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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
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		| @@ -1,3 +0,0 @@ | ||||
| bones | ||||
| dungeon_loot? | ||||
| intllib? | ||||
| @@ -106,6 +106,17 @@ bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type) | ||||
| 	return items | ||||
| end | ||||
|  | ||||
| local bones_formspec = | ||||
| 	"size[8,9]" .. | ||||
| 	"list[current_name;main;0,0.3;8,4;]" .. | ||||
| 	"list[current_player;main;0,4.85;8,1;]" .. | ||||
| 	"list[current_player;main;0,6.08;8,3;8]" .. | ||||
| 	"listring[current_name;main]" .. | ||||
| 	"listring[current_player;main]" | ||||
| if minetest.get_modpath("default") then | ||||
| 	bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85) | ||||
| end | ||||
|  | ||||
| bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type) | ||||
| 	minetest.set_node(pos, {name="bones:bones", param2 = math.random(1,4)-1}) | ||||
| 	local meta = minetest.get_meta(pos) | ||||
| @@ -113,6 +124,7 @@ bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusiv | ||||
| 		infotext = S("Someone's old bones") | ||||
| 	end | ||||
| 	meta:set_string("infotext", infotext) | ||||
| 	meta:set_string("formspec", bones_formspec) | ||||
| 	 | ||||
| 	if max_stacks and max_stacks > 0 then | ||||
| 		local loot = bones_loot.get_loot(pos, loot_type, max_stacks, exclusive_loot_type) | ||||
| @@ -123,3 +135,15 @@ bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusiv | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
|  | ||||
| minetest.register_lbm({ | ||||
| 	label = "Repair underworld bones formspec", | ||||
| 	name = "bones_loot:repair_underworld_bones_formspec", | ||||
| 	nodenames = {"bones:bones"},	 | ||||
| 	action = function(pos, node) | ||||
| 		local meta = minetest.get_meta(pos) | ||||
| 		if not meta:get("formspec") then | ||||
| 			meta:set_string("formspec", bones_formspec) | ||||
| 		end	 | ||||
| 	end, | ||||
| }) | ||||
|   | ||||
| @@ -1,4 +1,4 @@ | ||||
| name = bones_loot | ||||
| description = An API that allows bones to be placed procedurally with randomly generated loot | ||||
| depends = bones | ||||
| optional_depends = dungeon_loot, intllib | ||||
| optional_depends = dungeon_loot, intllib, default | ||||
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