2020-02-18 06:36:53 +01:00
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local S = df_primordial_items.S
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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
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----------------------------------------------------
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-- Ferns
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minetest.register_node("df_primordial_items:fern_1", {
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description = S("Primordial Fern"),
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_doc_items_longdesc = df_primordial_items.doc.fern_desc,
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_doc_items_usagehelp = df_primordial_items.doc.fern_usage,
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tiles = {"dfcaverns_jungle_fern_01.png"},
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inventory_image = "dfcaverns_jungle_fern_01.png",
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wield_image = "dfcaverns_jungle_fern_01.png",
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groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, primordial_jungle_plant = 1, light_sensitive_fungus = 13},
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_dfcaverns_dead_node = "default:dry_shrub",
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visual_scale = 1.69,
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paramtype = "light",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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minetest.register_node("df_primordial_items:fern_2", {
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description = S("Primordial Fern"),
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_doc_items_longdesc = df_primordial_items.doc.fern_desc,
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_doc_items_usagehelp = df_primordial_items.doc.fern_usage,
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tiles = {"dfcaverns_jungle_fern_02.png"},
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visual_scale = 1.69,
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inventory_image = "dfcaverns_jungle_fern_02.png",
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wield_image = "dfcaverns_jungle_fern_02.png",
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groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, primordial_jungle_plant = 1, light_sensitive_fungus = 13},
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_dfcaverns_dead_node = "default:dry_shrub",
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paramtype = "light",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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---------------------------------------------------------
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-- Glowing plants
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minetest.register_node("df_primordial_items:glow_plant_1", {
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description = S("Primordial Flower"),
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_doc_items_longdesc = df_primordial_items.doc.glow_plant_desc,
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_doc_items_usagehelp = df_primordial_items.doc.glow_plant_usage,
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tiles = {"dfcaverns_jungle_flower_01.png"},
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inventory_image = "dfcaverns_jungle_flower_01.png",
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wield_image = "dfcaverns_jungle_flower_01.png",
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groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, primordial_jungle_plant = 1, light_sensitive_fungus = 13},
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_dfcaverns_dead_node = "default:dry_shrub",
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paramtype = "light",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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light_source = 6,
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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minetest.register_node("df_primordial_items:glow_plant_2", {
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description = S("Primordial Jungle Pod"),
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_doc_items_longdesc = df_primordial_items.doc.glow_plant_desc,
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_doc_items_usagehelp = df_primordial_items.doc.glow_plant_usage,
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tiles = {"dfcaverns_jungle_glow_plant_01.png"},
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inventory_image = "dfcaverns_jungle_glow_plant_01.png",
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wield_image = "dfcaverns_jungle_glow_plant_01.png",
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groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, primordial_jungle_plant = 1, light_sensitive_fungus = 13},
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_dfcaverns_dead_node = "default:dry_shrub",
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paramtype = "light",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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light_source = 6,
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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minetest.register_node("df_primordial_items:glow_plant_3", {
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description = S("Primordial Jungle Pod"),
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_doc_items_longdesc = df_primordial_items.doc.glow_plant_desc,
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_doc_items_usagehelp = df_primordial_items.doc.glow_plant_usage,
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tiles = {"dfcaverns_jungle_glow_plant_02.png"},
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inventory_image = "dfcaverns_jungle_glow_plant_02.png",
