2020-02-18 06:36:53 +01:00
|
|
|
local modname = minetest.get_current_modname()
|
|
|
|
local S = minetest.get_translator(modname)
|
2018-12-31 19:46:27 +01:00
|
|
|
|
|
|
|
local ice_sprite_desc
|
|
|
|
local ice_sprite_usage
|
|
|
|
local ice_sprite_bottle_desc
|
|
|
|
local ice_sprite_bottle_usage
|
|
|
|
|
|
|
|
if minetest.get_modpath("doc") then
|
2020-02-19 20:21:59 +01:00
|
|
|
ice_sprite_desc = S("Ice sprites are mysterious glowing insect-like creatures that appear to be made partly of crystallized water.")
|
2018-12-31 19:46:27 +01:00
|
|
|
if minetest.get_modpath("vessels") then
|
|
|
|
if minetest.get_modpath("fireflies") then
|
|
|
|
ice_sprite_usage = S("Ice sprites can be caught with nets and placed in bottles as sources of light and freezing cold.")
|
|
|
|
end
|
|
|
|
ice_sprite_bottle_desc = S("A bottle containing a captured ice sprite.")
|
|
|
|
ice_sprite_bottle_usage = S("Ice sprites radiate both light and freezing cold.")
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
minetest.register_node("ice_sprites:ice_sprite", {
|
|
|
|
description = S("Ice Sprite"),
|
|
|
|
_doc_items_longdesc = ice_sprite_desc,
|
|
|
|
_doc_items_usagehelp = ice_sprite_usage,
|
|
|
|
drawtype = "plantlike",
|
|
|
|
tiles = {{
|
|
|
|
name = "ice_sprites_ice_sprite_animated.png",
|
|
|
|
animation = {
|
|
|
|
type = "vertical_frames",
|
|
|
|
aspect_w = 16,
|
|
|
|
aspect_h = 16,
|
|
|
|
length = 1.5
|
|
|
|
},
|
|
|
|
}},
|
|
|
|
inventory_image = "ice_sprites_ice_sprite.png",
|
|
|
|
wield_image = "ice_sprites_ice_sprite.png",
|
|
|
|
waving = 1,
|
|
|
|
paramtype = "light",
|
|
|
|
sunlight_propagates = true,
|
|
|
|
buildable_to = 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,
|
2018-12-31 19:46:27 +01:00
|
|
|
walkable = false,
|
|
|
|
groups = {catchable = 1, puts_out_fire = 1, cools_lava = 1, freezes_water = 1},
|
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
|
|
|
|
},
|
|
|
|
light_source = 6,
|
|
|
|
floodable = true,
|
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
|
|
|
local player_name = placer:get_player_name()
|
|
|
|
local pos = pointed_thing.above
|
|
|
|
|
|
|
|
if not minetest.is_protected(pos, player_name) and
|
|
|
|
not minetest.is_protected(pointed_thing.under, player_name) and
|
|
|
|
minetest.get_node(pos).name == "air" then
|
|
|
|
minetest.set_node(pos, {name = "ice_sprites:ice_sprite"})
|
|
|
|
minetest.get_node_timer(pos):start(1)
|
|
|
|
itemstack:take_item()
|
|
|
|
end
|
|
|
|
return itemstack
|
|
|
|
end,
|
|
|
|
on_timer = function(pos, elapsed)
|
|
|
|
if minetest.get_node_light(pos) > 11 or math.random() > 0.5 then
|
|
|
|
minetest.set_node(pos, {name = "ice_sprites:hidden_ice_sprite"})
|
|
|
|
end
|
|
|
|
minetest.get_node_timer(pos):start(math.random(20,40))
|
|
|
|
end
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_node("ice_sprites:hidden_ice_sprite", {
|
|
|
|
description = S("Hidden Ice Sprite"),
|
|
|
|
drawtype = "airlike",
|
|
|
|
inventory_image = "ice_sprites_ice_sprite.png",
|
|
|
|
wield_image = "ice_sprites_ice_sprite.png",
|
|
|
|
paramtype = "light",
|
|
|
|
sunlight_propagates = true,
|
|
|
|
walkable = false,
|
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
|
|
|
is_ground_content = false,
|
2018-12-31 19:46:27 +01:00
