2018-12-31 19:46:27 +01:00
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[Cavern dimensions]
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2020-11-23 00:30:56 +01:00
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2018-12-31 19:46:27 +01:00
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#Note that this doesn't guarantee caverns of this setting's size. This setting
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#affects the scale of features in the perlin noise that is used to build caverns.
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#Most caverns will be smaller than this (and a few might be larger)
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dfcaverns_vertical_cavern_scale (Vertical cavern dimension scale) float 256
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#Note that this doesn't guarantee caverns of this setting's size. This setting
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#affects the scale of features in the perlin noise that is used to build caverns.
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#Most caverns will be smaller than this (and a few might be larger)
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dfcaverns_horizontal_cavern_scale (Horizontal cavern dimension scale) float 256
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#Determines threshold for cave generation. Higher number means sparser, smaller caverns
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dfcaverns_cavern_threshold (Cavern threshold) float 0.5 0.0 1.0
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#Determines threshold for lower sea cave generation. Higher number means sparser, smaller caverns
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dfcaverns_sunless_sea_threshold (Cavern threshold for sunless sea) float 0.4 0.0 1.0
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#Determines how far out water extends into tunnels below the 'sea level' of from flooded
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#caverns. Lower numbers give more flooded tunnel. If this number equals the cavern
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#threshold tunnels will not be flooded at all, if it is 0 then half the tunnels will be flooded.
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dfcaverns_tunnel_flooding_threshold (Tunnel flooding threshold) float 0.25 0.0 1.0
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[Cavern depth borders]
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2020-11-23 00:30:56 +01:00
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2018-12-31 19:46:27 +01:00
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#maximum boundary for cavern depths are most efficient when they fit the formula (x*80-32-1)
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#where x is an integer. That way you don't get map blocks that straddle two cavern layers.
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dfcaverns_ymax (Upper limit of level 1) int -193
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#minimum boundaries for cavern depths are most efficient when they fit the formula (x*80-32)
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#where x is an integer. that way you don't get map blocks that straddle two cavern layers.
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dfcaverns_level1_min (Upper limit of level 2) int -832
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dfcaverns_level2_min (Upper limit of level 3) int -1472
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dfcaverns_level3_min (Upper limit of the sunless sea) int -2112
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dfcaverns_sunless_sea_min (Lower limit of the sunless sea) int -2512
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[Lower Levels]
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2020-11-23 00:30:56 +01:00
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2018-12-31 19:46:27 +01:00
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dfcaverns_enable_oil_sea (Generate oil sea) bool true
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dfcaverns_oil_sea_level (Oil sea level) int -2700
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dfcaverns_enable_lava_sea (Generate magma sea) bool true
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dfcaverns_lava_sea_level (Lava sea level) int -2900
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dfcaverns_enable_underworld (Generate underworld) bool true
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dfcaverns_underworld_level (Underworld level) int -3200
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#Set this to 0 to disable glowing pit generation entirely.
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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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dfcaverns_underworld_glowing_pit_mapblocks(Average pit spacing measured in mapblocks) int 8
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[Underworld feature HUD]
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dfcaverns_underworld_hud_requires_item (Require an item to view waypoints) bool true
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#Players can still discover the locations of volcanoes without this, but waypoints
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#will only be visible in their hud if they have this item in their inventory. You can also
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#specify "group:groupname" here. Leave it blank to default to map:mapping_kit.
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dfcaverns_underworld_hud_item_required (Specify the item or group required) string map:mapping_kit
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dfcaverns_show_pits_in_hud (Show pit locations in HUD) bool true
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dfcaverns_pit_discovery_range (Pit discovery range) int 60
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dfcaverns_pit_visibility_range (Pit visibility range) int 500
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dfcaverns_show_seals_in_hud (Seal locations in HUD) bool true
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dfcaverns_seal_discovery_range (Seal discovery range) int 10
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dfcaverns_seal_visibility_range (Seal visibility range) int 200
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dfcaverns_show_ruins_in_hud (Ruin locations visible in HUD) bool true
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dfcaverns_ruin_discovery_range (Ruin discovery range) int 40
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dfcaverns_ruin_visibility_range (Ruin visibility range) int 250
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[Primordial]
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2020-11-23 00:30:56 +01:00
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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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dfcaverns_enable_primordial (Generate primordial caverns) bool true
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dfcaverns_primordial_max (Upper limit of primordial caverns) int -3393
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dfcaverns_primordial_min (Lower limit of primordial caverns) int -4032
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# This setting is pretty technical, it spreads out the
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# construction of giant mycelium networks on mapgen
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# over this many seconds. If you're experiencing lag spikes
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# during mapgen of Primordial cavern layer mushroom caverns
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# then increasing this number may help.
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2020-11-23 00:30:56 +01:00
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dcaverns_giant_mycelium_timer_spread (Giant Mycelium mapgen timer spread) int 10
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2022-08-01 22:55:46 +02:00
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[Plant growth restrictions]
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dfcaverns_restrict_trees_to_biomes (Restrict underground tree growth to their home biomes) bool false
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dfcaverns_restrict_farmables_to_biomes (Restrict underground farmable plant growth to their home biomes) bool false
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