dfcaverns/df_primordial_items/giant_mycelium.lua

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Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
-- This file defines a type of root-like growth that spreads over the surface of the ground in a random web-like pattern
Squashed commit of the following: commit 0a61781b99ec16166ba66f8cb19cd679c8a04f03 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 14:50:07 2022 -0600 add an additional check to ensure old timers don't cause inappropriate growth commit 1d7b6010c36119e2a183478833e5e44759caeaca Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:21:29 2022 -0600 stop timers when seeds are picked up commit c8fa25ccd79b775d98e32db2a6937f27e1d1ed2c Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:05:24 2022 -0600 fix replacements for dwarven syrup taffy recipe commit 4de45bb6d728b0696a1e968744b06191e9283c14 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:48 2022 -0600 account for some additional mod dependencies commit 83ea06bbaa709daab22ff934e901ef0e9dc85767 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:14 2022 -0600 update cooking recipes to be more specific. commit 302da3ec5155c5be1a29e781cd90b7e84274f831 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 29 17:12:59 2022 -0600 add location logging for debugging purposes commit 11667e184ebeb9f9d43666b3ccbc1bc71d0bcc70 Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:54:21 2022 -0600 add checks for submods being present the df_trees and df_farming checks are likely redundant, but if primordial layers are disabled someone might not have df_primordial_items installed. commit 5906308d87e48841a46855e023201ea6d8e6159c Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:49:23 2022 -0600 add config settings for biome restrictions, vastly reduce copy and paste in code commit e52820c2822baf71e4647cf3181b247eac9703aa Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 20:45:26 2022 -0600 add initial stab at growing conditions - biome restrictions for trees commit 7b99556df9c8f95f5311b9822eb6210ac3038d34 Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 12:08:41 2022 -0600 adding biome API. Not yet tested. commit bf82b3b3fed9bd62b280cb549d972a924f514208 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 21:22:37 2022 -0600 added stubs for growth permission for farming plants commit 46765df3ef01cf031cbe5074d781792a8218e1a8 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 18:36:45 2022 -0600 initial work for restricted plant growth. split out growth conditions for trees, and reworked torchspine to not use ABMs while I was at it.
2022-08-01 22:55:46 +02:00
local S = minetest.get_translator(minetest.get_current_modname())
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
-- hub_thickness -- the bit in the middle that's seen at the ends and corners of long hypha runs
-- connector_thickness
local get_node_box = function(hub_thickness, connector_thickness)
return {
type = "connected",
fixed = {-hub_thickness,-hub_thickness,-hub_thickness,hub_thickness,hub_thickness,hub_thickness},
connect_top = {-connector_thickness, 0, -connector_thickness, connector_thickness, 0.5, connector_thickness},
connect_bottom = {-connector_thickness, -0.5, -connector_thickness, connector_thickness, 0, connector_thickness},
connect_back = {-connector_thickness, -connector_thickness, 0, connector_thickness, connector_thickness, 0.5},
connect_right = {0, -connector_thickness, -connector_thickness, 0.5, connector_thickness, connector_thickness},
connect_front = {-connector_thickness, -connector_thickness, -0.5, connector_thickness, connector_thickness, 0},
connect_left = {-0.5, -connector_thickness, -connector_thickness, 0, connector_thickness, connector_thickness},
disconnected = {-connector_thickness, -connector_thickness, -connector_thickness, connector_thickness, connector_thickness, connector_thickness},
}
end
minetest.register_node("df_primordial_items:giant_hypha_root", {
description = S("Rooted Giant Hypha"),
_doc_items_longdesc = df_primordial_items.doc.giant_hyphae_desc,
_doc_items_usagehelp = df_primordial_items.doc.giant_hyphae_usage,
tiles = {
{name="dfcaverns_mush_giant_hypha.png"},
},
connects_to = {"group:soil", "group:hypha"},
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
