Commit Graph

24 Commits

Author SHA1 Message Date
FaceDeer 77b990a697 fix crash when using mesecons with default game, remove flora group from all plants. 2022-08-29 06:51:17 -06:00
FaceDeer 0a0c97b74e
Mineclone compatibility (#36)
* latest versions of mapgen_helper and subterrane

* initial work

* call it "minetest_game" compatibility instead of "default" compatibility

* Getting started on moving all default dependencies to a single root mod

* distilling out more dependencies

* fix some typos

* more default dependencies

* beds

* start getting some MCL equivalents set up

* mine gas dependencies

* reorganize

* add some mapgen stuff

* getting close to actually being able to run mineclone with this

* it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start.

* hide flowing pit plasma from creative inventory

* mineclone 5 settings

* Update subterrane

* get rid of meselamp dependency, bring in ancient lanterns from deep roads

* stair dependencies

* add mcl fences

* add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there.

* buckets of oil and syrup should work in mineclone now

* 'splosions!

* make hunters avoid repaired ancient lanterns

* mapgen torchspine wasn't having its timer set

* split mapgen compatibility code into its own file

* bypass dependency indirection for df_farming.

* apply threshold alpha to food items, they look better that way

* bypass dependency indirection for df_mapitems

* bypass dependency indirection for df_primordial_items

* bypass dependency indirection for df_trees

* bypass dependency indirection for df_underworld_items

* bypass dependency indirection for df_caverns

* fixing up the puzzle seal to work in both

* fix puzzle seal formspec for mcl

* create built-in substitutes for fireflies and bones mods for when those aren't available

* set up mcl dungeon loot for underworld warriors, port over some translations from default

* overlooked a debug

* add itemslot backgrounds for mcl

* added mineclone groups to all registered nodes. TODO: craftitems.

This was extremely tedious. Completely untested, aside from simply running the game.

* minor fixes to the built-in bones node

* eatable group for edibles

* clean up some TODOs

* adjust pit plasma abm conditions

* add df_ambience

* fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators

* make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles

* avoid an undeclared global check

* alas, cave pearls aren't set up right for attached_node_facedir.

* bunch of work on mineclone ores, moved main config into df_dependencies

* add a few more ores

* update depends in mod.conf

* add opaque group to light-sensitive dirt types

Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these.

* add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it

* bloodthorn also needs to be set opaque

* add sound to torchspines

* isolate Nethercap translation name to make it easier to swap out in Mineclone contexts

* ambience tweak

* fix dirt spreads

https://github.com/FaceDeer/dfcaverns/issues/35

* adding achievements! Almost all untested yet.

* fix a few achievements glitches

* tweak some more achievements, add delay when achievements unlock other achievements

* fix farming achievements, fix spindlestem callbacks on place

* icons for farming achievements

* more achievement icons, fix ancient lantern achievement

* two more icons, update text

* add icons for upper cavern layers

* all achievements have icons now. Also add another sound to the magma sea ambience

* hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements

* ironically, Mineclone has an old version of awards that is incompatible with my trigger work.

* every award should now have a description and a difficulty.

* removing leftovers

* missing callbacks for farmables

* put growth restrictions on farmables so the achievement doesn't trigger inappropriately.

* enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool)

* get *all* the copper and iron containing nodes

* fix old awards mod's handling of grouped dig items

* Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool

* used the wrong drop method

* beef up explosions in MCL, make slade brick craftable from slade sand and lava

* better creative mode checks, fix crash when digging walls in MCL

* Update subterrane

* various bugfixes and tweaks

* whipping up a simple puzzle chest to give a clue about ancient numbering

The coding is done, but UI and a node mesh need to be done

* prepare for some art tomorrow

* chest node and sounds

* images for the combination dials

* add puzzle chests to the underworld buildings

* update translations

* oops, can't initialize the contents of puzzle chests every time or players get endless stuff

