dfcaverns/df_farming/sweet_pod.lua

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local S = df_farming.S
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local sweet_pod_grow_time = df_farming.config.plant_growth_time * df_farming.config.sweet_pod_delay_multiplier / 6
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local register_sweet_pod = function(number)
local name = "df_farming:sweet_pod_"..tostring(number)
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local def = {
description = S("Sweet Pod"),
_doc_items_longdesc = df_farming.doc.sweet_pod_desc,
_doc_items_usagehelp = df_farming.doc.sweet_pod_usage,
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drawtype = "plantlike",
tiles = {"dfcaverns_sweet_pod_"..tostring(number)..".png"},
inventory_image = "dfcaverns_sweet_pod_"..tostring(number)..".png",
paramtype = "light",
walkable = false,
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
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is_ground_content = false,
buildable_to = true,
floodable = true,
groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, light_sensitive_fungus = 11},
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sounds = default.node_sound_leaves_defaults(),
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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selection_box = {
type = "fixed",
fixed = {
{-8/16, -8/16, -8/16, 8/16, -8/16 + (16/6)*number/16, 8/16},
},
},
on_timer = function(pos, elapsed)
df_farming.grow_underground_plant(pos, name, elapsed)
end,
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drop = {
max_items = 2,
items = {
{
items = {'df_farming:sweet_pod_seed 2', 'df_farming:sweet_pods 2'},
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rarity = 7-number,
},
{
items = {'df_farming:sweet_pod_seed', 'df_farming:sweet_pods'},
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rarity = 7-number,
},
{
items = {'df_farming:sweet_pod_seed'},
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rarity = 7-number,
},
},
},
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}
if number < 6 then
def._dfcaverns_next_stage = "df_farming:sweet_pod_"..tostring(number+1)
def._dfcaverns_next_stage_time = sweet_pod_grow_time
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end
minetest.register_node(name, def)
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end
for i = 1,6 do
register_sweet_pod(i)
end
local place_list = {
minetest.get_content_id("df_farming:sweet_pod_1"),
minetest.get_content_id("df_farming:sweet_pod_2"),
minetest.get_content_id("df_farming:sweet_pod_3"),
minetest.get_content_id("df_farming:sweet_pod_4"),
minetest.get_content_id("df_farming:sweet_pod_5"),
minetest.get_content_id("df_farming:sweet_pod_6"),
}
-- doesn't set the timer running, so plants placed by this method won't grow
df_farming.spawn_sweet_pod_vm = function(vi, area, data, param2_data)
data[vi] = place_list[math.random(1,8)]
param2_data[vi] = 0
end
df_farming.register_seed(
"sweet_pod_seed",
S("Sweet Pod Spores"),
"dfcaverns_sweet_pod_seed.png",
"df_farming:sweet_pod_1",
sweet_pod_grow_time,
df_farming.doc.sweet_pod_desc,
df_farming.doc.sweet_pod_usage)
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minetest.register_craftitem("df_farming:sweet_pods", {
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description = S("Sweet Pods"),
_doc_items_longdesc = df_farming.doc.sweet_pod_desc,
_doc_items_usagehelp = df_farming.doc.sweet_pod_usage,
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inventory_image = "dfcaverns_sweet_pods.png",
stack_max = 99,
})
minetest.register_craft({
type = "fuel",
recipe = "df_farming:sweet_pods",
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burntime = 4
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})
---------------------------------------------
-- Sugar
minetest.register_craftitem("df_farming:sugar", {
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description = S("Sweet Pod Sugar"),
_doc_items_longdesc = df_farming.doc.sweet_pod_sugar_desc,
_doc_items_usagehelp = df_farming.doc.sweet_pod_sugar_usage,
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inventory_image = "dfcaverns_sugar.png",
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groups = {dfcaverns_cookable = 1},
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})
local recipe_registered = false
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if minetest.get_modpath("cottages") then
cottages.handmill_product["df_farming:sweet_pods"] = "df_farming:sugar";
recipe_registered = true
end
