use smaller stalactites.

This commit is contained in:
FaceDeer 2017-03-18 23:43:44 -06:00
parent 6911ccb07d
commit 1e52ad6acd
2 changed files with 44 additions and 12 deletions

View File

@ -40,12 +40,17 @@ local test_biome_floor = function(area, data, ai, vi, bi, param2_data)
data[bi] = c_dirt_moss data[bi] = c_dirt_moss
end end
local drip_rand = subterrane:vertically_consistent_random(vi, area)
if math.random() < 0.1 then if math.random() < 0.1 then
--data[vi] = c_plump_helmet --data[vi] = c_plump_helmet
--param2_data[vi] = math.random(0,3) --param2_data[vi] = math.random(0,3)
data[vi] = c_cavern_fungi data[vi] = c_cavern_fungi
elseif subterrane:vertically_consistent_random(vi, area) < 0.002 then elseif drip_rand < 0.1 then
subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone) --subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone)
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.1 * 5)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, height)
elseif math.random() < 0.002 then elseif math.random() < 0.002 then
dfcaverns.spawn_tower_cap_vm(bi, area, data) dfcaverns.spawn_tower_cap_vm(bi, area, data)
end end
@ -56,22 +61,47 @@ local test_biome_cave_floor = function(area, data, ai, vi, bi, param2_data)
return return
end end
if math.random() < 0.25 then local drip_rand = subterrane:vertically_consistent_random(vi, area)
data[bi] = c_dirt
elseif math.random() < 0.25 then
data[bi] = c_dirt_moss
end
if math.random() < 0.1 then if math.random() < 0.25 then
data[bi] = c_dirt_moss
if math.random() < 0.25 then
--data[vi] = c_plump_helmet --data[vi] = c_plump_helmet
--param2_data[vi] = math.random(0,3) --param2_data[vi] = math.random(0,3)
data[vi] = c_cavern_fungi data[vi] = c_cavern_fungi
end end
elseif drip_rand < 0.075 then
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.075 * 4)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, height)
end
end end
local test_biome_ceiling = function(area, data, ai, vi, bi) local test_biome_cave_ceiling = function(area, data, ai, vi, bi, param2_data)
if subterrane:vertically_consistent_random(vi, area) < 0.002 then if data[ai] ~= c_stone then
subterrane:stalactite(ai, area, data, 6, 20, c_stone, c_stone, c_stone) return
end
local drip_rand = subterrane:vertically_consistent_random(vi, area)
if drip_rand < 0.1 then
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.1 * 5)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, -height)
end
end
local test_biome_ceiling = function(area, data, ai, vi, bi, param2_data)
if data[ai] ~= c_stone then
return
end
local drip_rand = subterrane:vertically_consistent_random(vi, area)
if drip_rand < 0.075 then
--subterrane:stalactite(ai, area, data, 6, 20, c_stone, c_stone, c_stone)
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.075 * 5)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, -height)
elseif math.random() < 0.03 then elseif math.random() < 0.03 then
dfcaverns.glow_worm_ceiling(area, data, ai, vi, bi) dfcaverns.glow_worm_ceiling(area, data, ai, vi, bi)
end end
@ -89,4 +119,5 @@ minetest.register_biome({
_subterrane_floor_decor = test_biome_floor, _subterrane_floor_decor = test_biome_floor,
_subterrane_fill_node = c_air, _subterrane_fill_node = c_air,
_subterrane_cave_floor_decor = test_biome_cave_floor, _subterrane_cave_floor_decor = test_biome_cave_floor,
_subterrane_cave_ceiling_decor = test_biome_cave_ceiling,
}) })

View File

@ -37,6 +37,7 @@ minetest.register_node("dfcaverns:cavern_fungi", {
paramtype = "light", paramtype = "light",
walkable = false, walkable = false,
buildable_to = true, buildable_to = true,
light_source = 6,
groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, light_sensitive_fungus = 11}, groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, light_sensitive_fungus = 11},
sounds = default.node_sound_leaves_defaults(), sounds = default.node_sound_leaves_defaults(),
selection_box = { selection_box = {