Small stuff (#8)

* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.

* add the wandering "gas wisp" to light up some of the gas-filled caverns

* make wisps rarely spawned by gas explosions

* revamp spindlestems into a sort of mineral detector, add glowing extract bottles

* optimize pngs

* add gas wisps to mapgen

* add spindlestems to cavern level 1, most level 1 warrens are now lit up

* update internal names, adjust mineral detection range

* add cave pearls to some level 2 warrens and tunnels

* switch experimental simplecrafting_lib support to crafting mod

* Pearls don't grow on falling nodes

* put spindlestems with goblin caps, make them always grow red when near those

* bunch of documentation

* add castle coral to replace cave coral, which has been repurposed into column decoration

* documentation for cave coral, update some locale text

* add a recipe for cooking oil into paraffin

* add old bones to the underworld

* MIT license for bones_loot

* also cook black cap gills into paraffin, they're oily

* add salt crystals to the bloodthorn caverns, illuminating the floor

* documentation for salt crystals

* auto-generate minetestmapper colors.

need to update the spindlestem colours manually

* add spindlestem to fungiwood caverns too, and increase warren coverage

* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.

* add a bit of displacement to the underside of the slade layer

* Unique images and names for cooking recipes.

* revamp bones loot

* add softer footsteps for some fungus types

* update mapgen_helper

* update cave coral screenshot

* mention glowing salts in bloodthorn caverns
This commit is contained in:
FaceDeer
2019-08-18 22:20:07 -05:00
committed by GitHub
parent 5e113ec200
commit 12919e9a16
184 changed files with 2787 additions and 521 deletions

View File

@ -108,6 +108,8 @@ local mushroom_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, da
df_trees.spawn_tower_cap_vm(vi+ystride, area, data)
elseif math.random() < 0.01 then
df_trees.spawn_goblin_cap_vm(vi+ystride, area, data)
elseif math.random() < 0.02 then
df_trees.spawn_spindlestem_vm(vi+ystride, area, data, data_param2)
end
end
end
@ -274,7 +276,7 @@ local decorate_sunless_sea = function(minp, maxp, seed, vm, node_arrays, area, d
if math.random() < 0.001 then
local iterations = math.random(1, 6)
df_mapitems.spawn_coral_pile(area, data, vi, iterations)
df_mapitems.spawn_cave_coral(area, data, vi+area.ystride, iterations)
df_mapitems.spawn_castle_coral(area, data, vi+area.ystride, iterations)
end
end
end
@ -372,6 +374,7 @@ local decorate_sunless_sea = function(minp, maxp, seed, vm, node_arrays, area, d
end
else
data[vi] = c_coral_table[math.random(1,3)]
data_param2[vi] = math.random(1,4)-1
end
end
end