if minetest.registered_items["farming:mortar_pestle"] ~= nil then
minetest.register_craft({
type = "shapeless",
output = "df_farming:sugar",
recipe = {
"df_farming:sweet_pods", "farming:mortar_pestle"
},
replacements = {{"group:food_mortar_pestle", "farming:mortar_pestle"}},
})
recipe_registered = true
end
if not recipe_registered then
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minetest.register_craft({
type = "cooking",
cooktime = 3,
output = "df_farming:sugar",
recipe = "df_farming:sweet_pods",
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})
end
----------------------------------------------
-- Syrup
if minetest.get_modpath("bucket") then
minetest.register_node("df_farming:dwarven_syrup_source", {
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description = S("Dwarven Syrup Source"),
_doc_items_longdesc = df_farming.doc.sweet_pod_syrup_desc,
_doc_items_usagehelp = df_farming.doc.sweet_pod_syrup_usage,
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drawtype = "liquid",
tiles = {
{
name = "dfcaverns_dwarven_syrup_source_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
},
},
special_tiles = {
{
name = "dfcaverns_dwarven_syrup_source_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
backface_culling = false,
},
},
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alpha = 204,
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paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "source",
liquid_alternative_flowing = "df_farming:dwarven_syrup_flowing",
liquid_alternative_source = "df_farming:dwarven_syrup_source",
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liquid_viscosity = 7,
liquid_renewable = false,
liquid_range = 2,
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post_effect_color = {a = 204, r = 179, g = 131, b = 88},
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groups = {liquid = 3, flammable = 2},
sounds = default.node_sound_water_defaults(),
})
minetest.register_node("df_farming:dwarven_syrup_flowing", {
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description = S("Flowing Dwarven Syrup"),
_doc_items_longdesc = df_farming.doc.sweet_pod_syrup_desc,
_doc_items_usagehelp = df_farming.doc.sweet_pod_syrup_usage,
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drawtype = "flowingliquid",
tiles = {"dfcaverns_dwarven_syrup.png"},
special_tiles = {
{
name = "dfcaverns_dwarven_syrup_flowing_animated.png",
backface_culling = false,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
},
{
name = "dfcaverns_dwarven_syrup_flowing_animated.png",
backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
},
},
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alpha = 204,
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paramtype = "light",
paramtype2 = "flowingliquid",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "flowing",
liquid_alternative_flowing = "df_farming:dwarven_syrup_flowing",
liquid_alternative_source = "df_farming:dwarven_syrup_source",
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liquid_viscosity = 7,
liquid_renewable = false,
liquid_range = 2,
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post_effect_color = {a = 204, r = 179, g = 131, b = 88},
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groups = {liquid = 3, flammable = 2, not_in_creative_inventory = 1},
sounds = default.node_sound_water_defaults(),
})
bucket.register_liquid(
"df_farming:dwarven_syrup_source",
"df_farming:dwarven_syrup_flowing",
"df_farming:dwarven_syrup_bucket",
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"dfcaverns_bucket_dwarven_syrup.png",
S("Dwarven Syrup Bucket")
)
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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if minetest.get_modpath("crafting") then
simplecrafting_lib.register("furnace", {
input = {
["bucket:bucket_empty"] = 1,
["df_farming:sugar"] = 3,
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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["simplecrafting_lib:heat"] = 5,
},
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
2019-08-19 05:20:07 +02:00
output = "df_farming:dwarven_syrup_bucket",
})
else
minetest.register_craft({
type = "shapeless",
output = "df_farming:dwarven_syrup_bucket",
recipe = {"bucket:bucket_empty", "df_farming:sugar", "df_farming:sugar", "df_farming:sugar"},
})
end
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if minetest.get_modpath("dynamic_liquid") then
dynamic_liquid.liquid_abm("df_farming:dwarven_syrup_source", "df_farming:dwarven_syrup_flowing", 5)
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end
end