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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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@ -8,7 +8,7 @@ minetest.register_node("df_trees:tower_cap_stem", {
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_doc_items_longdesc = df_trees.doc.tower_cap_desc,
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_doc_items_usagehelp = df_trees.doc.tower_cap_usage,
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tiles = {"dfcaverns_tower_cap.png"},
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is_ground_content = true,
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is_ground_content = false,
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groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, tower_cap = 1},
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sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
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})
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@ -19,7 +19,7 @@ minetest.register_node("df_trees:tower_cap", {
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_doc_items_longdesc = df_trees.doc.tower_cap_desc,
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_doc_items_usagehelp = df_trees.doc.tower_cap_usage,
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tiles = {"dfcaverns_tower_cap.png"},
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is_ground_content = true,
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is_ground_content = false,
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groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, tower_cap = 1},
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sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
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})
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@ -30,7 +30,7 @@ minetest.register_node("df_trees:tower_cap_gills", {
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_doc_items_longdesc = df_trees.doc.tower_cap_desc,
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_doc_items_usagehelp = df_trees.doc.tower_cap_usage,
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tiles = {"dfcaverns_tower_cap_gills.png"},
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is_ground_content = true,
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is_ground_content = false,
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groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1, tower_cap = 1},
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sounds = default.node_sound_leaves_defaults(),
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drawtype = "plantlike",
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@ -125,6 +125,7 @@ minetest.register_node("df_trees:tower_cap_sapling", {
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wield_image = "dfcaverns_tower_cap_sapling.png",
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paramtype = "light",
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sunlight_propagates = true,
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is_ground_content = false,
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walkable = false,
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floodable = true,
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selection_box = {
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@ -136,15 +137,21 @@ minetest.register_node("df_trees:tower_cap_sapling", {
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sounds = default.node_sound_leaves_defaults(),
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on_construct = function(pos)
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local below_node = minetest.get_node(vector.add(pos, {x=0,y=-1,z=0}))
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if minetest.get_item_group(below_node.name, "soil") > 0 then
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minetest.get_node_timer(pos):start(math.random(
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df_trees.config.tower_cap_delay_multiplier*df_trees.config.tree_min_growth_delay,
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df_trees.config.tower_cap_delay_multiplier*df_trees.config.tree_max_growth_delay))
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if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name, "soil") == 0 then
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return
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end
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minetest.get_node_timer(pos):start(math.random(
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df_trees.config.tower_cap_delay_multiplier*df_trees.config.tree_min_growth_delay,
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df_trees.config.tower_cap_delay_multiplier*df_trees.config.tree_max_growth_delay))
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end,
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on_destruct = function(pos)
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minetest.get_node_timer(pos):stop()
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end,
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on_timer = function(pos)
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if df_farming and df_farming.kill_if_sunlit(pos) then
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return
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end
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minetest.set_node(pos, {name="air"})
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df_trees.spawn_tower_cap(pos)
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end,
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