dfcaverns/df_mapitems/crystals_ruby.lua

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local S = df_mapitems.S
2018-05-18 09:43:56 +02:00
minetest.register_node("df_mapitems:glow_ruby_ore", {
description = S("Red Crystal Vein"),
_doc_items_longdesc = df_mapitems.doc.glow_ruby_ore_desc,
_doc_items_usagehelp = df_mapitems.doc.glow_ruby_ore_usage,
tiles = {"dfcaverns_glow_ruby_ore.png"},
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
groups = {cracky=2},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_node("df_mapitems:big_crystal", {
description = S("Giant Red Crystal"),
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
drawtype = "mesh",
mesh = "hex_crystal_big.obj",
tiles = {
"dfcaverns_glow_ruby4x.png",
"dfcaverns_glow_ruby.png",
},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
sunlight_propagates = true,
light_source = 12,
groups = {cracky=2, dfcaverns_big_crystal = 1},
sounds = default.node_sound_glass_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 3, 0.5},
},
collision_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 3, 0.5},
},
})
minetest.register_node("df_mapitems:med_crystal", {
description = S("Big Red Crystal"),
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
drawtype = "mesh",
mesh = "hex_crystal_med.obj",
tiles = {
"dfcaverns_glow_ruby.png",
"dfcaverns_glow_ruby_quarter.png",
},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
sunlight_propagates = true,
light_source = 12,
groups = {cracky=2, dfcaverns_big_crystal = 1},
sounds = default.node_sound_glass_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 1.25, 0.25},
},
collision_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 1.25, 0.25},
},
})
minetest.register_node("df_mapitems:big_crystal_30", {
description = S("Giant Red Crystal"),
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
drawtype = "mesh",
mesh = "hex_crystal_30_big.obj",
tiles = {
"dfcaverns_glow_ruby4x.png",
"dfcaverns_glow_ruby.png",
},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
light_source = 12,
drop = "df_mapitems:big_crystal",
groups = {cracky=2, dfcaverns_big_crystal = 1},
sounds = default.node_sound_glass_defaults(),
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.625, 0.5, 0.5, 0.375},
{-0.5, 0.5, -1.25, 0.5, 1.5, -0.25},
{-0.5, 1.5, -1.875, 0.5, 2.5, -0.875},
--The following is a more accurate set of collision boxes that theoretically
--allows the crystal to be climbed like stairs, but in practice the physics
--don't seem to work quite right so I'm leaving it "simple" for now.
-- {-0.5, -0.5, -0.625, 0.5, 0.0, 0.375},
-- {-0.5, 0.0, -0.9375, 0.5, 0.5, 0.0625},
-- {-0.5, 0.5, -1.25, 0.5, 1.0, -0.25},
-- {-0.5, 1.0, -1.5625, 0.5, 1.5, -0.5625},
-- {-0.5, 1.5, -1.875, 0.5, 2.0, -0.875},
-- {-0.25, 2.0, -1.625, 0.25, 2.5, -1.125},
},
},
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.625, 0.5, 0.5, 0.375},
{-0.5, 0.5, -1.25, 0.5, 1.5, -0.25},
{-0.5, 1.5, -1.875, 0.5, 2.5, -0.875},
-- {-0.5, -0.5, -0.625, 0.5, 0.0, 0.375},
-- {-0.5, 0.0, -0.9375, 0.5, 0.5, 0.0625},
-- {-0.5, 0.5, -1.25, 0.5, 1.0, -0.25},
-- {-0.5, 1.0, -1.5625, 0.5, 1.5, -0.5625},
-- {-0.5, 1.5, -1.875, 0.5, 2.0, -0.875},
-- {-0.25, 2.0, -1.625, 0.25, 2.5, -1.125},
},
},
})
minetest.register_node("df_mapitems:med_crystal_30", {
description = S("Big Red Crystal"),
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
drawtype = "mesh",
mesh = "hex_crystal_30_med.obj",
tiles = {
"dfcaverns_glow_ruby.png",
"dfcaverns_glow_ruby_quarter.png",
},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
light_source = 12,
drop = "df_mapitems:med_crystal",
groups = {cracky=2, dfcaverns_big_crystal = 1},
sounds = default.node_sound_glass_defaults(),
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.5, -0.3125, 0.25, 0.0, 0.1875},
{-0.25, 0.0, -0.625, 0.25, 0.5, -0.125},
{-0.25, 0.5, -0.9375, 0.25, 1.0, -0.4375},
}
},
collision_box = {
type = "fixed",
fixed = {
{-0.25, -0.5, -0.3125, 0.25, 0.0, 0.1875},
{-0.25, 0.0, -0.625, 0.25, 0.5, -0.125},
{-0.25, 0.5, -0.9375, 0.25, 1.0, -0.4375},
},
},
})
minetest.register_node("df_mapitems:big_crystal_30_45", {
description = S("Giant Red Crystal"),
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
