86 Commits

Author SHA1 Message Date
de57f627e2 update mapgen_helper 2020-02-12 23:43:34 -07:00
ffd088200d update screenshots with new slade colors 2020-02-12 15:28:33 -07:00
893dd85bce give slade a more muted, gloomy hue to differentiate it from nether stone 2020-02-12 15:13:02 -07:00
769f704f85 remove the smoke from torchspines again - it doesn't dissipate that deep underground 2020-02-11 19:58:34 -07:00
336c0849aa improve the efficiency of giant mycelium growth using flat node array, fewer dereferences 2020-02-10 13:38:27 -07:00
d9b3903e66 make mapgen mycelium timer delay configurable 2020-02-09 17:15:41 -07:00
bf507c3177 switch from ABM to node timer for mapgen mycelium growth 2020-02-09 14:40:08 -07:00
7877f2cb4b replace glowstone texture with a new animated one 2020-02-09 01:26:14 -07:00
788a00e307 add smokey back to torchspine now that it can be dialed down a bit 2020-02-08 23:33:42 -07:00
e2c6507e5f new mapgen_helper metrics 2020-02-08 23:10:37 -07:00
18051ce3a6 add pitter patter of spore tree spores, alternate paper recipe 2020-02-06 18:56:47 -07:00
239d4569e2 caverns become far too smokey, alas 2020-02-06 14:38:44 -07:00
599f17ec60 generate dry stalactites in near-surface caverns. 2020-02-05 20:59:55 -07:00
98e3e0a222 fix drop definitions 2020-02-04 17:30:09 -07:00
89639e289a make torchspines smokey and manually lightable 2020-02-04 17:14:15 -07:00
240d35cfa6 fix slade undiggability 2020-02-03 02:22:16 -07:00
c5fe22f7ec add lbm to upgrade old bones 2020-02-02 22:57:10 -07:00
6deb010475 fix bones formspec 2020-02-02 22:13:32 -07:00
ad319c50a3 add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. 2020-02-02 04:34:11 -07:00
64ab6ebd05 fix leftover undefined variable 2020-02-01 17:22:00 -07:00
84efae02c4 update spindlestem growth code, remove deprecated functions 2020-02-01 17:06:16 -07:00
96e6ecefe7 make mapping kit requirement more flexible 2020-01-31 14:13:35 -07:00
e59144a33b add various eating sounds 2020-01-30 20:50:07 -07:00
4a40eaf2b2 update deprecated functions 2020-01-30 17:33:14 -07:00
9e53ee9836 fix a few minor bugs 2020-01-30 03:29:32 -07:00
ff1d5d0af2 fixing up fungus light sensitivity, tree growth code 2020-01-30 00:57:29 -07:00
27afe3e383 make it slightly harder to dig down through amethyst sheathing of pits 2020-01-29 16:34:18 -07:00
d82be17b6b update colours 2020-01-29 14:07:50 -07:00
19236da965 better goblin cap schematics 2020-01-29 03:07:43 -07:00
b4293d30c6 add rare thicker Goblin Caps, suitable for use as huts. 2020-01-28 22:58:32 -07:00
d9236c33a3 change surface tunnel detection to allow above-ground stalactites and stalagmites 2020-01-27 23:40:39 -07:00
861b8935a9 update subterrane 2020-01-27 20:42:23 -07:00
70996a5e4b make mycelia climbable 2020-01-27 20:32:09 -07:00
95578b06e1 record identity of slade-breachers 2020-01-27 20:11:59 -07:00
41edf4d7b1 separate setting for ruin markers 2020-01-27 16:49:44 -07:00
aec1cac984 add names to the glowing pits and some of the ruins 2020-01-27 16:19:23 -07:00
af402c08ce spreading_dirt_type depends on light, create my own ABM instead 2020-01-27 11:08:38 -07:00
e4a69b3e1f reduce density of megaflora a bit - was too hard to walk through 2020-01-27 11:01:55 -07:00
7cb293b6be update mapgen_helper and subterrane 2020-01-27 09:40:08 -07:00
3ba2542979 updated magma sea screenshot 2020-01-26 22:54:43 -07:00
41b512dc47 update guide with some Primordial teasers 2020-01-26 22:36:44 -07:00
6b41029b84 polishing up the Primordial layer 2020-01-26 19:56:19 -07:00
9ddb8c5b6f try a more efficient way of changing the interiors of columns 2020-01-26 11:30:40 -07:00
a47c25a89c add named waypoints to the underworld 2020-01-25 13:55:40 -07:00
f11e878b08 update map colours 2019-12-27 23:47:51 -07:00
19f518b21e boost default plant growth delay, add growing selection boxes 2019-12-27 22:45:09 -07:00
2eb5273746 remove deprecated files 2019-12-14 16:02:09 -07:00
3bd29df3bc add trail mod support 2019-12-14 14:29:56 -07:00
859f84686a fix ice/oil on level 3, tweak some loot probabilities 2019-12-08 01:19:35 -07:00
ad5d64d901 puzzle particle, bones were only spawning on top of structures 2019-12-05 17:24:26 -07:00
7ee75edeab fancy up the seal's upper surface with inscriptions to make the formspec feel consistent 2019-12-03 21:39:13 -07:00
43d67e764d switch to compositing to save a few bytes 2019-12-03 21:35:47 -07:00
9bcd5532fe tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 2019-12-03 21:30:25 -07:00
04fd11c312 add a clue to the seal formspec 2019-12-03 21:21:01 -07:00
a33058ede0 fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages 2019-12-03 20:31:26 -07:00
54bbf456c4 switch to a different key bell 2019-12-02 00:14:57 -07:00
ccc200661d add flowers to the underworld warrior bones 2019-12-01 18:49:43 -07:00
e0b3b023b0 add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation 2019-12-01 18:30:29 -07:00
922181bba2 puzzle seals now fully functional. Need to add clues for decoding the keys next. 2019-12-01 17:46:08 -07:00
91e2da49c8 Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. 2019-11-30 21:59:01 -07:00
ff44fb87c2 add seal block 2019-11-29 21:37:01 -07:00
d352178244 primordial column material, add sealed shafts to underworld 2019-11-29 16:04:50 -07:00
ce5c6f807d fix for overgen crash in level 2 2019-11-11 15:23:41 -07:00
cc30f96d52 remove unintentional airspace from underside of slade 2019-11-11 13:29:26 -07:00
816f0bf7eb more fixes for overgen support 2019-11-11 13:12:46 -07:00
b29f549d76 fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area 2019-11-11 09:42:56 -07:00
85ab92f32d use custom is_ground_content method 2019-11-11 01:53:02 -07:00
13c75410aa optimize pngs, add is_ground_content to everything 2019-11-10 21:47:10 -07:00
cacddcd347 Merge branch 'master' into primordial 2019-08-18 21:30:04 -06:00
bf5227f055 Make a spectrum of jungle growth 2019-08-16 21:04:33 -06:00
9db3e47342 rough out the jungle biome 2019-08-15 19:46:57 -06:00
c64f0a6f63 make giant mushrooms edible, make jungle trees growable 2019-08-12 23:00:41 -06:00
1a86f38f71 add a use for giant mycelium 2019-08-12 20:03:55 -06:00
63efbf6179 allow mycelium growth to pause when it hits unloaded areas 2019-08-12 17:48:21 -06:00
b2b5231c43 make mycelium grow when players aren't present 2019-08-12 14:09:31 -06:00
eb3377fba0 fix settings for giant mycelium 2019-08-12 09:26:58 -06:00
99588c160f add giant mycelium to mapgen 2019-08-11 23:36:18 -06:00
f2c1f54215 add giant mycelium fungoidal structure 2019-08-11 19:33:50 -06:00
62b33c126f update primordial mushroom schematic placement to ensure it fits 2019-08-10 14:32:31 -06:00
78963d4b89 update mapgen_helper 2019-08-10 14:31:07 -06:00
e6ce07a013 decorate fungal floor a bit 2019-08-10 01:16:23 -06:00
19a6da4f78 fungal ceiling decorations 2019-08-09 21:51:39 -06:00
7ebcdd0178 add giant jungle mushroom, rough out actual cavern layer code framework 2019-08-09 20:32:27 -06:00
3486f534e2 import ClockGen's giant mushroom schematics, make them and giant ferns growable 2019-08-09 00:44:21 -06:00
86535e82fc update mapgen_helper 2019-08-08 23:16:13 -06:00
02e699890f bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. 2019-08-07 23:31:01 -06:00
605 changed files with 7120 additions and 17123 deletions

