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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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@ -4,13 +4,13 @@ local S, NS = dofile(MP.."/intllib.lua")
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local invulnerable = df_underworld_items.config.invulnerable_slade and not minetest.settings:get_bool("creative_mode")
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local server_diggable_only = function(pos, player)
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return minetest.check_player_privs(player, "server")
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end
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local add_immortality = function(slade_def)
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slade_def.groups.immortal = 1
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slade_def.groups.cracky = nil
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--slade_def.on_destruct = function() end
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--slade_def.can_dig = function(pos, player) return minetest.settings:get_bool("creative_mode") == true end
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--slade_def.diggable = false
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--slade_def.on_blast = function() end
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slade_def.can_dig = server_diggable_only
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return slade_def
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end
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@ -64,6 +64,7 @@ local slade_wall_def = {
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paramtype = "light",
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tiles = {"dfcaverns_slade_brick.png"},
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walkable = true,
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is_ground_content = false,
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groups = { cracky=3, stone=1, level=3, slade=1, pit_plasma_resistant=1, mese_radiation_shield=1},
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sounds = default.node_sound_stone_defaults({ footstep = { name = "bedrock2_step", gain = 1 } }),
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}
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@ -78,7 +79,7 @@ minetest.register_node("df_underworld_items:slade_sand", {
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_doc_items_longdesc = df_underworld_items.doc.slade_desc,
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_doc_items_usagehelp = df_underworld_items.doc.slade_usage,
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tiles = {"dfcaverns_slade_sand.png"},
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is_ground_content = true,
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is_ground_content = false,
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groups = {crumbly = 3, level = 2, falling_node = 1, slade=1, pit_plasma_resistant=1, mese_radiation_shield=1},
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sounds = default.node_sound_gravel_defaults({
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footstep = {name = "default_gravel_footstep", gain = 0.45},
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@ -142,10 +143,9 @@ if minetest.get_modpath("stairs") then
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local stair_groups = {level = 3, mese_radiation_shield=1, pit_plasma_resistant=1, slade=1}
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if invulnerable then
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stair_groups.immortal = 1
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else
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stair_groups.cracky = 3
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end
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stair_groups.cracky = 3
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stairs.register_stair_and_slab(
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"slade_brick",
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"df_underworld_items:slade_brick",
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@ -155,6 +155,15 @@ if minetest.get_modpath("stairs") then
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S("Slade Slab"),
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default.node_sound_stone_defaults({ footstep = { name = "bedrock2_step", gain = 1 } })
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)
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if invulnerable then
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for name, def in pairs(minetest.registered_nodes) do
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if name:sub(1,7) == "stairs:" and name:sub(-11) == "slade_brick" then
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minetest.override_item(name, {can_dig = server_diggable_only})
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end
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end
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end
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end
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if minetest.get_modpath("mesecons_mvps") and df_underworld_items.config.invulnerable_slade then
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