drawtype = "nodebox",
node_box = get_node_box(0.1875, 0.25),
collision_box = get_node_box(0.125, 0.1875),
paramtype = "light",
light_source = 2,
is_ground_content = false,
climbable = true,
groups = {oddly_breakable_by_hand = 1, choppy = 2, hypha = 1},
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
drop = {
max_items = 1,
items = {
{
items = {"df_primordial_items:mycelial_fibers","df_primordial_items:giant_hypha_apical_meristem"},
rarity = 100,
},
{
items = {"df_primordial_items:mycelial_fibers"},
},
},
},
_mcl_blast_resistance = 2,
_mcl_hardness = 2,
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
})
minetest.register_node("df_primordial_items:giant_hypha", {
description = S("Giant Hypha"),
_doc_items_longdesc = df_primordial_items.doc.giant_hyphae_desc,
_doc_items_usagehelp = df_primordial_items.doc.giant_hyphae_usage,
tiles = {
{name="dfcaverns_mush_giant_hypha.png"},
},
connects_to = {"group:hypha"},
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
drawtype = "nodebox",
node_box = get_node_box(0.1875, 0.25),
collision_box = get_node_box(0.125, 0.1875),
paramtype = "light",
light_source = 2,
is_ground_content = false,
climbable = true,
groups = {oddly_breakable_by_hand = 1, choppy = 2, hypha = 1},
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
drop = {
max_items = 1,
items = {
{
items = {"df_primordial_items:mycelial_fibers","df_primordial_items:giant_hypha_apical_meristem"},
rarity = 100,
},
{
items = {"df_primordial_items:mycelial_fibers"},
},
},
},
_mcl_blast_resistance = 2,
_mcl_hardness = 2,
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
})
minetest.register_craftitem("df_primordial_items:mycelial_fibers", {
description = S("Giant Mycelial Fibers"),
_doc_items_longdesc = df_primordial_items.doc.mycelial_fibers_desc,
_doc_items_usagehelp = df_primordial_items.doc.mycelial_fibers_usage,
groups = {wool = 1},
inventory_image = "dfcaverns_mush_mycelial_fibers.png",
})
minetest.register_craftitem("df_primordial_items:mycelial_thread", {
description = S("Mycelial thread"),
_doc_items_longdesc = df_primordial_items.doc.mycelial_thread_desc,
_doc_items_usagehelp = df_primordial_items.doc.mycelial_thread_usage,
inventory_image = "dfcaverns_pig_tail_thread.png",
groups = {flammable = 1, thread = 1},
})
minetest.register_craft({
output = "df_primordial_items:mycelial_thread 4",
type = "shapeless",
recipe = { "df_primordial_items:mycelial_fibers"},
})
-- Check each of the six cardinal directions to see if it's buildable-to,
-- if it has an adjacent "soil" node (or if it's going out over the corner of an adjacent soil node),
-- and does *not* have an adjacent hypha already.
-- By growing with these conditions hyphae will hug the ground and will not immediately loop back on themselves
-- (though they can run into other pre-existing growths, forming larger loops - which is fine, large loops are nice)
local ystride = 3
local zstride = 9
local get_item_group = minetest.get_item_group
local get_node = minetest.get_node
local registered_nodes = minetest.registered_nodes
local math_random = math.random
local find_mycelium_growth_targets = function(pos)
local nodes = {}
local pos_x = pos.x
local pos_y = pos.y
local pos_z = pos.z
for x = -1, 1 do
for y = -1, 1 do
for z = -1, 1 do
if not (x == y and y == z) then -- we don't care about the diagonals or the center node
local node = get_node({x=pos_x+x, y=pos_y+y, z=pos_z+z})
local node_name = node.name
if node_name == "ignore" then
-- Pause growth! We're at the edge of the known world.
return nil
end
if get_item_group(node_name, "soil") > 0 or
get_item_group(node_name, "stone") > 0 and math_random() < 0.5 then -- let hyphae explore out over stone
nodes[x + y*ystride + z*zstride] = "soil"
elseif get_item_group(node_name, "hypha") > 0 then
nodes[x + y*ystride + z*zstride] = "hypha"
elseif registered_nodes[node_name] and registered_nodes[node_name].buildable_to then
nodes[x + y*ystride + z*zstride] = "buildable"
end
end
end
end
end
--TODO there's probably some clever way to turn this into a subroutine, but I'm tired right now and
--copy and pasting is easy and nobody's going to decide whether to hire or fire me based on this
--particular snippet of code so what the hell. I'll fix it later when that clever way comes to me.