View File

@ -1,66 +0,0 @@
read_globals = {
"minetest",
"ItemStack",
"AreaStore",
table = {fields = {"copy", "indexof"}},
"vector",
"default",
"dump",
"core",
}
globals = {
"VoxelArea",
"awards",
"big_webs",
"bones_loot",
"bubblesponge",
"bucket",
"chasms",
"collectible_lore",
"cottages",
"df_achievements",
"df_ambience",
"df_caverns",
"df_dependencies",
"df_dependencies",
"df_farming",
"df_mapitems",
"df_primordial_items",
"df_trees",
"df_underworld_items",
"doors",
"dungeon_loot",
"dynamic_liquid",
"footprints",
"hunter_statue",
"ice_sprites",
"looped_node_sound",
"mapgen_helper",
"mcl_buckets",
"mcl_explosions",
"mcl_fences",
"mcl_flowers",
"mcl_formspec",
"mcl_mapgen",
"mcl_sounds",
"mcl_stairs",
"mcl_vars",
"mcl_worlds",
"mesecon",
"name_generator",
"named_waypoints",
"oil",
"pit_caves",
"playerplus",
"radiant_damage",
"simplecrafting_lib",
"stairs",
"stairsplus",
"subterrane",
"tnt",
}
max_line_length = false
unused_args = false
unused = true

60
API.md
View File

@ -1,60 +0,0 @@
# Chat commands
There are not many chat commands provided by this modpack since it's primarily a mapgen mod. Only one is available to non-server-admins:
`mute_df_ambience`: Mutes or unmutes ambient sounds in deep caverns. This muted state is saved per-player, so players that are bothered by ambient sounds can disable them for themselves.
The following are only available for server admins:
`find_pit`: Finds the nearest glowing pit in the Underworld layer.
`mapgen_helper_loc` and `mapgen_helper_tour`: only available if the `mapgen_helper_log_locations` setting has been set to true. mapgen_helper will then record the locations of various types of mapgen feature as they are generated, and these commands will teleport the server admin to them.
`find_pit_caves`: Lists the locations of nearby vertical shaft caverns, including the top and bottom elevations.
# APIs
Not all APIs are listed here, this list focuses on APIs that modders may wish to use in sub-mods that modify DF Caverns' functionality in the existing context of this modpack.
## bones_loot
This mod populates the bones in the underworld with loot.
`bones_loot.register_loot`
Uses same table format as dungeon_loot from the default minetest_game. eg, {{name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
if dungeon_loot is installed it uses dungeon_loot's registration function directly.
## chasms
`chasms.register_ignore(node_name)`: Use this to set node types to be left alone by chasm-carving
`chasms.is_in_chasm(pos)`: returns true if pos is inside a chasm.
## df_ambience
`df_ambience.add_set(def)`: adds a sound set to the ambience mod. See soundsets.lua for a bunch of examples of what can go in the `def` table.
This mod has a lot of similarities to the [https://notabug.org/TenPlus1/ambience](ambience) mod, but after struggling to get that mod to "play nice" with df_caverns' needs it turned out to be easier to just re-implement the specific parts of the mod that were needed here.
## df_caverns
`df_caverns.get_biome(pos)`: returns the string name of the df_cavern biome that pos is located in, or nil if it's outside of any of df_caverns' cavern layers. df_caverns uses a homebrew biome system rather than the built-in biome registration system.
`df_caverns.is_ground_content(node_id)`: used by subterrane's mapgen to avoid removing nodes placed by df_caverns' mapgen. If you're adding new map features inside dfcavern's hollow spaces and they're being chopped in half at mapblock boundaries then you may be able to solve this by overriding this method with one that recognizes the nodes you're adding.
This was never really expected to be something that someone would need to do, though, so this is a little clunky. If you're having trouble with this please file an issue.
`df_caverns.populate_puzzle_chest(pos)`: When a "puzzle chest" is generated in the Underworld ruins this method gets called to populate its contents. If you wish to override the contents of the puzzle chest then you can override this method. Place items in the "main" inventory at the pos parameter's location.
## looped_node_sound
`looped_node_sound.register(def)`: A simple mod for making nodes emit a looped sound when the player is nearby.
def = {
node_list = {"df_trees:torchspine_1_lit"},
sound = "dfcaverns_torchspine_loop",
max_gain = 0.5,
gain_per_node = 0.05,
}

View File

@ -5,7 +5,7 @@ Sounds and textures are under various licenses, see the license.txt file in the
License for Code License for Code
---------------- ----------------
Copyright (C) 2021 FaceDeer Copyright (C) 2018 FaceDeer
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