* add backgrounds to item slots in MCL

* wrap the existing function rather than copy and pasting it

* fix bucket dependency in cooking recipes

* add _mcl_saturation to edibles
2022-08-28 23:48:44 -06:00
FaceDeer dbc5dd38a3 Squashed commit of the following:
commit 0a61781b99
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 14:50:07 2022 -0600

    add an additional check to ensure old timers don't cause inappropriate growth

commit 1d7b6010c3
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 13:21:29 2022 -0600

    stop timers when seeds are picked up

commit c8fa25ccd7
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 13:05:24 2022 -0600

    fix replacements for dwarven syrup taffy recipe

commit 4de45bb6d7
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 11:09:48 2022 -0600

    account for some additional mod dependencies

commit 83ea06bbaa
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 11:09:14 2022 -0600

    update cooking recipes to be more specific.

commit 302da3ec51
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Fri Jul 29 17:12:59 2022 -0600

    add location logging for debugging purposes

commit 11667e184e
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Sun Jul 24 16:54:21 2022 -0600

    add checks for submods being present

    the df_trees and df_farming checks are likely redundant, but if primordial layers are disabled someone might not have df_primordial_items installed.

commit 5906308d87
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Sun Jul 24 16:49:23 2022 -0600

    add config settings for biome restrictions, vastly reduce copy and paste in code

commit e52820c282
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Sat Jul 23 20:45:26 2022 -0600

    add initial stab at growing conditions - biome restrictions for trees

commit 7b99556df9
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Sat Jul 23 12:08:41 2022 -0600

    adding biome API. Not yet tested.

commit bf82b3b3fe
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Fri Jul 22 21:22:37 2022 -0600

    added stubs for growth permission for farming plants

commit 46765df3ef
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Fri Jul 22 18:36:45 2022 -0600

    initial work for restricted plant growth. split out growth conditions for trees, and reworked torchspine to not use ABMs while I was at it.
2022-08-01 14:55:46 -06:00
FaceDeer f23d4115bd default fences using dfcaverns wood
also adding flora group to all plants, making spongestone drop dirt, and adding fuel recipes for primordial wood types
2022-07-22 02:27:57 -06:00
FaceDeer 18d2f190e8 make various primordial vegetation floodable. It grows back anyway. 2022-07-15 19:13:15 -06:00
FaceDeer beb89c5a64 remove another ABM 2022-07-15 18:57:01 -06:00
FaceDeer 4884f1e51a add spawn functions to some trees that didn't have them 2022-07-13 22:01:50 -06:00
FaceDeer c3e3ea0d5d add sapling group to the primordial jungle mushroom 2022-07-13 20:06:39 -06:00
FaceDeer d4f12d19ec add stairs for primordial wood types. Also bump mycelial soil light sensitivity to 13 2022-07-11 22:13:25 -06:00
FaceDeer dbd12b2237 making mycelial dirt light-sensitive, fixing various drops 2022-07-11 20:30:49 -06:00
FaceDeer 0acb3ab09b update use_texture_alpha properties 2021-03-13 02:21:13 -07:00
FaceDeer 9a53e49fa8 make primordial gills climbable, make spore trees more likely to produce spawn 2021-03-12 18:29:05 -07:00
FaceDeer d2ed498f45 add a few edibles to the primordial layer 2020-12-01 00:08:38 -07:00
FaceDeer f5954dfdc5 add hunger_ng support 2020-11-30 19:42:00 -07:00
FaceDeer b31618e5b0 isolate primordial item default dependencies to one file, add stub translations 2020-11-15 15:06:20 -07:00
FaceDeer 5847fa74fc add glowstone veins to the primordial layer, limit fire so the jungles don't become infernos 2020-11-04 18:27:26 -07:00
FaceDeer 7ddf1ff7cb switch trail mod to footprints mod 2020-02-19 21:07:15 -07:00
FaceDeer 947cb72f5a fix the textdomain headers 2020-02-19 13:42:36 -07:00
FaceDeer b519280f1c update translation string formatting, fix a typo in ice sprites 2020-02-19 12:21:59 -07:00
FaceDeer 8ce754b234 resort localized strings, add color groups to spindlestem extract 2020-02-19 00:27:24 -07:00
FaceDeer d59bc8d489 switch over to native translation system 2020-02-17 22:36:53 -07:00
FaceDeer a9559bcbcf add vines group to roots and ivy, fuel recipe for plant matter 2020-02-17 18:50:37 -07:00
FaceDeer ad1d03819c update various translation templates 2020-02-16 00:33:21 -07:00
FaceDeer 98fb313eb1
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
2020-02-12 23:49:17 -07:00