Mineclone compatibility (#36)
* latest versions of mapgen_helper and subterrane
* initial work
* call it "minetest_game" compatibility instead of "default" compatibility
* Getting started on moving all default dependencies to a single root mod
* distilling out more dependencies
* fix some typos
* more default dependencies
* beds
* start getting some MCL equivalents set up
* mine gas dependencies
* reorganize
* add some mapgen stuff
* getting close to actually being able to run mineclone with this
* it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start.
* hide flowing pit plasma from creative inventory
* mineclone 5 settings
* Update subterrane
* get rid of meselamp dependency, bring in ancient lanterns from deep roads
* stair dependencies
* add mcl fences
* add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there.
* buckets of oil and syrup should work in mineclone now
* 'splosions!
* make hunters avoid repaired ancient lanterns
* mapgen torchspine wasn't having its timer set
* split mapgen compatibility code into its own file
* bypass dependency indirection for df_farming.
* apply threshold alpha to food items, they look better that way
* bypass dependency indirection for df_mapitems
* bypass dependency indirection for df_primordial_items
* bypass dependency indirection for df_trees
* bypass dependency indirection for df_underworld_items
* bypass dependency indirection for df_caverns
* fixing up the puzzle seal to work in both
* fix puzzle seal formspec for mcl
* create built-in substitutes for fireflies and bones mods for when those aren't available
* set up mcl dungeon loot for underworld warriors, port over some translations from default
* overlooked a debug
* add itemslot backgrounds for mcl
* added mineclone groups to all registered nodes. TODO: craftitems.
This was extremely tedious. Completely untested, aside from simply running the game.
* minor fixes to the built-in bones node
* eatable group for edibles
* clean up some TODOs
* adjust pit plasma abm conditions
* add df_ambience
* fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators
* make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles
* avoid an undeclared global check
* alas, cave pearls aren't set up right for attached_node_facedir.
* bunch of work on mineclone ores, moved main config into df_dependencies
* add a few more ores
* update depends in mod.conf
* add opaque group to light-sensitive dirt types
Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these.
* add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it
* bloodthorn also needs to be set opaque
* add sound to torchspines
* isolate Nethercap translation name to make it easier to swap out in Mineclone contexts
* ambience tweak
* fix dirt spreads
https://github.com/FaceDeer/dfcaverns/issues/35
* adding achievements! Almost all untested yet.
* fix a few achievements glitches
* tweak some more achievements, add delay when achievements unlock other achievements
* fix farming achievements, fix spindlestem callbacks on place
* icons for farming achievements
* more achievement icons, fix ancient lantern achievement
* two more icons, update text
* add icons for upper cavern layers
* all achievements have icons now. Also add another sound to the magma sea ambience
* hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements
* ironically, Mineclone has an old version of awards that is incompatible with my trigger work.
* every award should now have a description and a difficulty.
* removing leftovers
* missing callbacks for farmables
* put growth restrictions on farmables so the achievement doesn't trigger inappropriately.
* enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool)
* get *all* the copper and iron containing nodes
* fix old awards mod's handling of grouped dig items
* Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool
* used the wrong drop method
* beef up explosions in MCL, make slade brick craftable from slade sand and lava
* better creative mode checks, fix crash when digging walls in MCL
* Update subterrane
* various bugfixes and tweaks
* whipping up a simple puzzle chest to give a clue about ancient numbering
The coding is done, but UI and a node mesh need to be done
* prepare for some art tomorrow
* chest node and sounds
* images for the combination dials
* add puzzle chests to the underworld buildings
* update translations
* oops, can't initialize the contents of puzzle chests every time or players get endless stuff
* add backgrounds to item slots in MCL
* wrap the existing function rather than copy and pasting it
* fix bucket dependency in cooking recipes
* add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
local S = minetest.get_translator ( minetest.get_current_modname ( ) )
-- misc
if df_dependencies.node_name_glass_bottle then
awards.register_achievement ( " dfcaverns_captured_ice_sprite " , {