View File

@ -16,8 +16,6 @@ Below the Sunless Sea are seas of a more dangerous sort: lakes of oil and the ma
At the very foundation of the world lies an ancient impenetrable realm. There are signs that life once existed here but it is now long gone. Its dead hollows rest on a layer of Slade, a dense material impervious to conventional mining efforts. At the very foundation of the world lies an ancient impenetrable realm. There are signs that life once existed here but it is now long gone. Its dead hollows rest on a layer of Slade, a dense material impervious to conventional mining efforts.
Unconventional methods of penetrating the Slade do exist, however. And should it be breached, the exotic Primordial cavern layer can be found beneath.
## Other Features ## Other Features
The giant caverns generated by this mod differ slightly from the default giant caverns found in some mapgens, they use an additional source of noise to generate more ledges and horizontal floors. They also contain stalactites and stalagmites of various sizes - from single-node spikes decorating the default twisty tunnels to mountainous behemoths in the main caverns that can reach tens of meters in diameter and hundreds of meters in height. The giant caverns generated by this mod differ slightly from the default giant caverns found in some mapgens, they use an additional source of noise to generate more ledges and horizontal floors. They also contain stalactites and stalagmites of various sizes - from single-node spikes decorating the default twisty tunnels to mountainous behemoths in the main caverns that can reach tens of meters in diameter and hundreds of meters in height.
@ -28,8 +26,6 @@ Some of the other cave decorations provide dim bioluminescent lighting in some c
[A more comprehensive guide can be found here.](guide.md) [A more comprehensive guide can be found here.](guide.md)
[APIs and player commands can be found here.](API.md)
## Synergies with other mods ## Synergies with other mods
"[dynamic liquid](https://github.com/minetest-mods/dynamic_liquid)" is recommended to provide Dwarf Fortress-like fluid dynamics and to deal with water that might spill into caverns. "[dynamic liquid](https://github.com/minetest-mods/dynamic_liquid)" is recommended to provide Dwarf Fortress-like fluid dynamics and to deal with water that might spill into caverns.
@ -38,8 +34,6 @@ Some of the other cave decorations provide dim bioluminescent lighting in some c
The "[doc](https://forum.minetest.net/viewtopic.php?f=9&t=15912&p=240152)" mod is supported to provide in-game documentation for all of the new items and nodes this mod adds. The "[doc](https://forum.minetest.net/viewtopic.php?f=9&t=15912&p=240152)" mod is supported to provide in-game documentation for all of the new items and nodes this mod adds.
"[ropes](https://github.com/minetest-mods/ropes)" are very useful for navigating some of the large open spaces this mod provides. Some are large enough that a [glider](https://github.com/CBugDCoder/glider) may be well suited. "[ropes](https://github.com/minetest-mods/ropes)" are very useful for navigating some of the large open spaces this mod provides.
"[radiant damage](https://github.com/FaceDeer/radiant_damage)" greatly increases the danger of the Magma Sea if heat radiance is enabled, as well as several of the rare crystals in the deeper layers that emit Mese radiation if that damage type is enabled. "[radiant damage](https://github.com/FaceDeer/radiant_damage)" greatly increases the danger of the Magma Sea if heat radiance is enabled, as well as several of the rare crystals in the deeper layers that emit Mese radiation if that damage type is enabled.
Adding "[named_waypoints](https://github.com/FaceDeer/named_waypoints)" and "[namegen](https://github.com/FaceDeer/namegen)" will provide some landmarks in the Underworld that a player can use to navigate by.

View File

@ -1,24 +0,0 @@
Sounds and textures are under various licenses, see the license.txt file in the /sounds and /textures directories for details.
License for Code
----------------
Copyright (C) 2021 FaceDeer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@ -1,201 +0,0 @@
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local sound
if df_dependencies.sound_leaves then
sound = df_dependencies.sound_leaves()
end
local get_node_box = function(connector_thickness)
return {
type = "connected",
--fixed = {-hub_thickness,-hub_thickness,-hub_thickness,hub_thickness,hub_thickness,hub_thickness},
connect_top = {-connector_thickness, 0, -connector_thickness, connector_thickness, 0.5, connector_thickness},
connect_bottom = {-connector_thickness, -0.5, -connector_thickness, connector_thickness, 0, connector_thickness},
connect_back = {-connector_thickness, -connector_thickness, 0, connector_thickness, connector_thickness, 0.5},
connect_right = {0, -connector_thickness, -connector_thickness, 0.5, connector_thickness, connector_thickness},
connect_front = {-connector_thickness, -connector_thickness, -0.5, connector_thickness, connector_thickness, 0},
connect_left = {-0.5, -connector_thickness, -connector_thickness, 0, connector_thickness, connector_thickness},
disconnected = {-connector_thickness, -connector_thickness, -connector_thickness, connector_thickness, connector_thickness, connector_thickness},
}
end
local anchor_groups = {"group:soil", "group:stone", "group:tree", "group:wood", "group:webbing", "group:solid"}
local in_anchor_group = function(name)
for _, group in pairs(anchor_groups) do
if minetest.get_item_group(name, string.sub(group, 7)) then
return true
end
end
if name == "ignore" then
return true
end
end
local cardinal_directions = {
{x=1,y=0,z=0},
{x=-1,y=0,z=0},
{x=0,y=1,z=0},
{x=0,y=-1,z=0},
{x=0,y=0,z=1},
{x=0,y=0,z=-1}
}
local cardinal_planes = {
{3,5},
{3,5},
{1,5},
{1,5},
{1,3},
{1,3},
}
local insert_if_not_in_hashtable = function(pos, insert_into, if_not_in)
local hash = minetest.hash_node_position(pos)
if if_not_in[hash] then
return
end
table.insert(insert_into, pos)
end
-- flood fill through the web to get all web and anchor locations
local get_web_nodes = function(pos, webs, anchors)
local to_check = {}
table.insert(to_check, pos)
while next(to_check) ~= nil do
local check_pos = table.remove(to_check)
local check_node = minetest.get_node(check_pos)
if minetest.get_item_group(check_node.name, "webbing") > 0 then
webs[minetest.hash_node_position(check_pos)] = true
for _, dir in pairs(cardinal_directions) do
insert_if_not_in_hashtable(vector.add(check_pos, dir), to_check, webs)
end
elseif in_anchor_group(check_node.name) then
anchors[minetest.hash_node_position(check_pos)] = true
end
end
end
local web_line = function(pos, dir, distance)
local anchored
local web_spine = {}
for i = 0, distance do
local web_pos = vector.add(pos, vector.multiply(dir,i))
local node_name = minetest.get_node(web_pos).name
if node_name == "air" or node_name == "big_webs:webbing" then
table.insert(web_spine, web_pos)
elseif in_anchor_group(node_name) then
anchored=true
break
else
anchored=false
break
end
end
if anchored then
for _, web_pos in pairs(web_spine) do
if math.random() < 0.9 then
minetest.set_node(web_pos, {name="big_webs:webbing"})
end
end
return web_spine
end
return nil
end
local generate_web = function(pos)
local dir_choice = math.random(1, 6)
local dir = cardinal_directions[dir_choice]
local web_spine = web_line(pos, dir, 30)
if web_spine then
local dir2 = cardinal_directions[cardinal_planes[dir_choice][math.random(1, 2)]]
local dir2_opposite = vector.multiply(dir2, -1)
for _, web_pos in pairs(web_spine) do
web_line(web_pos, dir2, 15)
web_line(web_pos, dir2_opposite, 15)
end
end
end
minetest.register_node("big_webs:webbing", {
description = S("Giant Cave Spider Webbing"),
_doc_items_longdesc = S("Thick ropes of sticky, springy silk, strung between cavern walls in hopes of catching bats and even larger beasts."),
_doc_items_usagehelp = S("Webbing can be collected and re-strung elsewhere to aid in climbing. It absorbs all falling damage when you land on it."),
tiles = {
{name="big_webs.png"},
},
use_texture_alpha = "blend",
connects_to = anchor_groups,
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
drawtype = "nodebox",
node_box = get_node_box(0.0625),
collision_box = get_node_box(0.0625),
inventory_image = "big_webs_item.png",
wield_image = "big_webs_item.png",
paramtype = "light",
is_ground_content = false,
climbable = true,
groups = {snappy = 2, choppy = 2, webbing = 1, shearsy = 1, swordy=1, flammable=1, destroy_by_lava_flow=1, fall_damage_add_percent=-100, bouncy=20},
sounds = sound,
on_construct = function(pos)
minetest.get_node_timer(pos):start(30)
end,
on_destruct = function(pos)
for _, dir in pairs(cardinal_directions) do
local neighbor_pos = vector.add(pos, dir)
if minetest.get_item_group(minetest.get_node(neighbor_pos).name, "webbing") > 0 then
minetest.get_node_timer(neighbor_pos):start(30)
end
end
minetest.get_node_timer(pos):stop()
end,
on_timer = function(pos, elapsed)
local webs = {}
local anchors = {}
get_web_nodes(pos, webs, anchors)
local first_anchor = next(anchors)
for hash, _ in pairs(webs) do
local web_pos = minetest.get_position_from_hash(hash)
if first_anchor == nil then
-- unsupported web
minetest.set_node(web_pos, {name="air"})
minetest.item_drop(ItemStack("big_webs:webbing"), nil, web_pos)
end
minetest.get_node_timer(web_pos):stop() -- no need to recheck
end
end,
_mcl_blast_resistance = 1.0,
_mcl_hardness = 0.5,
})
minetest.register_node("big_webs:web_egg", {
description = S("Giant Cave Spider Web Generator"),
tiles = {
{name="big_webs.png"},
},
use_texture_alpha = "blend",
connects_to = anchor_groups,
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
drawtype = "nodebox",
node_box = get_node_box(0.0625),
collision_box = get_node_box(0.0625),
inventory_image = "big_webs_item.png",
wield_image = "big_webs_item.png",
paramtype = "light",
is_ground_content = false,
climbable = true,
floodable = true,
groups = {snappy = 2, choppy = 2, webbing = 1, flammable=1, fall_damage_add_percent=-100, bouncy=20},
sounds = sound,
on_construct = function(pos)
minetest.get_node_timer(pos):start(1)
end,
on_timer = function(pos, elapsed)
minetest.set_node(pos, {name="air"})
generate_web(pos)
end,
_mcl_blast_resistance = 1.0,
_mcl_hardness = 0.5,
})

