairs with air
n12 = nil
n20 = nil
n21 = nil
n22 = nil
end
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
local schematic = {
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
yslice_prob = {},
size = {y = 10, x = 13, z = 13},
center_pos = {x=6, y=2, z=6},
data = {
-- z=0, y=0
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=0, y=1
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=0, y=2
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=0, y=3
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=0, y=4
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=0, y=5
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=0, y=6
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
-- z=0, y=7
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=0, y=8
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=0, y=9
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=1, y=0
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=1, y=1
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=1, y=2
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=1, y=3
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=1, y=4
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=1, y=5
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=1, y=6
n1, n1, n1, n3, n3, n3, n4, n3, n3, n3, n1, n1, n1,
-- z=1, y=7
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
-- z=1, y=8
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=1, y=9
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=2, y=0
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=2, y=1
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=2, y=2
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=2, y=3
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=2, y=4
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=2, y=5
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=2, y=6
n1, n1, n3, n4, n4, n4, n4, n4, n4, n4, n3, n1, n1,
-- z=2, y=7
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
-- z=2, y=8
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
-- z=2, y=9
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=3, y=0
n1, n1, n1, n1, n1, n2, n2, n2, n1, n1, n1, n1, n1,
-- z=3, y=1
n1, n1, n1, n1, n1, n2, n2, n2, n1, n1, n1, n1, n1,
-- z=3, y=2
n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
-- z=3, y=3
n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
-- z=3, y=4
n1, n1, n1, n1, n1, n5, n6, n5, n1, n1, n1, n1, n1,
-- z=3, y=5
n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
-- z=3, y=6
n1, n3, n4, n4, n4, n4, n5, n4, n4, n4, n4, n3, n1,
-- z=3, y=7
n1, n1, n3, n3, n3, n3, n3, n3, n3, n3, n3, n1, n1,
-- z=3, y=8
n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
-- z=3, y=9
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
-- z=4, y=0
n1, n1, n1, n1, n2, n2, n2, n2, n2, n12, n22, n1, n1,
-- z=4, y=1
n1, n1, n1, n1, n2, n2, n2, n2, n2, n1, n1, n1, n1,
-- z=4, y=2
n1, n1, n1, n1, n5, n7, n7, n7, n5, n1, n1, n1, n1,
-- z=4, y=3
n1, n1, n1, n1, n5, n8, n9, n9, n5, n1, n1, n1, n1,
-- z=4, y=4
n1, n1, n1, n1, n5, n10, n9, n9, n5, n1, n1, n1, n1,
-- z=4, y=5
n1, n1, n1, n1, n5, n5, n9, n5, n5, n1, n1, n1, n1,
-- z=4, y=6
n1, n3, n4, n4, n4, n5, n5, n5, n4, n4, n4, n3, n1,
-- z=4, y=7
n1, n1, n3, n3, n3, n3, n3, n3, n3, n3, n3, n1, n1,
-- z=4, y=8
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
-- z=4, y=9
n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
-- z=5, y=0
n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n1, n1, n1,
-- z=5, y=1
n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n20, n1, n1,
-- z=5, y=2
n1, n1, n1, n5, n7, n7, n7, n7, n7, n5, n1, n1, n1,
-- z=5, y=3
n1, n1, n1, n5, n9, n9, n9, n9, n9, n5, n1, n1, n1,
-- z=5, y=4
n1, n1, n1, n5, n9, n9, n9, n9, n9, n5, n1, n1, n1,
-- z=5, y=5
n1, n1, n1, n5, n5, n9, n9, n9, n5, n5, n1, n1, n1,
-- z=5, y=6
n1, n3, n4, n4, n5, n9, n9, n9, n5, n4, n4, n3, n1,
-- z=5, y=7
n1, n1, n3, n3, n3, n5, n5, n5, n3, n3, n3, n1, n1,
-- z=5, y=8
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
-- z=5, y=9
n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
-- z=6, y=0
n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n1, n1, n1,
-- z=6, y=1
n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n1, n1, n1,
-- z=6, y=2
n1, n1, n1, n5, n7, n7, n7, n7, n7, n7, n12, n1, n1,
-- z=6, y=3
n1, n1, n1, n5, n9, n9, n9, n9, n9, n13, n9, n9, n1,
-- z=6, y=4
