dfcaverns/df_trees/fungiwood.lua

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--------------------------------------------------
-- Fungiwood
-- fine grain
-- Max trunk height 8
-- depth 1-2
local S = df_trees.S
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minetest.register_node("df_trees:fungiwood", {
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description = S("Fungiwood Stem"),
_doc_items_longdesc = df_trees.doc.fungiwood_desc,
_doc_items_usagehelp = df_trees.doc.fungiwood_usage,
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tiles = {"dfcaverns_fungiwood.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 3, oddly_breakable_by_hand = 1, flammable = 3},
sounds = df_trees.sounds.wood,
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on_place = minetest.rotate_node
})
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--Wood
minetest.register_craft({
output = 'df_trees:fungiwood_wood 4',
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recipe = {
{'df_trees:fungiwood'},
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}
})
minetest.register_node("df_trees:fungiwood_wood", {
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description = S("Fungiwood Planks"),
_doc_items_longdesc = df_trees.doc.fungiwood_desc,
_doc_items_usagehelp = df_trees.doc.fungiwood_usage,
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paramtype2 = "facedir",
place_param2 = 0,
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tiles = {"dfcaverns_fungiwood_wood.png"},
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is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
sounds = df_trees.sounds.wood,
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})
df_trees.register_all_stairs("fungiwood_wood")
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minetest.register_craft({
type = "fuel",
recipe = "df_trees:fungiwood_wood",
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burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:fungiwood",
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burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:fungiwood_shelf",
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burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:fungiwood_sapling",
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burntime = 2,
})
minetest.register_node("df_trees:fungiwood_shelf",{
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description = S("Fungiwood Shelf"),
_doc_items_longdesc = df_trees.doc.fungiwood_desc,
_doc_items_usagehelp = df_trees.doc.fungiwood_usage,
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tiles = {"dfcaverns_fungiwood.png", "dfcaverns_fungiwood_shelf_underside.png", "dfcaverns_fungiwood.png"},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5}, -- NodeBox1
{-0.5, 0.3125, -0.0625, 0.5, 0.375, 0.0625}, -- NodeBox2
{-0.0625, 0.3125, -0.5, 0.0625, 0.375, 0.5}, -- NodeBox3
}
},
is_ground_content = false,
groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
drop = {
max_items = 1,
items = {
{items = {"df_trees:fungiwood_sapling"}, rarity = 10},
{items = {"df_trees:fungiwood_shelf"}}
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}
},
sounds = df_trees.sounds.leaves,
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after_place_node = df_trees.after_place_leaves,
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})
df_trees.register_leafdecay({
trunks = {"df_trees:fungiwood"},
leaves = {"df_trees:fungiwood_shelf"},
radius = 5,
})
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minetest.register_node("df_trees:fungiwood_sapling", {
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description = S("Fungiwood Spawn"),
_doc_items_longdesc = df_trees.doc.fungiwood_desc,
_doc_items_usagehelp = df_trees.doc.fungiwood_usage,
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drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"dfcaverns_fungiwood_sapling.png"},
inventory_image = "dfcaverns_fungiwood_sapling.png",
wield_image = "dfcaverns_fungiwood_sapling.png",
paramtype = "light",
sunlight_propagates = true,
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
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is_ground_content = false,
floodable = true,
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selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1, light_sensitive_fungus = 11},
sounds = df_trees.sounds.leaves,
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on_construct = function(pos)
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
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if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name, "soil") == 0 then
return
Small stuff (#8) * cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet. * add the wandering "gas wisp" to light up some of the gas-filled caverns * make wisps rarely spawned by gas explosions * revamp spindlestems into a sort of mineral detector, add glowing extract bottles * optimize pngs * add gas wisps to mapgen * add spindlestems to cavern level 1, most level 1 warrens are now lit up * update internal names, adjust mineral detection range * add cave pearls to some level 2 warrens and tunnels * switch experimental simplecrafting_lib support to crafting mod * Pearls don't grow on falling nodes * put spindlestems with goblin caps, make them always grow red when near those * bunch of documentation * add castle coral to replace cave coral, which has been repurposed into column decoration * documentation for cave coral, update some locale text * add a recipe for cooking oil into paraffin * add old bones to the underworld * MIT license for bones_loot * also cook black cap gills into paraffin, they're oily * add salt crystals to the bloodthorn caverns, illuminating the floor * documentation for salt crystals * auto-generate minetestmapper colors. need to update the spindlestem colours manually * add spindlestem to fungiwood caverns too, and increase warren coverage * in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting. * add a bit of displacement to the underside of the slade layer * Unique images and names for cooking recipes. * revamp bones loot * add softer footsteps for some fungus types * update mapgen_helper * update cave coral screenshot * mention glowing salts in bloodthorn caverns
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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
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minetest.get_node_timer(pos):start(math.random(
df_trees.config.fungiwood_delay_multiplier*df_trees.config.tree_min_growth_delay,
df_trees.config.fungiwood_delay_multiplier*df_trees.config.tree_max_growth_delay))
end,
on_destruct = function(pos)
minetest.get_node_timer(pos):stop()
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end,
on_timer = function(pos)
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
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if df_farming and df_farming.kill_if_sunlit(pos) then
return
end
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minetest.set_node(pos, {name="air"})
df_trees.spawn_fungiwood(pos)
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end,
})
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_fungiwood = minetest.get_content_id("df_trees:fungiwood")
local c_fungiwood_shelf = minetest.get_content_id("df_trees:fungiwood_shelf")
function df_trees.spawn_fungiwood(pos)
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local x, y, z = pos.x, pos.y, pos.z
local height = math.random(6, 10)
local maxy = y + height -- Trunk top
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local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map(
{x = x - 3, y = y, z = z - 3},
{x = x + 3, y = maxy, z = z + 3}
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)
local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
df_trees.spawn_fungiwood_vm(area:indexp(pos), area, data, height)
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end
df_trees.spawn_fungiwood_vm = function(vi, area, data, height)
if height == nil then height = math.random(6, 10) end
local pos = area:position(vi)
local x = pos.x
local y = pos.y
local z = pos.z
local maxy = y + height -- Trunk top
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-- Upper branches layer
local dev = 3
for yy = maxy - 2, maxy do
for zz = z - dev, z + dev do
local vi = area:index(x - dev, yy, zz)
local via = area:index(x - dev, yy + 1, zz)
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for xx = x - dev, x + dev do
if math.random() < 0.95 - dev * 0.05 then
local node_id = data[vi]
if node_id == c_air or node_id == c_ignore then
data[vi] = c_fungiwood_shelf
end
end
vi = vi + 1
via = via + 1
end
end
dev = dev - 1
end
-- Lower branches layer
local my = 0
for i = 1, 20 do -- Random 2x2 squares of shelf
local xi = x + math.random(-3, 2)
local yy = maxy + math.random(-6, -5)
local zi = z + math.random(-3, 2)
if yy > my then
my = yy
end
for zz = zi, zi+1 do
local vi = area:index(xi, yy, zz)
local via = area:index(xi, yy + 1, zz)
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for xx = xi, xi + 1 do
local node_id = data[vi]
if node_id == c_air or node_id == c_ignore then
data[vi] = c_fungiwood_shelf
end
vi = vi + 1
via = via + 1
end
end
end
-- Trunk
for yy = y, maxy do
local vi = area:index(x, yy, z)
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local node_id = data[vi]
if node_id == c_air or node_id == c_ignore or
node_id == c_fungiwood_shelf then
data[vi] = c_fungiwood
end
end
end