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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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@ -43,7 +43,7 @@ local stal_on_place = function(itemstack, placer, pointed_thing)
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-- add the node and remove 1 item from the itemstack
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minetest.add_node(pt.above, {name = itemstack:get_name(), param2 = new_param2})
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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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@ -63,13 +63,18 @@ minetest.register_node("df_trees:torchspine_1", {
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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is_ground_content = true,
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drops = "default:torch",
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is_ground_content = false,
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drop = "default:torch",
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node_box = {
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type = "fixed",
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fixed = stal_box_1,
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},
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on_place = stal_on_place,
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on_punch = function(pos, node, puncher)
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if puncher:get_wielded_item():get_name() == "default:torch" then
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minetest.swap_node(pos, {name = "df_trees:torchspine_1_lit", param2 = node.param2})
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end
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end,
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})
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minetest.register_node("df_trees:torchspine_1_lit", {
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@ -81,9 +86,9 @@ minetest.register_node("df_trees:torchspine_1_lit", {
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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light_source = 6,
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is_ground_content = true,
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drops = "default:torch 2",
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light_source = 8,
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is_ground_content = false,
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drop = "default:torch 2",
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node_box = {
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type = "fixed",
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fixed = stal_box_1,
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@ -100,7 +105,7 @@ minetest.register_node("df_trees:torchspine_2", {
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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is_ground_content = true,
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is_ground_content = false,
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node_box = {
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type = "fixed",
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fixed = stal_box_2,
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@ -126,7 +131,7 @@ minetest.register_node("df_trees:torchspine_3", {
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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is_ground_content = true,
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is_ground_content = false,
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node_box = {
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type = "fixed",
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fixed = stal_box_3,
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@ -156,7 +161,7 @@ minetest.register_node("df_trees:torchspine_4", {
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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is_ground_content = true,
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is_ground_content = false,
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node_box = {
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type = "fixed",
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fixed = stal_box_4,
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@ -187,6 +192,7 @@ minetest.register_node("df_trees:torchspine_ember", {
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light_source = 2,
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paramtype2 = "facedir",
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walkable = false,
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is_ground_content = false,
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floodable = true,
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node_box = {
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type = "fixed",
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@ -281,11 +287,11 @@ minetest.register_abm{
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minetest.register_abm{
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label = "torchspine lighting",
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nodenames = {"df_trees:torchspine_1"},
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interval = 57,
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interval = 30,
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chance = 10,
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catch_up = true,
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action = function(pos)
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local above_def = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z})]
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local above_def = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name]
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if above_def and above_def.buildable_to then
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minetest.swap_node(pos, {name="df_trees:torchspine_1_lit", param2=minetest.get_node(pos).param2})
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end
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@ -295,7 +301,7 @@ local torchspine_list = {"df_trees:torchspine_1","df_trees:torchspine_2","df_tre
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minetest.register_abm{
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label = "torchspine growing",
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nodenames = {"df_trees:torchspine_1_lit"},
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interval = 30,
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interval = 37,
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chance = 10,
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catch_up = true,
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action = function(pos)
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@ -329,4 +335,4 @@ minetest.register_abm{
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minetest.swap_node(dest_list[i], {name=torchspine_list[i], param2=param2})
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end
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end,
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}
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}
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