n1, n1, n1, n6, n9, n9, n9, n9, n9, n14, n9, n9, n1,
-- z=6, y=5
n1, n1, n1, n5, n9, n9, n9, n9, n9, n5, n1, n1, n1,
-- z=6, y=6
n3, n4, n4, n5, n5, n9, n9, n9, n5, n5, n4, n4, n3,
-- z=6, y=7
n1, n3, n3, n3, n3, n5, n5, n5, n3, n3, n3, n3, n1,
-- z=6, y=8
n1, n1, n3, n3, n3, n3, n3, n3, n3, n3, n3, n1, n1,
-- z=6, y=9
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
-- z=7, y=0
n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n1, n1, n1,
-- z=7, y=1
n1, n1, n1, n2, n2, n2, n2, n2, n2, n2, n21, n1, n1,
-- z=7, y=2
n1, n1, n1, n5, n7, n7, n7, n7, n7, n5, n1, n1, n1,
-- z=7, y=3
n1, n1, n1, n5, n15, n9, n9, n9, n9, n5, n1, n1, n1,
-- z=7, y=4
n1, n1, n1, n5, n9, n9, n9, n9, n9, n5, n1, n1, n1,
-- z=7, y=5
n1, n1, n1, n5, n5, n9, n9, n9, n5, n5, n1, n1, n1,
-- z=7, y=6
n1, n3, n4, n4, n5, n9, n9, n9, n5, n4, n4, n3, n1,
-- z=7, y=7
n1, n1, n3, n3, n3, n5, n5, n5, n3, n3, n3, n1, n1,
-- z=7, y=8
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
-- z=7, y=9
n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
-- z=8, y=0
n1, n1, n1, n1, n2, n2, n2, n2, n2, n12, n22, n1, n1,
-- z=8, y=1
n1, n1, n1, n1, n2, n2, n2, n2, n2, n1, n1, n1, n1,
-- z=8, y=2
n1, n1, n1, n1, n5, n7, n7, n7, n5, n1, n1, n1, n1,
-- z=8, y=3
n1, n1, n1, n1, n5, n16, n17, n18, n5, n1, n1, n1, n1,
-- z=8, y=4
n1, n1, n1, n1, n5, n9, n9, n19, n5, n1, n1, n1, n1,
-- z=8, y=5
n1, n1, n1, n1, n5, n5, n9, n5, n5, n1, n1, n1, n1,
-- z=8, y=6
n1, n3, n4, n4, n4, n5, n5, n5, n4, n4, n4, n3, n1,
-- z=8, y=7
n1, n1, n3, n3, n3, n3, n3, n3, n3, n3, n3, n1, n1,
-- z=8, y=8
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
-- z=8, y=9
n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
-- z=9, y=0
n1, n1, n1, n1, n1, n2, n2, n2, n1, n1, n1, n1, n1,
-- z=9, y=1
n1, n1, n1, n1, n1, n2, n2, n2, n1, n1, n1, n1, n1,
-- z=9, y=2
n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
-- z=9, y=3
n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
-- z=9, y=4
n1, n1, n1, n1, n1, n5, n6, n5, n1, n1, n1, n1, n1,
-- z=9, y=5
n1, n1, n1, n1, n1, n5, n5, n5, n1, n1, n1, n1, n1,
-- z=9, y=6
n1, n3, n4, n4, n4, n4, n5, n4, n4, n4, n4, n3, n1,
-- z=9, y=7
n1, n1, n3, n3, n3, n3, n3, n3, n3, n3, n3, n1, n1,
-- z=9, y=8
n1, n1, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1,
-- z=9, y=9
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
-- z=10, y=0
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=10, y=1
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=10, y=2
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=10, y=3
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=10, y=4
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=10, y=5
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=10, y=6
n1, n1, n3, n4, n4, n4, n4, n4, n4, n3, n3, n1, n1,
-- z=10, y=7
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
-- z=10, y=8
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
-- z=10, y=9
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=11, y=0
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=11, y=1
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=11, y=2
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=11, y=3
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=11, y=4
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=11, y=5
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=11, y=6
n1, n1, n1, n3, n3, n3, n3, n3, n3, n3, n1, n1, n1,
-- z=11, y=7
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
-- z=11, y=8
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=11, y=9
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=12, y=0
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=12, y=1
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=12, y=2
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=12, y=3
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=12, y=4
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=12, y=5
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=12, y=6
n1, n1, n1, n1, n1, n1, n3, n1, n1, n1, n1, n1, n1,
-- z=12, y=7
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=12, y=8
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
-- z=12, y=9
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
}
}
for index, node in ipairs(schematic.data) do
assert(node.name ~= nil, "undefined node name for index " .. tostring(index) .. " in goblin_cap_bigger_hut schematic data")
end
return schematic