2022-08-01 22:55:46 +02:00
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local S = minetest.get_translator(minetest.get_current_modname())
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2017-03-08 07:50:58 +01:00
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-----------------------------------------------------------------------
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-- Plants
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_farming:dead_fungus", {
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2017-03-11 21:29:06 +01:00
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description = S("Dead Fungus"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_farming.doc.dead_fungus_desc,
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_doc_items_usagehelp = df_farming.doc.dead_fungus_usage,
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2017-03-11 21:29:06 +01:00
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drawtype = "plantlike",
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tiles = {"dfcaverns_dead_fungus.png"},
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inventory_image = "dfcaverns_dead_fungus.png",
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paramtype = "light",
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walkable = false,
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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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is_ground_content = false,
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2017-03-11 21:29:06 +01:00
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buildable_to = true,
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2018-12-31 19:46:27 +01:00
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floodable = true,
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2022-07-22 10:27:57 +02:00
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groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, flow_through = 1, flora = 1},
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2020-11-15 23:37:42 +01:00
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sounds = df_farming.sounds.leaves,
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2017-03-11 21:29:06 +01:00
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selection_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0.0, 0.5},
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},
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})
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2017-03-16 09:18:32 +01:00
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minetest.register_craft({
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type = "fuel",
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2018-12-31 19:46:27 +01:00
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recipe = "df_farming:dead_fungus",
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2017-03-16 09:18:32 +01:00
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burntime = 2
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})
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2017-03-11 21:29:06 +01:00
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2018-12-31 19:46:27 +01:00
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local c_dead_fungus = minetest.get_content_id("df_farming:dead_fungus")
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df_farming.spawn_dead_fungus_vm = function(vi, area, data, param2_data)
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data[vi] = c_dead_fungus
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param2_data[vi] = 0
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end
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minetest.register_node("df_farming:cavern_fungi", {
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2017-03-16 22:23:23 +01:00
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description = S("Cavern Fungi"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_farming.doc.cavern_fungi_desc,
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_doc_items_usagehelp = df_farming.doc.cavern_fungi_usage,
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2017-03-16 22:23:23 +01:00
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drawtype = "plantlike",
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tiles = {"dfcaverns_fungi.png"},
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inventory_image = "dfcaverns_fungi.png",
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paramtype = "light",
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walkable = false,
|
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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is_ground_content = false,
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2017-03-16 22:23:23 +01:00
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buildable_to = true,
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2018-12-31 19:46:27 +01:00
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floodable = true,
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2017-03-19 06:43:44 +01:00
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light_source = 6,
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2022-07-22 10:27:57 +02:00
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groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, light_sensitive_fungus = 11, flow_through = 1, flora = 1},
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2020-11-15 23:37:42 +01:00
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sounds = df_farming.sounds.leaves,
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2017-03-16 22:23:23 +01:00
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selection_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0.0, 0.5},
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},
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})
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minetest.register_craft({
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type = "fuel",
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2018-12-31 19:46:27 +01:00
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recipe = "df_farming:cavern_fungi",
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2017-03-16 22:23:23 +01:00
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burntime = 2