View File

@ -1,12 +0,0 @@
# textdomain: big_webs
### init.lua ###
Giant Cave Spider Web Generator=Gigantischer Höhlenspinnennetzgenerator
Giant Cave Spider Webbing=Gigantisches Höhlenspinnennetz
Thick ropes of sticky, springy silk, strung between cavern walls in hopes of catching bats and even larger beasts.=Dicke Seile aus klebrigem, federndem Seidengewebe, zwischen Höhlenwänden gespannt in der Hoffnung, Fledermäuse und sogar größere Bestien zu fangen.
Webbing can be collected and re-strung elsewhere to aid in climbing. It absorbs all falling damage when you land on it.=Das Netz kann gesammelt und an anderer Stelle erneut gespannt werden, um beim Klettern zu helfen. Es absorbiert jeglichen Fallenschaden, wenn du darauf landest.

View File

@ -1,12 +0,0 @@
# textdomain: big_webs
### init.lua ###
Giant Cave Spider Web Generator=
Giant Cave Spider Webbing=
Thick ropes of sticky, springy silk, strung between cavern walls in hopes of catching bats and even larger beasts.=
Webbing can be collected and re-strung elsewhere to aid in climbing. It absorbs all falling damage when you land on it.=

View File

@ -1,2 +0,0 @@
name=big_webs
optional_depends=df_dependencies

Binary file not shown.

Before

Width:  |  Height:  |  Size: 309 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 380 B

View File

@ -1,78 +1,11 @@
local S = minetest.get_translator(minetest.get_current_modname()) -- internationalization boilerplate
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
local dungeon_loot_path = minetest.get_modpath("dungeon_loot") local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
bones_loot = {} bones_loot = {}
local bones_formspec =
"size[8,9]"
.."list[current_name;main;0,0.3;8,4;]"
.."list[current_player;main;0,4.85;8,1;]"
.."list[current_player;main;0,6.08;8,3;8]"
.."listring[current_name;main]"
.."listring[current_player;main]"
..df_dependencies.get_itemslot_bg(0,0.3,8,4)
..df_dependencies.get_itemslot_bg(0,4.85,8,1)
..df_dependencies.get_itemslot_bg(0,6.08,8,3)
if minetest.get_modpath("default") then
bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
end
if minetest.get_modpath("bones") then
df_dependencies.node_name_bones = "bones:bones"
else
local function drop_item_stack(pos, stack)
if not stack or stack:is_empty() then return end
local drop_offset = vector.new(math.random() - 0.5, 0, math.random() - 0.5)
minetest.add_item(vector.add(pos, drop_offset), stack)
end
minetest.register_node("bones_loot:bones", {
description = S("Bones"),
tiles = {
"bones_top.png^[transform2",
"bones_bottom.png",
"bones_side.png",
"bones_side.png",
"bones_rear.png",
"bones_front.png"
},
paramtype2 = "facedir",
groups = {oddly_diggable_by_hand=1, handy=1, container=2},
sounds = df_dependencies.sound_gravel(),
_mcl_hardness = 1.5,
_mcl_blast_resistance = 6,
can_dig = function(pos, player)
local inv = minetest.get_meta(pos):get_inventory()
return inv:is_empty("main")
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", bones_formspec)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
end,
on_blast = function(pos, intensity)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i = 1, inv:get_size("main") do
drop_item_stack(pos, inv:get_stack("main", i))
end
meta:from_table()
minetest.remove_node(pos)
if math.random(1, math.floor((intensity or 1) * 2)) ~= 1 then return end
drop_item_stack(pos, "bones_loot:bones")
end
})
df_dependencies.node_name_bones = "bones_loot:bones"
end
local bones_node = df_dependencies.node_name_bones
local local_loot = {} local local_loot = {}
local local_loot_register = function(t) local local_loot_register = function(t)
if t.name ~= nil then if t.name ~= nil then
@ -173,8 +106,19 @@ bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
return items return items
end end
local bones_formspec =
"size[8,9]" ..
"list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]"
if minetest.get_modpath("default") then
bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
end
bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type) bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
minetest.set_node(pos, {name=bones_node, param2 = math.random(1,4)-1}) minetest.set_node(pos, {name="bones:bones", param2 = math.random(1,4)-1})
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
if infotext == nil then if infotext == nil then
infotext = S("Someone's old bones") infotext = S("Someone's old bones")
@ -195,7 +139,7 @@ end
minetest.register_lbm({ minetest.register_lbm({
label = "Repair underworld bones formspec", label = "Repair underworld bones formspec",
name = "bones_loot:repair_underworld_bones_formspec", name = "bones_loot:repair_underworld_bones_formspec",
nodenames = {bones_node}, nodenames = {"bones:bones"},
action = function(pos, node) action = function(pos, node)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
if not meta:get("formspec") then if not meta:get("formspec") then

