1
0
鏡像自 https://github.com/FaceDeer/dfcaverns.git 已同步 2025-07-13 14:00:29 +02:00

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
此提交包含在:
FaceDeer
2020-02-12 23:49:17 -07:00
提交者 GitHub
父節點 12919e9a16
當前提交 98fb313eb1
共有 221 個檔案被更改,包括 7159 行新增445 行删除

查看文件

@ -50,7 +50,7 @@ local plump_helmet_on_place = function(itemstack, placer, pointed_thing, plantn
-- add the node and remove 1 item from the itemstack
minetest.add_node(pt.above, {name = plantname, param2 = math.random(0,3)})
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
@ -71,6 +71,7 @@ minetest.register_node("df_farming:plump_helmet_spawn", {
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
is_ground_content = false,
floodable = true,
node_box = {
type = "fixed",
@ -103,6 +104,9 @@ minetest.register_node("df_farming:plump_helmet_1", {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
sounds = default.node_sound_leaves_defaults(),
sound = {eat = {name = "df_farming_gummy_chew", gain = 1.0}},
walkable = false,
floodable = true,
node_box = {
@ -140,7 +144,10 @@ minetest.register_node("df_farming:plump_helmet_2", {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
sounds = default.node_sound_leaves_defaults(),
sound = {eat = {name = "df_farming_gummy_chew", gain = 1.0}},
walkable = false,
is_ground_content = false,
floodable = true,
node_box = {
type = "fixed",
@ -175,7 +182,10 @@ minetest.register_node("df_farming:plump_helmet_3", {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
sounds = default.node_sound_leaves_defaults(),
sound = {eat = {name = "df_farming_gummy_chew", gain = 1.0}},
walkable = false,
is_ground_content = false,
floodable = true,
node_box = {
type = "fixed",
@ -208,7 +218,10 @@ minetest.register_node("df_farming:plump_helmet_4", {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
sounds = default.node_sound_leaves_defaults(),
sound = {eat = {name = "df_farming_gummy_chew", gain = 1.0}},
walkable = false,
is_ground_content = false,
floodable = false, -- I figure full grown plump helmets are sturdy enough to survive inundation
node_box = {
type = "fixed",
@ -260,7 +273,10 @@ minetest.register_node("df_farming:plump_helmet_4_picked", {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
sounds = default.node_sound_leaves_defaults(),
sound = {eat = {name = "df_farming_gummy_chew", gain = 1.0}},
walkable = false,
is_ground_content = false,
floodable = false,
node_box = {
type = "fixed",