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wield_image = "dfcaverns_jungle_glow_plant_02.png",
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groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, primordial_jungle_plant = 1, light_sensitive_fungus = 13},
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_dfcaverns_dead_node = "default:dry_shrub",
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paramtype = "light",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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light_source = 6,
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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-------------------------------------------------------------------
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-- Grass
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minetest.register_node("df_primordial_items:jungle_grass_1", {
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description = S("Primordial Jungle Grass"),
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_doc_items_longdesc = df_primordial_items.doc.grass_desc,
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_doc_items_usagehelp = df_primordial_items.doc.grass_usage,
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tiles = {"dfcaverns_jungle_grass_01.png"},
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inventory_image = "dfcaverns_jungle_grass_01.png",
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wield_image = "dfcaverns_jungle_grass_01.png",
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groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, primordial_jungle_plant = 1, light_sensitive_fungus = 13},
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_dfcaverns_dead_node ="default:dry_grass_3",
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paramtype = "light",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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minetest.register_node("df_primordial_items:jungle_grass_2", {
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description = S("Primordial Jungle Grass"),
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_doc_items_longdesc = df_primordial_items.doc.grass_desc,
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_doc_items_usagehelp = df_primordial_items.doc.grass_usage,
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tiles = {"dfcaverns_jungle_grass_02.png"},
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inventory_image = "dfcaverns_jungle_grass_02.png",
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wield_image = "dfcaverns_jungle_grass_02.png",
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groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, primordial_jungle_plant = 1, light_sensitive_fungus = 13},
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_dfcaverns_dead_node ="default:dry_grass_4",
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paramtype = "light",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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place_param2 = 3,
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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minetest.register_node("df_primordial_items:jungle_grass_3", {
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description = S("Primordial Jungle Grass"),
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_doc_items_longdesc = df_primordial_items.doc.grass_desc,
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_doc_items_usagehelp = df_primordial_items.doc.grass_usage,
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tiles = {"dfcaverns_jungle_grass_03.png"},
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inventory_image = "dfcaverns_jungle_grass_03.png",
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wield_image = "dfcaverns_jungle_grass_03.png",
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groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, primordial_jungle_plant = 1, light_sensitive_fungus = 13},
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_dfcaverns_dead_node ="default:dry_grass_4",
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paramtype = "light",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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place_param2 = 3,
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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-----------------------------------------------------------------------------------------
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-- Ivy
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minetest.register_node("df_primordial_items:jungle_ivy", {
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description = S("Primordial Jungle Ivy"),
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_doc_items_longdesc = df_primordial_items.doc.ivy_desc,
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_doc_items_usagehelp = df_primordial_items.doc.ivy_usage,
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tiles = {"dfcaverns_jungle_ivy_01.png"},
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inventory_image = "dfcaverns_jungle_ivy_01.png",
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wield_image = "dfcaverns_jungle_ivy_01.png",
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2020-02-18 02:50:37 +01:00
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groups = {snappy = 3, flora = 1, flammable = 1, vines = 1},
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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
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paramtype = "light",
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drawtype = "plantlike",
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place_param2 = 3,
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--paramtype2 = "wallmouinted",
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--drawtype = "signlike",
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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is_ground_content = false,