45
bones_loot/intllib.lua Normal file
View File

@ -0,0 +1,45 @@
-- Fallback functions for when `intllib` is not installed.
-- Code released under Unlicense <http://unlicense.org>.
-- Get the latest version of this file at:
-- https://raw.githubusercontent.com/minetest-mods/intllib/master/lib/intllib.lua
local function format(str, ...)
local args = { ... }
local function repl(escape, open, num, close)
if escape == "" then
local replacement = tostring(args[tonumber(num)])
if open == "" then
replacement = replacement..close
end
return replacement
else
return "@"..open..num..close
end
end
return (str:gsub("(@?)@(%(?)(%d+)(%)?)", repl))
end
local gettext, ngettext
if minetest.get_modpath("intllib") then
if intllib.make_gettext_pair then
-- New method using gettext.
gettext, ngettext = intllib.make_gettext_pair()
else
-- Old method using text files.
gettext = intllib.Getter()
end
end
-- Fill in missing functions.
gettext = gettext or function(msgid, ...)
return format(msgid, ...)
end
ngettext = ngettext or function(msgid, msgid_plural, n, ...)
return format(n==1 and msgid or msgid_plural, ...)
end
return gettext, ngettext

View File

@ -1,19 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Knochen
#WARNING: AUTOTRANSLATED BY GOOGLE TRANSLATE
Someone's old bones=Jemandes alte Knochen
##### not used anymore #####
@1's old bones=Alte Knochen von @1
@1 died at @2.=@1 starb bei @2.
@1 died at @2, and dropped their inventory.=@1 starb bei @2 und ließ das Inventar fallen.
@1 died at @2, and bones were placed.=@1 starb bei @2 und Knochen wurden platziert.
@1's fresh bones=Frische Knochen von @1
@1's bones=Knochen von @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Ostoj
Someone's old bones=
##### not used anymore #####
@1's old bones=La malfreŝaj ostoj de @1
@1 died at @2.=@1 mortis ĉe @2
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj delasis sian stokon.
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj estas demetitaj.
@1's fresh bones=La freŝaj ostoj de @1
@1's bones=La ostoj de @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Huesos
Someone's old bones=
##### not used anymore #####
@1's old bones=Huesos antiguos de @1
@1 died at @2.=@1 murió en @2.
@1 died at @2, and dropped their inventory.=@1 murió en @2, y su inventario se desprendió.
@1 died at @2, and bones were placed.=@1 murió en @2, y sus huesos fueron depositados.
@1's fresh bones=Huesos recientes de @1
@1's bones=Huesos de @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Os
Someone's old bones=
##### not used anymore #####
@1's old bones=Vieux os de @1
@1 died at @2.=@1 est mort à @2.
@1 died at @2, and dropped their inventory.=@1 est mort à @2 et a laissé tomber son inventaire.
@1 died at @2, and bones were placed.=@1 est mort à @2 et ses os ont été placés.
@1's fresh bones=Os frais de @1
@1's bones=Os de @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Tulang
Someone's old bones=
##### not used anymore #####
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2 dan meninggalkan barangnya.
@1 died at @2, and bones were placed.=@1 mati di @2 dan tulangnya diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

View File

@ -1,19 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Ossa
#WARNING: AUTOTRANSLATED BY GOOGLE TRANSLATE
Someone's old bones=Le vecchie ossa di qualcuno
##### not used anymore #####
@1's old bones=Ossa vecchie di @1
@1 died at @2.=@1 è morto alla posizione @2.
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
@1's fresh bones=Ossa fresche di @1
@1's bones=Ossa di @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=骨
Someone's old bones=
##### not used anymore #####
@1's old bones=@1の古い骨
@1 died at @2.=@1は@2で死亡しました。
@1 died at @2, and dropped their inventory.=@1は@2で死亡して持ち物を落としました。
@1 died at @2, and bones were placed.=@1は@2で死亡して骨が残されました。
@1's fresh bones=@1の新鮮な骨
@1's bones=@1の骨

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=lo bongu gunma
Someone's old bones=
##### not used anymore #####
@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Tulang
Someone's old bones=
##### not used anymore #####
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2, dan menjatuhkan inventorinya.
@1 died at @2, and bones were placed.=@1 mati di @2, dan tulang diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Kości
Someone's old bones=
##### not used anymore #####
@1's old bones=Stare kości @1
@1 died at @2.=@1 umarł w @2.
@1 died at @2, and dropped their inventory.=@1 umarł w @2, i upuścił swój ekwipunek.
@1 died at @2, and bones were placed.=@1 umarł w @2, kości zostały położone.
@1's fresh bones=Świeże kości @1
@1's bones=Kości @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Ossos
Someone's old bones=
##### not used anymore #####
@1's old bones=Ossos antigos de @1
@1 died at @2.=@1 morreu em @2.
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
@1's fresh bones=Ossos recentes de @1
@1's bones=Ossos de @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Кости
Someone's old bones=
##### not used anymore #####
@1's old bones=Старые кости @1
@1 died at @2.=@1 умер в @2.
@1 died at @2, and dropped their inventory.=@1 умер в @2 и потерял содержимое своего инвентаря.
@1 died at @2, and bones were placed.=@1 умер в @2, помещены кости.
@1's fresh bones=новые кости @1
@1's bones=кости @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Kosti
Someone's old bones=
##### not used anymore #####
@1's old bones=Staré kosti hráča @1
@1 died at @2.=@1 zomrel na pozícií @2.
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
@1's fresh bones=Čerstvé kosti hráča @1
@1's bones=Kosti hráča @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Ben
Someone's old bones=
##### not used anymore #####
@1's old bones=@1s Gamla ben
@1 died at @2.=@1 dog på @a.
@1 died at @2, and dropped their inventory.=@1 dog på @a, och tappade deras saker.
@1 died at @2, and bones were placed.=@1 dog på @2, och deras ben var placerade.
@1's fresh bones=@1s färska ben
@1's bones=@1s ben

