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

@ -43,7 +43,7 @@ local stal_on_place = function(itemstack, placer, pointed_thing)
-- add the node and remove 1 item from the itemstack
minetest.add_node(pt.above, {name = itemstack:get_name(), param2 = new_param2})
if not minetest.setting_getbool("creative_mode") then
if not minetest.settings:get_bool("creative_mode", false) then
itemstack:take_item()
end
return itemstack
@ -63,13 +63,18 @@ minetest.register_node("df_trees:torchspine_1", {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
drops = "default:torch",
is_ground_content = false,
drop = "default:torch",
node_box = {
type = "fixed",
fixed = stal_box_1,
},
on_place = stal_on_place,
on_punch = function(pos, node, puncher)
if puncher:get_wielded_item():get_name() == "default:torch" then
minetest.swap_node(pos, {name = "df_trees:torchspine_1_lit", param2 = node.param2})
end
end,
})
minetest.register_node("df_trees:torchspine_1_lit", {
@ -81,9 +86,9 @@ minetest.register_node("df_trees:torchspine_1_lit", {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
light_source = 6,
is_ground_content = true,
drops = "default:torch 2",
light_source = 8,
is_ground_content = false,
drop = "default:torch 2",
node_box = {
type = "fixed",
fixed = stal_box_1,
@ -100,7 +105,7 @@ minetest.register_node("df_trees:torchspine_2", {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
is_ground_content = false,
node_box = {
type = "fixed",
fixed = stal_box_2,
@ -126,7 +131,7 @@ minetest.register_node("df_trees:torchspine_3", {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
is_ground_content = false,
node_box = {
type = "fixed",
fixed = stal_box_3,
@ -156,7 +161,7 @@ minetest.register_node("df_trees:torchspine_4", {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
is_ground_content = false,
node_box = {
type = "fixed",
fixed = stal_box_4,
@ -187,6 +192,7 @@ minetest.register_node("df_trees:torchspine_ember", {
light_source = 2,
paramtype2 = "facedir",
walkable = false,
is_ground_content = false,
floodable = true,
node_box = {
type = "fixed",
@ -281,11 +287,11 @@ minetest.register_abm{
minetest.register_abm{
label = "torchspine lighting",
nodenames = {"df_trees:torchspine_1"},
interval = 57,
interval = 30,
chance = 10,
catch_up = true,
action = function(pos)
local above_def = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z})]
local above_def = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name]
if above_def and above_def.buildable_to then
minetest.swap_node(pos, {name="df_trees:torchspine_1_lit", param2=minetest.get_node(pos).param2})
end
@ -295,7 +301,7 @@ local torchspine_list = {"df_trees:torchspine_1","df_trees:torchspine_2","df_tre
minetest.register_abm{
label = "torchspine growing",
nodenames = {"df_trees:torchspine_1_lit"},
interval = 30,
interval = 37,
chance = 10,
catch_up = true,
action = function(pos)
@ -329,4 +335,4 @@ minetest.register_abm{
minetest.swap_node(dest_list[i], {name=torchspine_list[i], param2=param2})
end
end,
}
}