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walkable = false,
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climbable = true,
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-- selection_box = {
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-- type = "wallmounted",
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-- },
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})
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-------------------------------------------------------------------------------------
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-- Small jungle mushrooms
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minetest.register_node("df_primordial_items:jungle_mushroom_1", {
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description = S("Primordial Jungle Mushroom"),
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_doc_items_longdesc = df_primordial_items.doc.small_mushroom_desc,
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_doc_items_usagehelp = df_primordial_items.doc.small_mushroom_usage,
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tiles = {"dfcaverns_jungle_mushroom_01.png^[multiply:#f3df2a"},
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inventory_image = "dfcaverns_jungle_mushroom_01.png^[multiply:#f3df2a",
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wield_image = "dfcaverns_jungle_mushroom_01.png^[multiply:#f3df2a",
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groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, primordial_jungle_plant = 1, light_sensitive_fungus = 11},
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paramtype = "light",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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minetest.register_node("df_primordial_items:jungle_mushroom_2", {
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description = S("Large Primordial Jungle Mushroom"),
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|
|
_doc_items_longdesc = df_primordial_items.doc.small_mushroom_desc,
|
|
|
|
_doc_items_usagehelp = df_primordial_items.doc.small_mushroom_usage,
|
|
|
|
tiles = {"dfcaverns_jungle_mushroom_02.png"},
|
|
|
|
inventory_image = "dfcaverns_jungle_mushroom_02.png",
|
|
|
|
wield_image = "dfcaverns_jungle_mushroom_02.png",
|
|
|
|
groups = {snappy = 3, flora = 1, attached_node = 1, flammable = 1, primordial_jungle_plant = 1, light_sensitive_fungus = 11},
|
|
|
|
paramtype = "light",
|
|
|
|
drawtype = "plantlike",
|
|
|
|
buildable_to = true,
|
|
|
|
is_ground_content = false,
|
|
|
|
walkable = false,
|
|
|
|
sounds = default.node_sound_leaves_defaults(),
|
|
|
|
use_texture_alpha = true,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
})
|
|
|
|
|
|
|
|
----------------------------------------------------------------------------------------
|
|
|
|
-- Dirt
|
|
|
|
|
|
|
|
minetest.register_node("df_primordial_items:dirt_with_jungle_grass", {
|
|
|
|
description = S("Dirt With Primordial Jungle Grass"),
|
|
|
|
_doc_items_longdesc = df_primordial_items.doc.dirt_with_jungle_grass_desc,
|
|
|
|
_doc_items_usagehelp = df_primordial_items.doc.dirt_with_jungle_grass_usage,
|
|
|
|
tiles = {"dfcaverns_jungle_plant_grass_node_01.png"},
|
|
|
|
paramtype = "light",
|
|
|
|
groups = {crumbly = 3, soil = 1, light_sensitive_fungus = 13},
|
|
|
|
_dfcaverns_dead_node = "default:dirt",
|
|
|
|
is_ground_content = false,
|
|
|
|
drops = "default:dirt",
|
|
|
|
sounds = default.node_sound_dirt_defaults(),
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_abm{
|
|
|
|
label = "df_primordial_items:jungle_grass_spread",
|
|
|
|
nodenames = {"default:dirt"},
|
|
|
|
neighbors = {"df_mapitems:dirt_with_jungle_grass"},
|
|
|
|
interval = 60,
|
|
|
|
chance = 50,
|
|
|
|
catch_up = true,
|
|
|
|
action = function(pos)
|
|
|
|
local above_def = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name]
|
|
|
|
if above_def and (above_def.buildable_to == true or above_def.walkable == false) then
|
|
|
|
minetest.swap_node(pos, {name="df_mapitems:dirt_with_jungle_grass"})
|
|
|
|
end
|
|
|
|
end,
|
|
|
|
}
|
|
|
|
|
|
|
|
minetest.register_node("df_primordial_items:plant_matter", {
|
|
|
|
description = S("Primordial Plant Matter"),
|
|
|
|
_doc_items_longdesc = df_primordial_items.doc.plant_matter_desc,
|
|
|
|
_doc_items_usagehelp = df_primordial_items.doc.plant_matter_usage,
|
|
|
|
tiles = {"dfcaverns_jungle_plant_matter_01.png"},
|
|
|
|
is_ground_content = false,
|
|
|
|
paramtype = "light",
|
|
|
|
groups = {crumbly = 3, soil = 1},
|
|
|
|
sounds = default.node_sound_dirt_defaults(),
|
|
|
|
on_timer = function(pos, elapsed)
|
|
|
|
if elapsed > 130 then
|
|
|
|
-- the timer triggered more than ten seconds after it was suppposed to,
|
|
|
|
-- it may have been in an unloaded block. Rather than have all the timers
|
|
|
|
-- go off at once now that the block's loaded, stagger them out again.
|
|
|
|
minetest.get_node_timer(pos):start(math.random(10, 120))
|
|
|
|
return
|
|
|
|
end
|
|
|
|
if minetest.find_node_near(pos, 1, {"air"}) == nil then
|
|
|
|
minetest.set_node(pos, {name="df_primordial_items:packed_roots"})
|
|
|
|
end
|
|
|
|
end,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_node("df_primordial_items:packed_roots", {
|
|
|
|
description = S("Packed Primordial Jungle Roots"),
|
|
|
|
_doc_items_longdesc = df_primordial_items.doc.packed_roots_desc,
|
|
|
|
_doc_items_usagehelp = df_primordial_items.doc.packed_roots_usage,
|
|
|
|
tiles = {"dfcaverns_jungle_plant_packed_roots_01.png"},
|
|
|
|
paramtype2 = "facedir",
|
|
|
|
is_ground_content = false,
|
|
|
|
groups = {choppy = 2, oddly_breakable_by_hand = 2},
|
|
|
|
sounds = default.node_sound_wood_defaults(),
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
|
|
if minetest.get_modpath("trail") and trail and trail.register_trample_node then
|
|
|
|
local HARDPACK_PROBABILITY = minetest.settings:get("trail_hardpack_probability") or 0.5 -- Chance walked dirt/grass is worn and compacted to trail:trail.