local valid_targets = {}
if nodes[-1] == "buildable" and
-- test for soil to directly support new growth
(nodes[-1 -ystride] == "soil" or
nodes[-1 +ystride] == "soil" or
nodes[-1 -zstride] == "soil" or
nodes[-1 +zstride] == "soil" or
-- test for soil "around the corner" to allow for growth over an edge
nodes[-ystride] == "soil" or
nodes[ystride] == "soil" or
nodes[-zstride] == "soil" or
nodes[zstride] == "soil")
and not -- no adjacent hypha
(nodes[-1 -ystride] == "hypha" or
nodes[-1 +ystride] == "hypha" or
nodes[-1 -zstride] == "hypha" or
nodes[-1 +zstride] == "hypha")
then
table.insert(valid_targets, {x=pos_x-1, y=pos_y, z=pos_z})
end
if nodes[1] == "buildable" and
-- test for soil to directly support new growth
(nodes[1 -ystride] == "soil" or
nodes[1 +ystride] == "soil" or
nodes[1 -zstride] == "soil" or
nodes[1 +zstride] == "soil" or
-- test for soil "around the corner" to allow for growth over an edge
nodes[-ystride] == "soil" or
nodes[ystride] == "soil" or
nodes[-zstride] == "soil" or
nodes[zstride] == "soil")
and not -- no adjacent hypha
(nodes[1 -ystride] == "hypha" or
nodes[1 +ystride] == "hypha" or
nodes[1 -zstride] == "hypha" or
nodes[1 +zstride] == "hypha")
then
table.insert(valid_targets, {x=pos_x+1, y=pos_y, z=pos_z})
end
if nodes[-ystride] == "buildable" and
-- test for soil to directly support new growth
(nodes[-1 -ystride] == "soil" or
nodes[1 -ystride] == "soil" or
nodes[-ystride -zstride] == "soil" or
nodes[-ystride +zstride] == "soil" or
-- test for soil "around the corner" to allow for growth over an edge
nodes[-1] == "soil" or
nodes[1] == "soil" or
nodes[-zstride] == "soil" or
nodes[zstride] == "soil")
and not -- no adjacent hypha
(nodes[-1 -ystride] == "hypha" or
nodes[1 -ystride] == "hypha" or
nodes[-ystride -zstride] == "hypha" or
nodes[-ystride +zstride] == "hypha")
then
table.insert(valid_targets, {x=pos_x, y=pos_y-1, z=pos_z})
end
if nodes[ystride] == "buildable" and
-- test for soil to directly support new growth
(nodes[-1 +ystride] == "soil" or
nodes[1 +ystride] == "soil" or
nodes[ystride -zstride] == "soil" or
nodes[ystride +zstride] == "soil" or
-- test for soil "around the corner" to allow for growth over an edge
nodes[-1] == "soil" or
nodes[1] == "soil" or
nodes[-zstride] == "soil" or
nodes[zstride] == "soil")
and not -- no adjacent hypha
(nodes[-1] == "hypha" or
nodes[1 + ystride] == "hypha" or
nodes[ystride -zstride] == "hypha" or
nodes[ystride +zstride] == "hypha")
then
table.insert(valid_targets, {x=pos_x, y=pos_y+1, z=pos_z})
end
if nodes[-zstride] == "buildable" and
-- test for soil to directly support new growth
(nodes[-1 -zstride] == "soil" or
nodes[1 -zstride] == "soil" or
nodes[-ystride -zstride] == "soil" or
nodes[ystride -zstride] == "soil" or
-- test for soil "around the corner" to allow for growth over an edge
nodes[-1] == "soil" or
nodes[1] == "soil" or
nodes[-ystride] == "soil" or
nodes[ystride] == "soil")
and not -- no adjacent hypha
(nodes[-1 -zstride] == "hypha" or
nodes[1 -zstride] == "hypha" or
nodes[-ystride -zstride] == "hypha" or
nodes[ystride -zstride] == "hypha")
then
table.insert(valid_targets, {x=pos_x, y=pos_y, z=pos_z-1})
end
if nodes[zstride] == "buildable" and
-- test for soil to directly support new growth
(nodes[-1 +zstride] == "soil" or
nodes[1 +zstride] == "soil" or
nodes[-ystride +zstride] == "soil" or
nodes[ystride +zstride] == "soil" or
-- test for soil "around the corner" to allow for growth over an edge
nodes[-1] == "soil" or
nodes[1] == "soil" or
nodes[-ystride] == "soil" or
nodes[ystride] == "soil")
and not -- no adjacent hypha
(nodes[-1 +zstride] == "hypha" or
nodes[1 +zstride] == "hypha" or
nodes[-ystride + zstride] == "hypha" or
nodes[ystride +zstride] == "hypha")
then
table.insert(valid_targets, {x=pos_x, y=pos_y, z=pos_z+1})
end
return valid_targets
end
local grow_mycelium = function(pos, meristem_name)
local new_meristems = {}
-- Can we grow? If so, pick a random direction and add a new meristem there
local targets = find_mycelium_growth_targets(pos)
if targets == nil then
return nil -- We hit the edge of the known world, pause!