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Кістки
Someone's old bones=
##### not used anymore #####
@1's old bones=старі кістки @1
@1 died at @2.=@1 помер в @2.
@1 died at @2, and dropped their inventory.=@1 помер в @2, та загубив вміст свого інвентарю.
@1 died at @2, and bones were placed.=@1 помер в @2, розміщені кістки.
@1's fresh bones=нові кістки @1
@1's bones=кістки @1

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=骨骸
Someone's old bones=
##### not used anymore #####
@1's old bones=@1的旧骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了所有物品。
@1 died at @2, and bones were placed.=@1在@2死亡已放置骨骸。
@1's fresh bones=@1的新鲜骨骸
@1's bones=@1的骨骸

View File

@ -1,18 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=骨骸
Someone's old bones=
##### not used anymore #####
@1's old bones=@1的舊骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丟掉了物品欄。
@1 died at @2, and bones were placed.=@1在@2死亡骨骸被放置。
@1's fresh bones=@1的新鮮骨骸
@1's bones=@1的骨骸

View File

@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-08-07 00:58-0600\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=CHARSET\n"
"Content-Transfer-Encoding: 8bit\n"
#: bones_loot\init.lua:65
msgid "Someone's old bones"
msgstr ""

View File

@ -1,8 +0,0 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=
Someone's old bones=

View File

@ -0,0 +1,6 @@
@echo off
setlocal ENABLEEXTENSIONS ENABLEDELAYEDEXPANSION
cd ..
set LIST=
for /r %%X in (*.lua) do set LIST=!LIST! %%X
..\..\intllib\tools\xgettext.bat %LIST%

View File

@ -1,4 +1,4 @@
name = bones_loot name = bones_loot
description = An API that allows bones to be placed procedurally with randomly generated loot description = An API that allows bones to be placed procedurally with randomly generated loot
depends = df_dependencies depends = bones
optional_depends = dungeon_loot, bones optional_depends = dungeon_loot, intllib, default

Binary file not shown.

Before

Width:  |  Height:  |  Size: 349 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 339 B

View File

@ -1,58 +0,0 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2016 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 341 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 338 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 333 B

View File

@ -1,24 +0,0 @@
Sounds are under various licenses, see the license.txt file in the /sounds directory for details.
License for Code and Textures
-----------------------------
Copyright 2023 by FaceDeer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@ -1,200 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
local print_settingtypes = false
local CONFIG_FILE_PREFIX = "bubblesponge_"
local config = {}
bubblesponge = {}
bubblesponge.config = config
local function setting(stype, name, default, description)
local value
if stype == "bool" then
value = minetest.settings:get_bool(CONFIG_FILE_PREFIX..name)
elseif stype == "string" then
value = minetest.settings:get(CONFIG_FILE_PREFIX..name)
elseif stype == "int" or stype == "float" then
value = tonumber(minetest.settings:get(CONFIG_FILE_PREFIX..name))
end
if value == nil then
value = default
end
config[name] = value
if print_settingtypes then
minetest.debug(CONFIG_FILE_PREFIX..name.." ("..description..") "..stype.." "..tostring(default))
end
end
setting("int", "uses", 30, "Number of uses for a bubblesponge")
setting("int", "growth_seconds", 1000, "Number of seconds between each growth check for bubblesponge stems")
setting("int", "y_max", -300, "Maximum altitude at which bubblesponge will grow")
local function use_airtank(itemstack, user)
local breath = user:get_breath()
if breath > 9 then return itemstack end
breath = math.min(10, breath+5)
user:set_breath(breath)
minetest.sound_play("bubblesponge_bubbles", {pos = user:get_pos(), gain = 0.5})
--if not minetest.settings:get_bool("creative_mode") then
local wdef = itemstack:get_definition()
itemstack:add_wear(65535/(wdef._airtanks_uses-1))
if itemstack:get_count() == 0 then
if wdef.sound and wdef.sound.breaks then
minetest.sound_play(wdef.sound.breaks,
{pos = user:get_pos(), gain = 0.5})
end
end
--end
return itemstack
end
minetest.register_tool("bubblesponge:tank", {
description = S("Bubblesponge Frond"),
_doc_items_longdesc = S("A frond harvested from a bubblesponge."),
_doc_items_usagehelp = S("If you're underwater and you're running out of breath, wield this item and use it to replenish 5 bubbles on your breath bar. When fully charged this frond has @1 uses before it becomes empty.", config.uses),
_airtanks_uses = config.uses,
inventory_image = "bubblesponge_frond.png",
wield_image = "bubblesponge_frond.png",
stack_max = 1,
groups = {bubblesponge_tank = 1},
on_place = function(itemstack, user, pointed_thing)
return use_airtank(itemstack, user)
end,
on_use = function(itemstack, user, pointed_thing)
return use_airtank(itemstack, user)
end,
})
minetest.register_tool("bubblesponge:bundle", {
description = S("Bubblesponge Bundle"),
_doc_items_longdesc = S("A bundle of fronds harvested from a bubblesponge."),
_doc_items_usagehelp = S("If you're underwater and you're running out of breath, wield this item and use it to replenish 5 bubbles on your breath bar. When fully charged this frond has @1 uses before it becomes empty.", config.uses * 9),
_airtanks_uses = config.uses * 9,
inventory_image = "bubblesponge_bundle.png",
wield_image = "bubblesponge_bundle.png",
stack_max = 1,
groups = {bubblesponge_tank = 1},
on_place = function(itemstack, user, pointed_thing)
return use_airtank(itemstack, user)
end,
on_use = function(itemstack, user, pointed_thing)
return use_airtank(itemstack, user)
end,
})
minetest.register_craft({
recipe = {
{"bubblesponge:tank", "bubblesponge:tank", "bubblesponge:tank"},
{"bubblesponge:tank", "bubblesponge:tank", "bubblesponge:tank"},
{"bubblesponge:tank", "bubblesponge:tank", "bubblesponge:tank"},
},
output = "bubblesponge:bundle",
})
local water_node = df_dependencies.node_name_water_source
minetest.register_node("bubblesponge:stem", {
description = S("Bubblesponge Trunk"),
_doc_items_longdesc = S("The trunk of a massive sponge. Bubblesponges grow deep underwater in caverns and their fronds have uniquely helpful properties for divers."),
_doc_items_usagehelp = S("If you're underwater and you're running out of breath you can squeeze a lungful of air from a wielded Bubblesponge frond."),
groups = {oddly_breakable_by_hand = 1, handy = 1},
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
tiles = {"bubblesponge_bubblesponge.png"},
use_texture_alpha = "clip",
drop = {
max_items = 2,
items = {
{
rarity = 10, -- occasionally split the stem to allow farming
items = {"bubblesponge:stem"},
},
{
rarity = 1,
items = {"bubblesponge:stem"},
},
},
},
drawtype = "normal",
paramtype = "light",
is_ground_content = false,
light_source = 6,
on_timer = function(pos, elapsed)
local timer = minetest.get_node_timer(pos)
elapsed = elapsed - config.growth_seconds
timer:set(config.growth_seconds, elapsed)
if pos.y > config.y_max then
return
end
pos.y = pos.y + 1
if minetest.find_node_near(pos, 4, "air", true) then
return
end
local tries = 0
while tries < 3 do
if minetest.get_node(pos).name == water_node then
minetest.set_node(pos, {name = "bubblesponge:frond"})
return
else
pos = {x = pos.x + math.random(-1, 1), y = pos.y + math.random(0, 1), z = pos.z + math.random(-1, 1)}
tries = tries + 1
end
end
end,
on_construct = function(pos)
minetest.get_node_timer(pos):start(config.growth_seconds + math.random(-0.1, 0.1)*config.growth_seconds)
--minetest.get_node_timer(pos):set(1, config.growth_seconds * 6) -- immediate growth
end,
on_destruct = function(pos)
minetest.get_node_timer(pos):stop()
end,
})
minetest.register_node("bubblesponge:frond", {
description = S("Bubblesponge Frond"),
drawtype = "plantlike",
visual_scale = 1.2,
tiles = {"bubblesponge_growth.png"},
paramtype = "light",
sunlight_propagates = true,
walkable = false,
buildable_to = true,
groups = {snappy=3, oddly_breakable_by_hand = 1, handy = 1, not_in_creatove_inventory=1},
sounds = df_dependencies.sound_leaves(),
drop = "bubblesponge:tank",
})
local function use_any_airtank_in_hotbar(player)
local inv = player:get_inventory()
local hotbar = player:hud_get_hotbar_itemcount()
for i=1, hotbar do
local itemstack = inv:get_stack("main", i)
if minetest.get_item_group(itemstack:get_name(), "bubblesponge_tank") >= 1 then
itemstack = use_airtank(itemstack, player)
inv:set_stack("main", i, itemstack)
return true
end
end
return false
end
local function player_event_handler(player, eventname)
if player:is_player() and eventname == "breath_changed" and player:get_breath() < 2 then
use_any_airtank_in_hotbar(player)
end
return false
end
minetest.register_playerevent(player_event_handler)