|
|
|
|
local HARDPACK_COUNT = minetest.settings:get("trail_hardpack_count") or 5 -- Number of times the above chance needs to be passed for soil to compact.
|
|
|
|
|
|
|
|
trail.register_trample_node("df_primordial_items:dirt_with_jungle_grass", {
|
|
|
|
trampled_node_def_override = {description = S("Dirt With Primordial Jungle Grass and Footprint"),},
|
|
|
|
footprint_opacity = 128,
|
|
|
|
hard_pack_node_name = "trail:trail",
|
|
|
|
hard_pack_probability = HARDPACK_PROBABILITY,
|
|
|
|
hard_pack_count = HARDPACK_COUNT,
|
|
|
|
})
|
|
|
|
trail.register_trample_node("df_primordial_items:plant_matter", {
|
|
|
|
trampled_node_def_override = {description = S("Primordial Plant Matter with Footprint"),},
|
|
|
|
footprint_opacity = 128,
|
|
|
|
hard_pack_node_name = "df_primordial_items:packed_roots",
|
|
|
|
hard_pack_probability = HARDPACK_PROBABILITY,
|
|
|
|
hard_pack_count = HARDPACK_COUNT,
|
|
|
|
})
|
|
|
|
end
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
|
|
|
recipe = "df_primordial_items:packed_roots",
|
|
|
|
burntime = 40,
|
|
|
|
})
|
|
|
|
|
2020-02-18 02:50:37 +01:00
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
|
|
|
recipe = "df_primordial_items:plant_matter",
|
|
|
|
burntime = 20,
|
|
|
|
})
|
|
|
|
|
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
|
|
|
----------------------------------------------------------------------------------------
|
|
|
|
-- Roots
|
|
|
|
|
|
|
|
minetest.register_node("df_primordial_items:jungle_roots_1", {
|
|
|
|
description = S("Primordial Jungle Roots"),
|
|
|
|
_doc_items_longdesc = df_primordial_items.doc.roots_desc,
|
|
|
|
_doc_items_usagehelp = df_primordial_items.doc.roots_usage,
|
|
|
|
tiles = {"dfcaverns_jungle_root_01.png"},
|
|
|
|
inventory_image = "dfcaverns_jungle_root_01.png",
|
|
|
|
wield_image = "dfcaverns_jungle_root_01.png",
|
2020-02-18 02:50:37 +01:00
|
|
|
groups = {snappy = 3, flora = 1, flammable = 1, vines = 1},
|
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
|
|
|
paramtype = "light",
|
|
|
|
drawtype = "plantlike",
|
|
|
|
sounds = default.node_sound_leaves_defaults(),
|
|
|
|
use_texture_alpha = true,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
walkable = false,
|
|
|
|
climbable = true,
|
|
|
|
is_ground_content = false,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_node("df_primordial_items:jungle_roots_2", {
|
|
|
|
description = S("Primordial Jungle Root"),
|
|
|
|
_doc_items_longdesc = df_primordial_items.doc.roots_desc,
|
|
|
|
_doc_items_usagehelp = df_primordial_items.doc.roots_usage,
|
|
|
|
tiles = {"dfcaverns_jungle_root_02.png"},
|
|
|
|
inventory_image = "dfcaverns_jungle_root_02.png",
|
|
|
|
wield_image = "dfcaverns_jungle_root_02.png",
|
2020-02-18 02:50:37 +01:00
|
|
|
groups = {snappy = 3, flora = 1, flammable = 1, vines = 1},
|
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
|
|
|
paramtype = "light",
|
|
|
|
drawtype = "plantlike",
|
|
|
|
sounds = default.node_sound_leaves_defaults(),
|
|
|
|
use_texture_alpha = true,
|
|
|
|
is_ground_content = false,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
walkable = false,
|
|
|
|
climbable = true,
|
|
|
|
})
|
|
|
|
|
|
|
|
--------------------------------------------------------------------------------
|
|
|
|
-- Thorns
|
|
|
|
|
|
|
|
minetest.register_node("df_primordial_items:jungle_thorns", {
|
|
|
|
description = S("Primordial Jungle Thorns"),
|
|
|
|
_doc_items_longdesc = df_primordial_items.doc.thorn_desc,
|
|
|
|
_doc_items_usagehelp = df_primordial_items.doc.thorn_usage,
|
|
|
|
tiles = {"dfcaverns_jungle_thorns_01.png"},
|
|
|
|
visual_scale = 1.41,
|
|
|
|
inventory_image = "dfcaverns_jungle_thorns_01.png",
|
|
|
|
wield_image = "dfcaverns_jungle_thorns_01.png",
|
|
|
|
groups = {snappy = 3, flora = 1, flammable = 1, primordial_jungle_plant = 1},
|
|
|
|
paramtype = "light",
|
|
|
|
drawtype = "plantlike",
|
|
|
|
walkable = false,
|
|
|
|
is_ground_content = false,
