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
This commit is contained in:
FaceDeer
2020-02-12 23:49:17 -07:00
committed by GitHub
parent 12919e9a16
commit 98fb313eb1
221 changed files with 7159 additions and 445 deletions

View File

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