end
local target_count = #targets
if target_count > 0 then
local target = targets[math.random(1,target_count)]
minetest.set_node(target, {name=meristem_name})
table.insert(new_meristems, target)
else
--nowhere to grow, turn into a rooted hypha and we're done
minetest.set_node(pos, {name="df_primordial_items:giant_hypha_root"})
return new_meristems
end
if math.random() < 0.06 then -- Note: hypha growth pattern is very sensitive to this branching factor. Higher than about 0.06 will blanket the landscape with fungus.
-- Split - try again from here next time
table.insert(new_meristems, pos)
-- Otherwise, just turn into a hypha and we're done
elseif math.random() < 0.333 then
minetest.set_node(pos, {name="df_primordial_items:giant_hypha_root"})
else
minetest.set_node(pos, {name="df_primordial_items:giant_hypha"})
end
return new_meristems
end
local min_growth_delay = tonumber(minetest.settings:get("dfcaverns_mycelium_min_growth_delay")) or 240
local max_growth_delay = tonumber(minetest.settings:get("dfcaverns_mycelium_max_growth_delay")) or 400
local avg_growth_delay = (min_growth_delay + max_growth_delay) / 2
minetest.register_node("df_primordial_items:giant_hypha_apical_meristem", {
description = S("Giant Hypha Apical Meristem"),
tiles = {
{name="dfcaverns_mush_giant_hypha.png^[brighten"},
},
connects_to = {"group:hypha"},
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
drawtype = "nodebox",
light_source = 6,
node_box = get_node_box(0.25, 0.375),
paramtype = "light",
is_ground_content = false,
groups = {oddly_breakable_by_hand = 1, choppy = 2, hypha = 1, light_sensitive_fungus = 13},
_dfcaverns_dead_node = "df_primordial_items:giant_hypha_root",
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
_mcl_blast_resistance = 2,
_mcl_hardness = 2,
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
on_construct = function(pos)
Squashed commit of the following: commit 0a61781b99ec16166ba66f8cb19cd679c8a04f03 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 14:50:07 2022 -0600 add an additional check to ensure old timers don't cause inappropriate growth commit 1d7b6010c36119e2a183478833e5e44759caeaca Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:21:29 2022 -0600 stop timers when seeds are picked up commit c8fa25ccd79b775d98e32db2a6937f27e1d1ed2c Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:05:24 2022 -0600 fix replacements for dwarven syrup taffy recipe commit 4de45bb6d728b0696a1e968744b06191e9283c14 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:48 2022 -0600 account for some additional mod dependencies commit 83ea06bbaa709daab22ff934e901ef0e9dc85767 Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:14 2022 -0600 update cooking recipes to be more specific. commit 302da3ec5155c5be1a29e781cd90b7e84274f831 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 29 17:12:59 2022 -0600 add location logging for debugging purposes commit 11667e184ebeb9f9d43666b3ccbc1bc71d0bcc70 Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:54:21 2022 -0600 add checks for submods being present the df_trees and df_farming checks are likely redundant, but if primordial layers are disabled someone might not have df_primordial_items installed. commit 5906308d87e48841a46855e023201ea6d8e6159c Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:49:23 2022 -0600 add config settings for biome restrictions, vastly reduce copy and paste in code commit e52820c2822baf71e4647cf3181b247eac9703aa Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 20:45:26 2022 -0600 add initial stab at growing conditions - biome restrictions for trees commit 7b99556df9c8f95f5311b9822eb6210ac3038d34 Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 12:08:41 2022 -0600 adding biome API. Not yet tested. commit bf82b3b3fed9bd62b280cb549d972a924f514208 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 21:22:37 2022 -0600 added stubs for growth permission for farming plants commit 46765df3ef01cf031cbe5074d781792a8218e1a8 Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 18:36:45 2022 -0600 initial work for restricted plant growth. split out growth conditions for trees, and reworked torchspine to not use ABMs while I was at it.
