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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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@ -17,10 +17,17 @@ local register_pig_tail = function(number)
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inventory_image = "dfcaverns_pig_tail_"..tostring(number)..".png",
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paramtype = "light",
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walkable = false,
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is_ground_content = false,
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floodable = true,
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buildable_to = true,
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groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, light_sensitive_fungus = 11},
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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type = "fixed",
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fixed = {
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{-8/16, -8/16, -8/16, 8/16, -8/16 + 2*number/16, 8/16},
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},
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},
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on_timer = function(pos, elapsed)
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df_farming.grow_underground_plant(pos, name, elapsed)
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@ -115,3 +122,40 @@ minetest.register_craft({
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burntime = 1,
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})
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if minetest.get_modpath("trail") and trail and trail.register_trample_node then
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minetest.register_node("df_farming:pig_tail_trampled", {
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description = S("Flattened Pig Tail"),
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tiles = {"dfcaverns_pig_tail_flattened.png"},
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inventory_image = "dfcaverns_pig_tail_flattened.png",
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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buildable_to = true,
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.5, -3 / 8, 0.5}
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},
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},
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groups = {snappy = 3, flammable = 2, attached_node = 1},
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drop = "",
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sounds = default.node_sound_leaves_defaults(),
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})
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trail.register_trample_node("df_farming:pig_tail_5", {
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trampled_node_name = "df_farming:pig_tail_trampled",
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randomize_trampled_param2 = true,
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})
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trail.register_trample_node("df_farming:pig_tail_6", {
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trampled_node_name = "df_farming:pig_tail_trampled",
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randomize_trampled_param2 = true,
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})
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trail.register_trample_node("df_farming:pig_tail_7", {
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trampled_node_name = "df_farming:pig_tail_trampled",
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randomize_trampled_param2 = true,
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})
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trail.register_trample_node("df_farming:pig_tail_8", {
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trampled_node_name = "df_farming:pig_tail_trampled",
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randomize_trampled_param2 = true,
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})
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end
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