title = S ( " Capture an Ice Sprite " ) ,
description = S ( " You've captured an ice sprite and placed it in a bottle. It dances and sparkles and sheds light through the frosted glass while making a faint tinkling sound. Pretty. " ) ,
icon = " dfcaverns_awards_backgroundx32.png^ice_sprites_bottle.png^dfcaverns_awards_foregroundx32.png " ,
difficulty = 2 ,
trigger = {
type = " craft " ,
item = " ice_sprites:ice_sprite_bottle " ,
target = 1 ,
} ,
} )
end
df_mapitems.on_veinstone_punched = function ( pos , node , puncher , pointed_thing )
awards.unlock ( puncher : get_player_name ( ) , " dfcaverns_punched_veinstone " )
end
awards.register_achievement ( " dfcaverns_punched_veinstone " , {
title = S ( " Punch Veinstone " ) ,
description = S ( " Punch a vein to hear the heartbeat of the stone. " ) ,
difficulty = 2 ,
icon = " dfcaverns_awards_backgroundx32.png^(( " .. df_dependencies.texture_stone .. " ^dfcaverns_veins.png)^[resize:32x32)^dfcaverns_awards_foregroundx32.png " ,
} )
if minetest.get_modpath ( " df_underworld_items " ) then
if minetest.get_modpath ( " hunter_statue " ) then
hunter_statue.player_punched = function ( node_name , pos , player )
if node_name ~= " df_underworld_items:hunter_statue " then return end
awards.unlock ( player : get_player_name ( ) , " dfcaverns_attacked_by_guardian_statue " )
end
awards.register_achievement ( " dfcaverns_attacked_by_guardian_statue " , {
title = S ( " Get Attacked by an Underworld Guardian " ) ,
difficulty = 2 ,
description = S ( " You've discovered something important about those mysterious slade statues in the Underworld. " ) ,
icon = " dfcaverns_awards_backgroundx32.png^dfcaverns_guardian_achievement.png^dfcaverns_awards_foregroundx32.png " ,
secret = true ,
} )
end
df_underworld_items.puzzle_seal_solved = function ( pos , player )
if player == nil then return end
awards.unlock ( player : get_player_name ( ) , " dfcaverns_solved_puzzle_seal " )
end
awards.register_achievement ( " dfcaverns_solved_puzzle_seal " , {
title = S ( " Solve a Puzzle Seal " ) ,
difficulty = 4 ,
description = S ( " Decipher the code of the ancients. Do you dare turn the key? " ) ,
icon = " dfcaverns_puzzle_seal_solvedx32.png^dfcaverns_awards_foregroundx32.png " ,
} )
df_underworld_items.slade_breacher_triggered = function ( pos , player )
awards.unlock ( player : get_player_name ( ) , " dfcaverns_triggered_slade_breacher " )
end
awards.register_achievement ( " dfcaverns_triggered_slade_breacher " , {
title = S ( " Trigger a Slade Breacher " ) ,
difficulty = 1 ,
description = S ( " Activating a puzzle seal has produced a breach in the slade foundations of the world. " ) ,
icon = " dfcaverns_puzzle_seal_activex32.png^dfcaverns_awards_foregroundx32.png " ,
secret = true ,
} )
df_underworld_items.ancient_lantern_fixed = function ( pos , player )
awards.unlock ( player : get_player_name ( ) , " dfcaverns_repaired_lantern " )
end
awards.register_achievement ( " dfcaverns_repaired_lantern " , {
title = S ( " Repair an Ancient Lantern " ) ,
difficulty = 2 ,
description = S ( " You may not be able to build new ones, but at least you can get the old ones shining brightly again. " ) ,
icon = " dfcaverns_awards_backgroundx32.png^((dfcaverns_slade_brick.png^( " .. df_dependencies.texture_meselamp .. " ^[mask:dfcaverns_lantern_mask.png))^[resize:32x32)^dfcaverns_awards_foregroundx32.png " ,
secret = true ,
} )
-- awards.register_achievement("dfcaverns_repaired_100_lanterns", {
-- title = S("Repair 100 Ancient Lanterns"),
-- description = S(""),
-- icon =,
-- })
end
2023-02-12 23:45:26 +01:00
if minetest.get_modpath ( " df_lorebooks " ) then
collectible_lore.register_on_collected ( function ( player_name , id , state , collected )
local count = 0
for id , val in pairs ( collected ) do
if val then count = count + 1 end
end
if count >= # ( collectible_lore.lorebooks ) then
awards.unlock ( player_name , " dfcaverns_all_lorebooks_found " )
end
end )
awards.register_achievement ( " dfcaverns_all_lorebooks_found " , {
title = S ( " Collect All Lore " ) ,
difficulty = 4 ,
description = S ( " You've searched the world top to bottom for cairns containing lore and your collection is now complete. " ) ,
icon = " dfcaverns_awards_backgroundx32.png^dfcaverns_awards_lore_cairnsx32.png^dfcaverns_awards_foregroundx32.png " ,
} )
end
Mineclone compatibility (#36)
* latest versions of mapgen_helper and subterrane
* initial work
* call it "minetest_game" compatibility instead of "default" compatibility
* Getting started on moving all default dependencies to a single root mod
* distilling out more dependencies
* fix some typos
* more default dependencies
* beds
* start getting some MCL equivalents set up
* mine gas dependencies
* reorganize
* add some mapgen stuff
* getting close to actually being able to run mineclone with this
* it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start.
