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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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@ -124,6 +124,9 @@ local content_in_list=function(content, list)
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end
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df_caverns.tunnel_floor = function(minp, maxp, area, vi, nvals_cracks, data, data_param2, wet)
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if maxp.y > -30 then
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wet = false
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end
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local ystride = area.ystride
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local cracks = nvals_cracks[index2d]
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@ -148,6 +151,10 @@ df_caverns.tunnel_floor = function(minp, maxp, area, vi, nvals_cracks, data, dat
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end
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df_caverns.tunnel_ceiling = function(minp, maxp, area, vi, nvals_cracks, data, data_param2, wet)
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if maxp.y > -30 then
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wet = false
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end
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local ystride = area.ystride
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local cracks = nvals_cracks[index2d]
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@ -207,4 +214,37 @@ df_caverns.place_shrub = function(vi, area, data, param2_data, shrub_list)
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local shrub = shrub_list[math.random(#shrub_list)]
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shrub(vi, area, data, param2_data)
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end
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---------------------------------------------------------------------------------
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-- This method allows subterrane to overgenerate caves without destroying any of the decorations
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local dfcaverns_nodes = nil
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local dfcaverns_mods = {
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"df_farming:",
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"df_mapitems:",
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"df_primordial_items:",
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"df_trees:",
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"df_underworld_items:",
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"ice_sprites:",
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"mine_gas:",
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}
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df_caverns.is_ground_content = function(c_node)
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if dfcaverns_nodes then
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return not dfcaverns_nodes[c_node]
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end
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dfcaverns_nodes = {}
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for k, v in pairs(minetest.registered_nodes) do
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for _, prefix in ipairs(dfcaverns_mods) do
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if k:sub(1, #prefix) == prefix then
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dfcaverns_nodes[minetest.get_content_id(k)] = true
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end
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end
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end
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dfcaverns_nodes[minetest.get_content_id("default:ice")] = true -- needed for nethercap cavern water covering
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dfcaverns_nodes[minetest.get_content_id("oil:oil_source")] = true -- needed for blackcap oil slicks
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if minetest.get_modpath("fireflies") then
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dfcaverns_nodes[minetest.get_content_id("fireflies:firefly")] = true -- used in the primordial caverns
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end
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dfcaverns_mods = nil
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return not dfcaverns_nodes[c_node]
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end
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