View File

@ -1,17 +0,0 @@
# textdomain: bubblesponge
### init.lua ###
A bundle of fronds harvested from a bubblesponge.=Ein Bündel von Wedeln, geerntet von einem Blasenschwamm.
A frond harvested from a bubblesponge.=Ein Wedel, geerntet von einem Blasenschwamm.
Bubblesponge Bundle=Blasenschwamm-Bündel
Bubblesponge Frond=Blasenschwamm-Wedel
Bubblesponge Trunk=Blasenschwamm-Stamm
If you're underwater and you're running out of breath you can squeeze a lungful of air from a wielded Bubblesponge frond.=Wenn du unter Wasser bist und dir die Luft ausgeht, kannst du einen Lungenzug Luft aus einem geführten Blasenschwamm-Wedel holen.
If you're underwater and you're running out of breath, wield this item and use it to replenish 5 bubbles on your breath bar. When fully charged this frond has @1 uses before it becomes empty.=Wenn du unter Wasser bist und dir die Luft ausgeht, führe diesen Gegenstand und verwende ihn, um 5 Blasen in deiner Atemleiste aufzufüllen. Wenn dieser Wedel voll aufgeladen ist, hat er @1 Verwendungen, bevor er leer wird.
The trunk of a massive sponge. Bubblesponges grow deep underwater in caverns and their fronds have uniquely helpful properties for divers.=Der Stamm eines massiven Schwamms. Blasenschwämme wachsen tief unter Wasser in Höhlen, und ihre Wedel haben einzigartige hilfreiche Eigenschaften für Taucher.

View File

@ -1,17 +0,0 @@
# textdomain: bubblesponge
### init.lua ###
A bundle of fronds harvested from a bubblesponge.=
A frond harvested from a bubblesponge.=
Bubblesponge Bundle=
Bubblesponge Frond=
Bubblesponge Trunk=
If you're underwater and you're running out of breath you can squeeze a lungful of air from a wielded Bubblesponge frond.=
If you're underwater and you're running out of breath, wield this item and use it to replenish 5 bubbles on your breath bar. When fully charged this frond has @1 uses before it becomes empty.=
The trunk of a massive sponge. Bubblesponges grow deep underwater in caverns and their fronds have uniquely helpful properties for divers.=

View File

@ -1,4 +0,0 @@
name = bubblesponge
description = A species of sponge that, when harvested, provides a limited air supply for underwater travel
depends = df_dependencies, df_trees
optional_depends = doc

View File

@ -1,3 +0,0 @@
bubblesponge_uses (Number of uses provided by a bubblesponge) int 30 2 1000
bubblesponge_growth_seconds (Number of seconds between each bubblesponge stem growing a new frond) int 1000 1 100000
bubblesponge_y_max (Maximum altitude at which bubblesponge will grow) int -300

View File

@ -1 +0,0 @@
bubblesponge_bubbles is from https://freesound.org/people/murraysortz/sounds/192501/ by Murraysortz under the CC-BY-3.0 license

