Commit Graph

154 Commits

Author SHA1 Message Date
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
2eaffe6939 add modpack.conf 2020-02-15 23:41:29 -07:00
FaceDeer
64020d1384 update readme. There's always *something* you overlook when making a major release 2020-02-13 00:51:29 -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
161719eb4d update mapgen_helper and subterrane 2019-07-10 00:01:07 -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
bcc1d1d848 update oil sea to use new mine gas 2019-07-01 16:19:35 -06:00
FaceDeer
211afcc8c3 split mine gas out into a separate mod 2019-06-29 19:54:57 -06:00
FaceDeer
a474ef31b4 Mention an option for how to disable mapgen lava 2019-02-26 20:46:03 -07:00
FaceDeer
9ad487fa7a add a check guarding against a reported nil crash 2019-02-26 20:21:12 -07:00
FaceDeer
07437c5b41 add mortar and pestle recipe for dwarven sugar 2019-01-12 22:05:06 -07:00
FaceDeer
4d199775da add farming:mortar_pestle recipe for cave wheat 2019-01-12 01:24:42 -07:00
FaceDeer
492d0513fb small wording tweaks 2018-12-31 12:26:40 -07:00
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
FaceDeer
24c955dbd4 fix some debug spam 2018-11-17 21:48:36 -07:00
FaceDeer
03e71b6cb7 fixing aliases 2018-11-17 15:24:40 -07:00
FaceDeer
b2b9954ac1 Update cave_coral.lua 2018-11-17 12:42:36 -07:00
FaceDeer
99d99b2b5e add a unique use for spore tree hypahe 2018-06-05 22:55:21 -06:00
FaceDeer
97c7e93be4 add option to have larger caverns stretch across cave layers 2018-06-05 20:36:20 -06:00
FaceDeer
602df71908 add mese radiation to the glow_mese 2018-06-03 01:22:06 -06:00
FaceDeer
f2801ef9ba
Merge pull request #3 from FaceDeer/sunless-sea
Sunless sea
2018-05-31 20:33:22 -06:00
FaceDeer
0cfdac9695 add smoother churn to the surface of the magma sea 2018-05-31 20:32:06 -06:00
FaceDeer
da4ab38b4f add fine floor fungus, variety to the lava sea 2018-05-31 01:34:22 -06:00
FaceDeer
858a907098 temporarily pull handholds until original author publishes API 2018-05-30 09:48:23 -06:00
FaceDeer
a3c8911df4 add support for my fork of handholds, make floor fungus grosser 2018-05-30 00:40:03 -06:00
FaceDeer
47b2b5084e trim back the flooding a bit more
when not using dynamic_liquid even a little water spreads a lot.
2018-05-29 20:50:32 -06:00
FaceDeer
9ac703dd68 local variable 2018-05-27 21:09:46 -06:00
FaceDeer
b298652646 Adding readme 2018-05-27 10:53:46 -06:00
FaceDeer
781e08393b fix name of enable_lava_sea option, add pos to snareweed log string 2018-05-26 22:18:41 -06:00
FaceDeer
11f566fc1f import radiant_damage code to handle different height snareweed nodes 2018-05-26 22:14:09 -06:00
FaceDeer
bf2c15258f add a config setting to greatly reduce flooded caves 2018-05-26 00:46:23 -06:00
FaceDeer
e8ddd1e4b1 switch stalagmite function call to new name 2018-05-25 23:52:46 -06:00
FaceDeer
dbf4cc08c8 add subtle animation to glow worms 2018-05-24 20:55:19 -06:00
FaceDeer
ac231edaeb add snareweed "radiant" damage 2018-05-24 19:37:12 -06:00
FaceDeer
e756d80134 remove mese water, add cave coral and snareweed to sunless sea 2018-05-23 02:32:06 -06:00
FaceDeer
cd433bb8eb doc update, a bit more diversity to black cap caverns 2018-05-21 13:23:25 -06:00
FaceDeer
84cbda2feb mesh-based tunnel tube segments 2018-05-20 23:44:19 -06:00
FaceDeer
2f5cb34b86 make crystals solid, add recipes to allow players to tilt harvested crystals 2018-05-20 18:04:37 -06:00
FaceDeer
c723952812 two crystal sizes, add slight glow to cave moss, add columns to layer 1 2018-05-20 00:45:38 -06:00
FaceDeer
04bf67c70c make crystals drop non-tilted type for now 2018-05-19 19:28:06 -06:00
FaceDeer
9190a348f2 add giant glowing crystals to lower dry caverns 2018-05-19 15:47:41 -06:00