drawtype = "mesh",
mesh = "hex_crystal_30_45_big.obj",
tiles = {
"dfcaverns_glow_ruby4x.png",
"dfcaverns_glow_ruby.png",
},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
light_source = 12,
drop = "df_mapitems:big_crystal",
groups = {cracky=2, dfcaverns_big_crystal = 1},
sounds = default.node_sound_glass_defaults(),
selection_box = {
type = "fixed",
fixed = {
{-0.375, -0.5, -0.625, 0.625, 0.5, 0.375},
{0.0625, 0.5, -1.0625, 1.0625, 1.5, -0.0625},
{0.5, 1.5, -1.5, 1.5, 2.5, -0.5},
},
},
collision_box = {
type = "fixed",
fixed = {
{-0.375, -0.5, -0.625, 0.625, 0.5, 0.375},
{0.0625, 0.5, -1.0625, 1.0625, 1.5, -0.0625},
{0.5, 1.5, -1.5, 1.5, 2.5, -0.5},
},
},
})
minetest.register_node("df_mapitems:med_crystal_30_45", {
description = S("Big Red Crystal"),
_doc_items_longdesc = df_mapitems.doc.big_crystal_desc,
_doc_items_usagehelp = df_mapitems.doc.big_crystal_usage,
drawtype = "mesh",
mesh = "hex_crystal_30_45_med.obj",
tiles = {
"dfcaverns_glow_ruby4x.png",
"dfcaverns_glow_ruby.png",
},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
Primordial cavern layer (#12) * bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
2020-02-13 07:49:17 +01:00
is_ground_content = false,
light_source = 12,
drop = "df_mapitems:med_crystal",
groups = {cracky=2, dfcaverns_big_crystal = 1},
sounds = default.node_sound_glass_defaults(),
selection_box = {
type = "fixed",
fixed = {
{-0.1875, -0.5, -0.3125, 0.3125, 0.0, 0.1875},
{0.03125, 0.0, -0.53125, 0.53125, 0.5, -0.03125},
{0.25, 0.5, -0.75, 0.75, 1.0, -0.25},
},
},
collision_box = {
type = "fixed",
fixed = {
{-0.1875, -0.5, -0.3125, 0.3125, 0.0, 0.1875},
{0.03125, 0.0, -0.53125, 0.53125, 0.5, -0.03125},
{0.25, 0.5, -0.75, 0.75, 1.0, -0.25},
},
},
})
minetest.register_craft({
type = "shapeless",
output = 'df_mapitems:big_crystal_30',
recipe = {'df_mapitems:big_crystal'},
})
minetest.register_craft({
type = "shapeless",
output = 'df_mapitems:big_crystal_30_45',
recipe = {'df_mapitems:big_crystal_30'},
})
minetest.register_craft({
type = "shapeless",
output = 'df_mapitems:big_crystal',
recipe = {'df_mapitems:big_crystal_30_45'},
})
minetest.register_craft({
type = "shapeless",
output = 'df_mapitems:med_crystal_30',
recipe = {'df_mapitems:med_crystal'},
})
minetest.register_craft({
type = "shapeless",
output = 'df_mapitems:med_crystal_30_45',
recipe = {'df_mapitems:med_crystal_30'},
})
minetest.register_craft({
type = "shapeless",
output = 'df_mapitems:med_crystal',
recipe = {'df_mapitems:med_crystal_30_45'},
})
local c_stone = minetest.get_content_id("default:stone")
local c_air = minetest.get_content_id("air")
local c_big_crystal = minetest.get_content_id("df_mapitems:big_crystal")
local c_med_crystal = minetest.get_content_id("df_mapitems:med_crystal")
local c_big_crystal_30 = minetest.get_content_id("df_mapitems:big_crystal_30")
local c_med_crystal_30 = minetest.get_content_id("df_mapitems:med_crystal_30")
local c_big_crystal_30_45 = minetest.get_content_id("df_mapitems:big_crystal_30_45")
local c_med_crystal_30_45 = minetest.get_content_id("df_mapitems:med_crystal_30_45")
local c_glow_ore = minetest.get_content_id("df_mapitems:glow_ruby_ore")
df_mapitems.place_big_crystal = function(data, data_param2, vi, ceiling)
2018-05-21 07:44:19 +02:00
local orientation = math.random()
if orientation < 0.33 then
if math.random() > 0.5 then
data[vi] = c_big_crystal
else
data[vi] = c_med_crystal
end
elseif orientation < 0.66 then
if math.random() > 0.5 then
data[vi] = c_big_crystal_30
else
data[vi] = c_med_crystal_30
end
else
if math.random() > 0.5 then
data[vi] = c_big_crystal_30_45
else
data[vi] = c_med_crystal_30_45
end
end
if ceiling then
data_param2[vi] = math.random(20,23)
else
data_param2[vi] = math.random(0,3)
end
end
df_mapitems.place_big_crystal_cluster = function(area, data, data_param2, vi, radius, ceiling)
local y
if ceiling then y = -1 else y = 1 end
local pos = area:position(vi)
for li in area:iterp(vector.add(pos, -radius), vector.add(pos, radius)) do
local adjacent = li + y*area.ystride
if math.random() > 0.5 and data[li] == c_stone and data[adjacent] == c_air then
df_mapitems.place_big_crystal(data, data_param2, adjacent, ceiling)
data[li] = c_glow_ore
end
end
end