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})
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2018-12-31 19:46:27 +01:00
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local c_cavern_fungi = minetest.get_content_id("df_farming:cavern_fungi")
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df_farming.spawn_cavern_fungi_vm = function(vi, area, data, param2_data)
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data[vi] = c_cavern_fungi
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param2_data[vi] = 0
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end
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2017-03-16 22:23:23 +01:00
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-----------------------------------------------------------------------------------------
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2020-11-15 23:37:42 +01:00
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local marginal = {[df_farming.node_names.dirt] = true, [df_farming.node_names.dirt_moss] = true, [df_farming.node_names.floor_fungus] = true}
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local growable = {[df_farming.node_names.dirt_wet] = true, [df_farming.node_names.dirt] = true, [df_farming.node_names.dirt_moss] = true, [df_farming.node_names.floor_fungus] = true}
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2017-04-02 23:39:31 +02:00
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2018-12-31 19:46:27 +01:00
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df_farming.plant_timer = function(pos, plantname, elapsed)
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2017-04-02 23:39:31 +02:00
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local next_stage_time = minetest.registered_nodes[plantname]._dfcaverns_next_stage_time
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if not next_stage_time then return end
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next_stage_time = next_stage_time + math.random(next_stage_time * -0.1, next_stage_time * 0.1)
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local below = minetest.get_node(vector.add(pos, {x=0, y=-1, z=0}))
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if marginal[below.name] then
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next_stage_time = next_stage_time * 5
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end
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if elapsed ~= nil then
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minetest.get_node_timer(pos):set(next_stage_time, elapsed-next_stage_time)
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else
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minetest.get_node_timer(pos):start(next_stage_time)
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end
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end
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2017-03-17 07:06:21 +01:00
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local place_seed = function(itemstack, placer, pointed_thing, plantname)
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local pt = pointed_thing
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-- check if pointing at a node
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if not pt then
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return itemstack
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end
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if pt.type ~= "node" then
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return itemstack
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end
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local under = minetest.get_node(pt.under)
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local above = minetest.get_node(pt.above)
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if minetest.is_protected(pt.under, placer:get_player_name()) then
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minetest.record_protection_violation(pt.under, placer:get_player_name())
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return
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end
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if minetest.is_protected(pt.above, placer:get_player_name()) then
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minetest.record_protection_violation(pt.above, placer:get_player_name())
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return
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end
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-- return if any of the nodes is not registered
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if not minetest.registered_nodes[under.name] then
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return itemstack
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end
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if not minetest.registered_nodes[above.name] then
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return itemstack
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end
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-- check if pointing at the top of the node
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if pt.above.y ~= pt.under.y+1 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 minetest.registered_nodes[above.name].buildable_to then
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return itemstack
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end
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2017-04-02 23:39:31 +02:00
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2017-03-17 07:06:21 +01:00
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-- add the node and remove 1 item from the itemstack
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minetest.add_node(pt.above, {name = plantname, param2 = 1})
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2022-08-01 22:55:46 +02:00
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local growth_permitted_function = df_farming.growth_permitted[plantname]
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if not growth_permitted_function or growth_permitted_function(pt.above) then
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df_farming.plant_timer(pt.above, plantname)
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else
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minetest.get_node_timer(pt.above):stop() -- make sure no old timers are running on this node