2022-08-01 22:55:46 +02:00
if df_primordial_items.giant_mycelium_growth_permitted(pos) then
minetest.get_node_timer(pos):start(math.random(min_growth_delay, max_growth_delay))
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
end,
on_destruct = function(pos)
minetest.get_node_timer(pos):stop()
end,
on_timer = function(pos, elapsed)
if df_farming and df_farming.kill_if_sunlit(pos) then
return
end
if elapsed > max_growth_delay then
-- We've been unloaded for a while, need to do multiple growth iterations.
local iterations = math.floor(elapsed / avg_growth_delay) -- the number of iterations we've missed
local stack = {pos} -- initialize with the current location
for i = 1, iterations do
local new_stack = {} -- populate this with new node output.
for _, stackpos in ipairs(stack) do -- for each currently growing location
local ret = grow_mycelium(stackpos, "df_primordial_items:giant_hypha_apical_meristem")
if ret == nil then
-- We hit the edge of the known world, stop and retry later
minetest.get_node_timer(stackpos):start(math.random(min_growth_delay,max_growth_delay))
else
for _, retpos in ipairs(ret) do
-- put the new locations into new_stack
table.insert(new_stack, retpos)
end
end
end
stack = new_stack -- replace the old stack with the new
end
for _, donepos in ipairs(stack) do
-- After all the iterations are done, if there's any leftover growing positions set a timer for each of them
minetest.get_node_timer(donepos):start(math.random(min_growth_delay,max_growth_delay))
end
else
-- just do one iteration.
local new_meristems = grow_mycelium(pos, "df_primordial_items:giant_hypha_apical_meristem")
if new_meristems == nil then
-- We hit the end of the known world, try again later. Unlikely in this case, but theoretically possible I guess.
minetest.get_node_timer(pos):start(math.random(min_growth_delay,max_growth_delay))
else
for _, newpos in ipairs(new_meristems) do
minetest.get_node_timer(newpos):start(math.random(min_growth_delay,max_growth_delay))
end
end
end
end,
})
-- this version grows instantly, it is meant for mapgen usage.
local grow_mycelium_immediately = function(pos)
local stack = {pos}
while #stack > 0 do
local pos = table.remove(stack)
if not (df_farming and df_farming.kill_if_sunlit(pos)) then
local new_poses = grow_mycelium(pos, "df_primordial_items:giant_hypha_apical_mapgen")
if new_poses then
for _, new_pos in ipairs(new_poses) do
table.insert(stack, new_pos)
end
else
-- if we hit the end of the world, just stop. There'll be a mapgen meristem left here, re-trigger it.
minetest.get_node_timer(pos):start(math.random(10,60))
end
end
end
end
minetest.register_node("df_primordial_items:giant_hypha_apical_mapgen", {
description = S("Giant Hypha Apical Meristem"),
tiles = {
{name="dfcaverns_mush_giant_hypha.png^[brighten"},
},
connects_to = {"group:hypha"},
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
drawtype = "nodebox",
_dfcaverns_dead_node = "df_primordial_items:giant_hypha_root",
light_source = 6,
node_box = get_node_box(0.25, 0.375),
paramtype = "light",
is_ground_content = false,
groups = {oddly_breakable_by_hand = 1, choppy = 2, hypha = 1, not_in_creative_inventory = 1, light_sensitive_fungus = 13},
_mcl_blast_resistance = 2,
_mcl_hardness = 2,
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
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
on_timer = function(pos, elapsed)
grow_mycelium_immediately(pos)
end,
on_construct = function(pos)
minetest.get_node_timer(pos):start(1)
end,
on_destruct = function(pos)
minetest.get_node_timer(pos):stop()
end,
})
2022-07-16 02:57:01 +02:00
-- Just in case mapgen fails to trigger the timer on a mapgen mycelium this LBM will clean up.
minetest.register_lbm({
label = "ensure mapgen mycelium has a timer running",
name = "df_primordial_items:ensure_mapgen_mycelium_timer",
nodenames = {"df_primordial_items:giant_hypha_apical_mapgen"},
run_at_every_load = true,
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
local timer = minetest.get_node_timer(pos)
if not timer:is_started() then
timer:start(math.random(1,10))
end
end,
})