|
|
|
|
place_param2 = 3,
|
|
|
|
sounds = default.node_sound_leaves_defaults(),
|
|
|
|
use_texture_alpha = true,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
damage_per_second = 1,
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
|
|
-- TODO I had an idea to make thorns grow into mazes naturally using cellular automata rules, but it turned out to be
|
|
|
|
-- complicated and probably not worth it right now. Deal with it later.
|
|
|
|
|
|
|
|
--local thorn_dir =
|
|
|
|
--{
|
|
|
|
-- {x=1,y=0,z=1},
|
|
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-- {x=-1,y=0,z=-1},
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-- {x=1,y=0,z=0},
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-- {x=1,y=0,z=-1},
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-- {x=-1,y=0,z=0},
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-- {x=-1,y=0,z=1},
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--}
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--
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--
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|
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--local thorn_name = "df_primordial_items:jungle_thorns"
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--minetest.register_abm({
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|
|
|
-- label = "Primordial thorn growth",
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|
|
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-- nodenames = {thorn_name},
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|
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-- neighbors = {"group:soil"},
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|
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-- interval = 1.0,
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|
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-- chance = 5,
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|
|
|
-- catch_up = true,
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|
|
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-- action = function(pos, node, active_object_count, active_object_count_wider)
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|
|
|
-- if math.random() < 0.1 then
|
|
|
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-- local above = vector.add({x=0,y=1,z=0},pos)
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|
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|
-- local below = vector.add({x=0,y=-1,z=0},pos)
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|
|
-- local above_node = minetest.get_node(above)
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|
|
|
-- local below_node = minetest.get_node(below)
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|
|
|
-- if above_node.name == "air" and minetest.get_item_group(below_node.name, "soil") then
|
|
|
|
-- minetest.set_node(above, {name=thorn_name})
|
|
|
|
-- end
|
|
|
|
-- if below_node.name == "air" then
|
|
|
|
-- minetest.set_node(below, {name=thorn_name})
|
|
|
|
-- end
|
|
|
|
-- return
|
|
|
|
-- end
|
|
|
|
--
|
|
|
|
-- local dir = thorn_dir[math.random(#thorn_dir)]
|
|
|
|
-- local target_pos = vector.add(dir, pos)
|
|
|
|
-- -- This gets the corners of the target zone
|
|
|
|
-- local pos1 = vector.add(target_pos, thorn_dir[1])
|
|
|
|
-- local pos2 = vector.add(target_pos, thorn_dir[2])
|
|
|
|
--
|
|
|
|
-- local list, counts = minetest.find_nodes_in_area(pos1, pos2, {thorn_name})
|
|
|
|
-- local count = counts[thorn_name]
|
|
|
|
-- local target_node = minetest.get_node(target_pos)
|
|
|
|
-- -- Cellular automaton rule B3/S12345, approximately
|
|
|
|
-- if count == 3 and target_node.name == "air" then
|
|
|
|
-- minetest.set_node(target_pos, {name=thorn_name})
|
|
|
|
-- elseif count > 5 then
|
|
|
|
-- minetest.set_node(target_pos, {name="air"})
|
|
|
|
-- end
|
|
|
|
-- end
|
|
|
|
--})
|