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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
|
|
|
if not minetest.settings:get_bool("creative_mode", false) then
|
2017-03-17 07:06:21 +01:00
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|
itemstack:take_item()
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end
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return itemstack
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end
|
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|
2018-12-31 19:46:27 +01:00
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|
df_farming.register_seed = function(name, description, image, stage_one, grow_time, desc, usage)
|
2017-03-16 09:18:32 +01:00
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|
local def = {
|
2017-03-12 04:22:03 +01:00
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description = description,
|
2017-09-10 20:24:22 +02:00
|
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|
_doc_items_longdesc = desc,
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|
_doc_items_usagehelp = usage,
|
2017-03-12 04:22:03 +01:00
|
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|
tiles = {image},
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|
inventory_image = image,
|
2017-03-17 07:06:21 +01:00
|
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|
wield_image = image,
|
2017-03-12 04:22:03 +01:00
|
|
|
drawtype = "signlike",
|
2017-03-16 09:18:32 +01:00
|
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|
paramtype2 = "wallmounted",
|
2017-10-20 03:53:22 +02:00
|
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|
groups = {seed = 1, snappy = 3, attached_node = 1, flammable = 2, dfcaverns_cookable = 1, digtron_on_place=1},
|
2017-03-16 09:18:32 +01:00
|
|
|
_dfcaverns_next_stage = stage_one,
|
2017-04-02 23:39:31 +02:00
|
|
|
_dfcaverns_next_stage_time = grow_time,
|
2017-03-12 04:22:03 +01:00
|
|
|
paramtype = "light",
|
|
|
|
walkable = false,
|
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
|
|
|
floodable = true,
|
2017-03-12 04:22:03 +01:00
|
|
|
sunlight_propagates = true,
|
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
|
|
|
|
},
|
2017-04-02 23:39:31 +02:00
|
|
|
|
2017-03-17 07:06:21 +01:00
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
2018-12-31 19:46:27 +01:00
|
|
|
return place_seed(itemstack, placer, pointed_thing, "df_farming:"..name)
|
2017-03-17 07:06:21 +01:00
|
|
|
end,
|
2017-04-02 23:39:31 +02:00
|
|
|
|
|
|
|
on_timer = function(pos, elapsed)
|
2018-12-31 19:46:27 +01:00
|
|
|
df_farming.grow_underground_plant(pos, "df_farming:"..name, elapsed)
|
2017-04-02 23:39:31 +02:00
|
|
|
end,
|
2022-08-01 22:55:46 +02:00
|
|
|
|
|
|
|
on_destruct = function(pos)
|
|
|
|
minetest.get_node_timer(pos):stop()
|
|
|
|
end,
|
2017-03-16 09:18:32 +01:00
|
|
|
}
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
minetest.register_node("df_farming:"..name, def)
|
2017-03-16 09:18:32 +01:00
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2018-12-31 19:46:27 +01:00
|
|
|
recipe = "df_farming:"..name,
|
2017-03-16 09:18:32 +01:00
|
|
|
burntime = 1
|
2017-03-12 04:22:03 +01:00
|
|
|
})
|
|
|
|
end
|
|
|
|
|
2018-12-31 19:46:27 +01:00
|
|
|
df_farming.grow_underground_plant = function(pos, plant_name, elapsed)
|
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_farming.kill_if_sunlit(pos) then
|
|
|
|
return
|
|
|
|
end
|
2017-04-02 23:39:31 +02:00
|
|
|
local node_def = minetest.registered_nodes[plant_name]
|
2017-03-16 22:55:53 +01:00
|
|
|
local next_stage = node_def._dfcaverns_next_stage
|
|
|
|
if next_stage then
|
2017-04-02 23:39:31 +02:00
|
|
|
local soil = minetest.get_node(vector.add(pos, {x=0, y=-1, z=0})).name
|
|
|
|
if growable[soil] then
|
|
|
|
local next_def = minetest.registered_nodes[next_stage]
|
|
|
|
local node = minetest.get_node(pos)
|
|
|
|
minetest.swap_node(pos, {name=next_stage, param2 = next_def.place_param2 or node.param2})
|
2018-12-31 19:46:27 +01:00
|
|
|
df_farming.plant_timer(pos, next_stage, elapsed)
|
2017-04-02 23:39:31 +02:00
|
|
|
else
|
2018-12-31 19:46:27 +01:00
|
|
|
df_farming.plant_timer(pos, plant_name) -- reset timer, check again later
|
2017-03-16 09:18:32 +01:00
|
|
|
end
|
2017-04-02 23:39:31 +02:00
|
|
|
end
|
2017-03-16 09:18:32 +01:00
|
|
|
end
|
2017-03-16 22:26:14 +01:00
|
|
|
|
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
|
|
|
df_farming.kill_if_sunlit = function(pos, node)
|
|
|
|
return false
|
|
|
|
end
|
2018-12-31 19:46:27 +01:00
|
|
|
if df_farming.config.light_kills_fungus 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
|
|
|
local kill_if_sunlit = function(pos, node)
|
|
|
|
if not node then
|
|
|
|
node = minetest.get_node(pos)
|
|
|
|
end
|
|
|
|
local node_def = minetest.registered_nodes[node.name]
|
|
|
|
local light_sensitive_fungus_level = node_def.groups.light_sensitive_fungus
|
|
|
|
|
|
|
|
-- This should never be the case, but I've received a report of it happening anyway in the ABM so guarding against it.
|
|
|
|
if not light_sensitive_fungus_level then return false end
|
|
|
|
|
|
|
|
local dead_node = node_def._dfcaverns_dead_node or "df_farming:dead_fungus"
|
|
|
|
-- 11 is the value adjacent to a torch
|
|
|
|
local light_level = minetest.get_node_light(pos, 0.5) -- check at 0.5 to get how bright it would be here at noon,
|
|
|
|
-- prevents fungus from growing on the surface world by happenstance
|
|
|
|
if light_level and light_level > light_sensitive_fungus_level then
|
|
|
|
minetest.set_node(pos, {name=dead_node, param2 = node.param2})
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
df_farming.kill_if_sunlit = kill_if_sunlit
|
|
|
|
|
2017-03-16 22:26:14 +01:00
|
|
|
minetest.register_abm({
|
2018-12-31 19:46:27 +01:00
|
|
|
label = "df_farming:kill_light_sensitive_fungus",
|
2017-03-16 22:26:14 +01:00
|
|
|
nodenames = {"group:light_sensitive_fungus"},
|
|
|
|
catch_up = true,
|
|
|
|
interval = 30,
|
|
|
|
chance = 5,
|
|
|
|
action = function(pos, 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
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kill_if_sunlit(pos, node)
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2017-03-16 22:26:14 +01:00
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end
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})
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end
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