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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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@ -15,6 +15,7 @@ minetest.register_node("df_farming:dead_fungus", {
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inventory_image = "dfcaverns_dead_fungus.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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buildable_to = true,
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floodable = true,
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groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, flow_through = 1},
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@ -47,6 +48,7 @@ minetest.register_node("df_farming:cavern_fungi", {
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inventory_image = "dfcaverns_fungi.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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buildable_to = true,
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floodable = true,
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light_source = 6,
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@ -134,7 +136,7 @@ local place_seed = function(itemstack, placer, pointed_thing, plantname)
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-- add the node and remove 1 item from the itemstack
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minetest.add_node(pt.above, {name = plantname, param2 = 1})
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df_farming.plant_timer(pt.above, plantname)
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if not minetest.setting_getbool("creative_mode") then
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if not minetest.settings:get_bool("creative_mode", false) then
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itemstack:take_item()
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end
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return itemstack
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@ -155,6 +157,7 @@ df_farming.register_seed = function(name, description, image, stage_one, grow_ti
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_dfcaverns_next_stage_time = grow_time,
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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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sunlight_propagates = true,
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selection_box = {
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@ -180,6 +183,9 @@ df_farming.register_seed = function(name, description, image, stage_one, grow_ti
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end
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df_farming.grow_underground_plant = function(pos, plant_name, elapsed)
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if df_farming.kill_if_sunlit(pos) then
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return
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end
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local node_def = minetest.registered_nodes[plant_name]
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local next_stage = node_def._dfcaverns_next_stage
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if next_stage then
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@ -195,7 +201,33 @@ df_farming.grow_underground_plant = function(pos, plant_name, elapsed)
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end
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end
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df_farming.kill_if_sunlit = function(pos, node)
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return false
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end
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if df_farming.config.light_kills_fungus then
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local kill_if_sunlit = function(pos, node)
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if not node then
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node = minetest.get_node(pos)
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end
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local node_def = minetest.registered_nodes[node.name]
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local light_sensitive_fungus_level = node_def.groups.light_sensitive_fungus
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-- This should never be the case, but I've received a report of it happening anyway in the ABM so guarding against it.
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if not light_sensitive_fungus_level then return false end
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local dead_node = node_def._dfcaverns_dead_node or "df_farming:dead_fungus"
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-- 11 is the value adjacent to a torch
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local light_level = minetest.get_node_light(pos, 0.5) -- check at 0.5 to get how bright it would be here at noon,
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-- prevents fungus from growing on the surface world by happenstance
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if light_level and light_level > light_sensitive_fungus_level then
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minetest.set_node(pos, {name=dead_node, param2 = node.param2})
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return true
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end
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return false
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end
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df_farming.kill_if_sunlit = kill_if_sunlit
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minetest.register_abm({
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label = "df_farming:kill_light_sensitive_fungus",
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nodenames = {"group:light_sensitive_fungus"},
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@ -203,15 +235,7 @@ if df_farming.config.light_kills_fungus then
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interval = 30,
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chance = 5,
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action = function(pos, node)
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local node_def = minetest.registered_nodes[node.name]
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local light_sensitive_fungus_level = node_def.groups.light_sensitive_fungus
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if not light_sensitive_fungus_level then return end -- This should never be the case, but I've received a report of it happening anyway so guarding against it.
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local dead_node = node_def._dfcaverns_dead_node or "df_farming:dead_fungus"
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-- 11 is the value adjacent to a torch
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local light_level = minetest.get_node_light(pos)
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if light_level and light_level > light_sensitive_fungus_level then
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minetest.set_node(pos, {name=dead_node, param2 = node.param2})
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end
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kill_if_sunlit(pos, node)
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end
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})
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end
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