Commit Graph

24 Commits

Author SHA1 Message Date
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 0296f7fb7e update subterrane, fix a crash in torchspine growth 2022-08-08 00:18:03 -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 1b402a2403 copy/paste error in config description 2022-07-15 19:16:23 -06:00
FaceDeer d1620a6f39 replace bloodthorn ABM with node timers, much more efficient. 2022-07-15 16:58:54 -06:00
FaceDeer 4884f1e51a add spawn functions to some trees that didn't have them 2022-07-13 22:01:50 -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 416fbb4e45 prevent spindlestem caps from producing endless spawn
Note that recipes will no longer work for players that already have these caps in their inventory. They'll need to place them and then re-harvest them to convert them to the new "sterile" cap node that drops on harvest.
2022-07-11 01:16:57 -06:00
FaceDeer 9a53e49fa8 make primordial gills climbable, make spore trees more likely to produce spawn 2021-03-12 18:29:05 -07:00
FaceDeer 82056c0421 moving tree default dependencies into one file (mostly), adding stub translations 2020-11-15 19:06:45 -07:00
FaceDeer 9370cbbdb4 re-add smoke to torchspines now that smoke underground doesn't last forever 2020-02-23 10:52:57 -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 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
FaceDeer 12919e9a16
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.

* add the wandering "gas wisp" to light up some of the gas-filled caverns

* make wisps rarely spawned by gas explosions

* revamp spindlestems into a sort of mineral detector, add glowing extract bottles

* optimize pngs

* add gas wisps to mapgen

* add spindlestems to cavern level 1, most level 1 warrens are now lit up

* update internal names, adjust mineral detection range

* add cave pearls to some level 2 warrens and tunnels

* switch experimental simplecrafting_lib support to crafting mod

* Pearls don't grow on falling nodes

* put spindlestems with goblin caps, make them always grow red when near those

* bunch of documentation

* add castle coral to replace cave coral, which has been repurposed into column decoration

* documentation for cave coral, update some locale text

* add a recipe for cooking oil into paraffin

* add old bones to the underworld

* MIT license for bones_loot

* also cook black cap gills into paraffin, they're oily

* add salt crystals to the bloodthorn caverns, illuminating the floor

* documentation for salt crystals

* auto-generate minetestmapper colors.

need to update the spindlestem colours manually

* add spindlestem to fungiwood caverns too, and increase warren coverage

* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.

* add a bit of displacement to the underside of the slade layer

* Unique images and names for cooking recipes.

* revamp bones loot

* add softer footsteps for some fungus types

* update mapgen_helper

* update cave coral screenshot

* mention glowing salts in bloodthorn caverns
2019-08-18 22:20:07 -05:00
FaceDeer 5e113ec200 turn underwater pillars/stalagmites in the Sunless Sea into cave coral 2019-08-01 23:07:15 -06:00
FaceDeer 833278678e lossless png compression 2019-07-09 23:52:27 -06:00
FaceDeer 8d30f718f7 math.random can produce up to a maxint, updating requested range 2019-07-09 23:51:23 -06:00
FaceDeer 882395ef75
Modpack refactor (#4)
Split this mod into a set of sub-mods in a modpack, and in the process did a whole bunch of renovations.

* updated Subterrane's API to allow for more patterned placement of things
* added "warrens"
* clean separation of flooded and non-flooded caverns
* rearranged biomes to make cavern layers more distinct
* added oil layer
* added underworld layer
2018-12-31 11:46:27 -07:00