* hide flowing pit plasma from creative inventory
* mineclone 5 settings
* Update subterrane
* get rid of meselamp dependency, bring in ancient lanterns from deep roads
* stair dependencies
* add mcl fences
* add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there.
* buckets of oil and syrup should work in mineclone now
* 'splosions!
* make hunters avoid repaired ancient lanterns
* mapgen torchspine wasn't having its timer set
* split mapgen compatibility code into its own file
* bypass dependency indirection for df_farming.
* apply threshold alpha to food items, they look better that way
* bypass dependency indirection for df_mapitems
* bypass dependency indirection for df_primordial_items
* bypass dependency indirection for df_trees
* bypass dependency indirection for df_underworld_items
* bypass dependency indirection for df_caverns
* fixing up the puzzle seal to work in both
* fix puzzle seal formspec for mcl
* create built-in substitutes for fireflies and bones mods for when those aren't available
* set up mcl dungeon loot for underworld warriors, port over some translations from default
* overlooked a debug
* add itemslot backgrounds for mcl
* added mineclone groups to all registered nodes. TODO: craftitems.
This was extremely tedious. Completely untested, aside from simply running the game.
* minor fixes to the built-in bones node
* eatable group for edibles
* clean up some TODOs
* adjust pit plasma abm conditions
* add df_ambience
* fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators
* make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles
* avoid an undeclared global check
* alas, cave pearls aren't set up right for attached_node_facedir.
* bunch of work on mineclone ores, moved main config into df_dependencies
* add a few more ores
* update depends in mod.conf
* add opaque group to light-sensitive dirt types
Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these.
* add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it
* bloodthorn also needs to be set opaque
* add sound to torchspines
* isolate Nethercap translation name to make it easier to swap out in Mineclone contexts
* ambience tweak
* fix dirt spreads
https://github.com/FaceDeer/dfcaverns/issues/35
* adding achievements! Almost all untested yet.
* fix a few achievements glitches
* tweak some more achievements, add delay when achievements unlock other achievements
* fix farming achievements, fix spindlestem callbacks on place
* icons for farming achievements
* more achievement icons, fix ancient lantern achievement
* two more icons, update text
* add icons for upper cavern layers
* all achievements have icons now. Also add another sound to the magma sea ambience
* hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements
* ironically, Mineclone has an old version of awards that is incompatible with my trigger work.
* every award should now have a description and a difficulty.
* removing leftovers
* missing callbacks for farmables
* put growth restrictions on farmables so the achievement doesn't trigger inappropriately.
* enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool)
* get *all* the copper and iron containing nodes
* fix old awards mod's handling of grouped dig items
* Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool
* used the wrong drop method
* beef up explosions in MCL, make slade brick craftable from slade sand and lava
* better creative mode checks, fix crash when digging walls in MCL
* Update subterrane
* various bugfixes and tweaks
* whipping up a simple puzzle chest to give a clue about ancient numbering
The coding is done, but UI and a node mesh need to be done
* prepare for some art tomorrow
* chest node and sounds
* images for the combination dials
* add puzzle chests to the underworld buildings
* update translations
* oops, can't initialize the contents of puzzle chests every time or players get endless stuff
* add backgrounds to item slots in MCL
* wrap the existing function rather than copy and pasting it
* fix bucket dependency in cooking recipes
* add _mcl_saturation to edibles
2022-08-29 07:48:44 +02:00
-- can't think of an easy way to detect these
--awards.register_achievement("dfcaverns_torch_detonated_mine_gas", {
-- title = S("Detonate Mine Gas"),
-- description = S(""),
-- icon =,
--})
--awards.register_achievement("dfcaverns_looted_underworld_bones", {
-- title = S("Loot Ancient Warrior Bones"),
-- description = S(""),
-- icon =,
--})
--
--awards.register_achievement("dfcaverns_looted_100_underworld_bones", {
-- title = S("Loot 100 Ancient Warrior Bones"),
-- description = S(""),
-- icon =,
--})