|
|
|
pointable = false,
|
|
|
|
diggable = false,
|
|
|
|
buildable_to = true,
|
|
|
|
drop = "",
|
|
|
|
groups = {not_in_creative_inventory = 1},
|
|
|
|
floodable = true,
|
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
|
|
|
local player_name = placer:get_player_name()
|
|
|
|
local pos = pointed_thing.above
|
|
|
|
|
|
|
|
if not minetest.is_protected(pos, player_name) and
|
|
|
|
not minetest.is_protected(pointed_thing.under, player_name) and
|
|
|
|
minetest.get_node(pos).name == "air" then
|
|
|
|
minetest.set_node(pos, {name = "ice_sprites:hidden_ice_sprite"})
|
|
|
|
minetest.get_node_timer(pos):start(1)
|
|
|
|
itemstack:take_item()
|
|
|
|
end
|
|
|
|
return itemstack
|
|
|
|
end,
|
|
|
|
on_timer = function(pos, elapsed)
|
|
|
|
if minetest.get_node_light(pos) <= 11 then
|
|
|
|
minetest.set_node(pos, {name = "ice_sprites:ice_sprite"})
|
|
|
|
end
|
|
|
|
minetest.get_node_timer(pos):start(math.random(20,40))
|
|
|
|
end
|
|
|
|
})
|
|
|
|
|
|
|
|
-- ice sprite in a bottle
|
|
|
|
if minetest.get_modpath("vessels") then
|
|
|
|
|
|
|
|
minetest.register_node("ice_sprites:ice_sprite_bottle", {
|
|
|
|
description = S("Ice Sprite in a Bottle"),
|
|
|
|
_doc_items_longdesc = ice_sprite_bottle_desc,
|
|
|
|
_doc_items_usagehelp = ice_sprite_bottle_usage,
|
|
|
|
inventory_image = "ice_sprites_bottle.png",
|
|
|
|
wield_image = "ice_sprites_bottle.png",
|
|
|
|
tiles = {{
|
|
|
|
name = "ice_sprites_bottle_animated.png",
|
|
|
|
animation = {
|
|
|
|
type = "vertical_frames",
|
|
|
|
aspect_w = 16,
|
|
|
|
aspect_h = 16,
|
|
|
|
length = 1.5
|
|
|
|
},
|
|
|
|
}},
|
|
|
|
drawtype = "plantlike",
|
|
|
|
paramtype = "light",
|
|
|
|
sunlight_propagates = true,
|
|
|
|
light_source = 9,
|
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,
|
2018-12-31 19:46:27 +01:00
|
|
|
walkable = false,
|
|
|
|
groups = {dig_immediate = 3, attached_node = 1, puts_out_fire = 1, cools_lava = 1, freezes_water = 1},
|
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-0.25, -0.5, -0.25, 0.25, 0.3, 0.25}
|
|
|
|
},
|
|
|
|
sounds = default.node_sound_glass_defaults(),
|
|
|
|
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
|
|
|
|
local lower_pos = {x = pos.x, y = pos.y + 1, z = pos.z}
|
|
|
|
if minetest.is_protected(pos, player:get_player_name()) or
|
|
|
|
minetest.get_node(lower_pos).name ~= "air" then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
local upper_pos = {x = pos.x, y = pos.y + 2, z = pos.z}
|
|
|
|
local ice_sprite_pos
|
|
|
|
|
|
|
|
if not minetest.is_protected(upper_pos, player:get_player_name()) and
|
|
|
|
minetest.get_node(upper_pos).name == "air" then
|
|
|
|
ice_sprite_pos = upper_pos
|
|
|
|
elseif not minetest.is_protected(lower_pos, player:get_player_name()) then
|
|
|
|
ice_sprite_pos = lower_pos
|
|
|
|
end
|
|
|
|
|
|
|
|
if ice_sprite_pos then
|
|
|
|
minetest.set_node(pos, {name = "vessels:glass_bottle"})
|
|
|
|
minetest.set_node(ice_sprite_pos, {name = "ice_sprites:ice_sprite"})
|
|
|
|
minetest.get_node_timer(ice_sprite_pos):start(1)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft( {
|
|
|
|
type = "shapeless",
|
|
|
|
output = "ice_sprites:ice_sprite_bottle",
|
|
|
|
recipe = {"ice_sprites:ice_sprite", "vessels:glass_bottle"}
|
|
|
|
})
|
|
|
|
end
|