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.3 KiB

View File

@ -1,21 +0,0 @@
MIT License
Copyright (c) 2021 FaceDeer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@ -1,190 +0,0 @@
local data = {}
chasms = {}
local ignore = {}
-- Use this to set node types to be left alone by chasm-carving
chasms.register_ignore = function(node_name)
ignore[minetest.get_content_id(node_name)] = true
end
chasms.ignore_content_id = function(content_id)
return ignore[content_id]
end
local maxy = tonumber(minetest.settings:get("chasms_maxy")) or -50
local miny = tonumber(minetest.settings:get("chasms_miny")) or -2500
local falloff = tonumber(minetest.settings:get("chasms_falloff")) or 100
local web_probability = 0.15 -- the chance that a given mapblock will have webbing criss-crossing the chasm
local chasms_threshold = tonumber(minetest.settings:get("chasms_threshold")) or 0.9
local np_chasms_default = {
offset = 0,
scale = 1,
spread = {x = 50, y = 1000, z = 3000},
seed = 94586,
octaves = 2,
persist = 0.63,
lacunarity = 2.0,
}
local np_chasms = minetest.settings:get_np_group("chasms_params") or np_chasms_default
-- For some reason, these numbers are returned as strings by get_np_group.
local tonumberize_params = function(params)
params.scale = tonumber(params.scale)
params.lacunarity = tonumber(params.lacunarity)
params.spread.x = tonumber(params.spread.x)
params.spread.y = tonumber(params.spread.y)
params.spread.z = tonumber(params.spread.z)
params.offset = tonumber(params.offset)
params.persistence = tonumber(params.persistence)
end
tonumberize_params(np_chasms)
local nobj_chasm
local chasm_data = {}
local waver_strength = 8
local waver_vector = {x=waver_strength, y=0, z=0}
local np_waver = {
offset = 0,
scale = waver_strength,
spread = {x = 50, y = 50, z = 50},
seed = 49585,
octaves = 2,
persist = 0.63,
lacunarity = 2.0,
}
local nobj_waver
local waver_data = {}
local minfalloff = miny + falloff
local maxfalloff = maxy - falloff
local get_intensity = function(y)
if y < miny or y > maxy then
return 0
end
if y <= maxfalloff and y >= minfalloff then
return 1
end
if y < minfalloff then
return (y-miny)/falloff
end
-- if y > maxfalloff then
return (maxy-y)/falloff
-- end
end
local c_air = minetest.get_content_id("air")
local c_web
local log_location
if mapgen_helper.log_location_enabled then
log_location = mapgen_helper.log_first_location
end
local big_webs_path = minetest.get_modpath("big_webs")
if big_webs_path then
c_web = minetest.get_content_id("big_webs:webbing")
end
local z_displace = 10000
local calculate_web_array = function(minp, maxp)
local seed = math.random()*10000000
math.randomseed(minp.y + z_displace*minp.z) -- use consistent seeds across the x axis
local webs = {}
for count = 1, math.random(5,20) do
local width = math.random(5, 25)
local direction_vertical = math.random() > 0.5
local web_y = math.random(minp.y+8, maxp.y-8)
local web_z = math.random(minp.z+8, maxp.z-8)
for i = -math.floor(width/2), math.ceil(width/2) do
if direction_vertical then
webs[(web_y+i) + web_z*z_displace] = true
else
webs[web_y + (web_z+i)*z_displace] = true
end
end
end
math.randomseed(seed)
return webs
end
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y >= maxy or maxp.y <= miny then
return
end
-- check if webs are present
local webs
local webs_present = false
if big_webs_path then
local web_seed = math.random()*10000000
math.randomseed(minp.y + z_displace*minp.z) -- use consistent seeds across the x axis
if math.random() < web_probability then
webs_present = true
end
math.randomseed(web_seed)
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
nobj_chasm = nobj_chasm or minetest.get_perlin_map(np_chasms, {x = emax.x - emin.x + 1 + waver_strength*2, y = emax.y - emin.y + 1, z = emax.z - emin.z + 1})
nobj_chasm:get_3d_map_flat(vector.subtract(emin, waver_vector), chasm_data)
nobj_waver = nobj_waver or minetest.get_perlin_map(np_waver, {x = emax.x - emin.x + 1, y = emax.y - emin.y + 1, z = emax.z - emin.z + 1})
nobj_waver:get_3d_map_flat(emin, waver_data)
local chasm_area = VoxelArea:new{MinEdge = vector.subtract(emin, waver_vector), MaxEdge = vector.add(emax, waver_vector)}
local data_area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
for i, x, y, z in data_area:iterp_xyz(emin, emax) do
local waver = math.min(math.max(math.floor(waver_data[i]+0.5), -waver_strength), waver_strength)
local intensity = get_intensity(y)
if chasm_data[chasm_area:index(x+waver, y, z)]*intensity > chasms_threshold then
if not ignore[data[i]] then
if webs_present then
webs = webs or calculate_web_array(minp, maxp) -- only calculate webs when we know we're in a chasm
if webs[y + z*z_displace] and math.random() < 0.85 then -- random holes in the web
data[i] = c_web
local web_pos = vector.new(x,y,z)
minetest.get_node_timer(web_pos):start(1) -- this timer will check for unsupported webs
if log_location then log_location("chasm_web", web_pos) end
else
data[i] = c_air
end
else
data[i] = c_air
end
if log_location then log_location("chasm", vector.new(x,y,z)) end
end
end
end
vm:set_data(data)
vm:calc_lighting()
vm:write_to_map()
end)
local nobj_local_chasm = minetest.get_perlin(np_chasms)
local nobj_local_waver = minetest.get_perlin(np_waver)
chasms.is_in_chasm = function(pos)
nobj_local_chasm = nobj_local_chasm or minetest.get_perlin(np_chasms)
nobj_local_waver = nobj_local_waver or minetest.get_perlin(np_waver)
local waver = math.min(math.max(math.floor(nobj_local_waver:get_3d(pos)+0.5), -waver_strength), waver_strength)
local chasm_value = nobj_local_chasm:get_3d({x=pos.x+waver, y=pos.y, z=pos.z})
return chasm_value*get_intensity(pos.y) > chasms_threshold
end
-- A little cheaper to run, for mapgens that know they don't have to worry about the tops and bottoms of chasms
chasms.is_in_chasm_without_taper = function(pos)
nobj_local_chasm = nobj_local_chasm or minetest.get_perlin(np_chasms)
nobj_local_waver = nobj_local_waver or minetest.get_perlin(np_waver)
local waver = math.min(math.max(math.floor(nobj_local_waver:get_3d(pos)+0.5), -waver_strength), waver_strength)
local chasm_value = nobj_local_chasm:get_3d({x=pos.x+waver, y=pos.y, z=pos.z})
return chasm_value > chasms_threshold
end

View File

@ -1,3 +0,0 @@
name=chasms
depends=mapgen_helper
optional_depends=big_webs

View File

@ -1,5 +0,0 @@
chasms_params (Noise params for chasms) noise_params_3d 0, 1, (50, 1000, 3000), 94586, 2, 0.63, 2.0
chasms_threshold (Noise threshold for chasms) float 0.9
chasms_maxy (Maximum Y) int -50
chasms_miny (Minimum Y) int -2500
chasms_falloff (Taper range when approaching max or min) int 100

View File

@ -1,22 +0,0 @@
License for Code and Textures
----------------
Copyright (C) 2023 FaceDeer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@ -1,34 +0,0 @@
This mod provides a framework for adding "lore" collectibles, entries that are either a block of text or an image. Players unlock these collectibles by finding stone cairns, and view them by using a "satchel" object. Note that players are not literally carrying these collectibles, whether they've been unlocked is recorded globally and any satchel will allow them to view their collection.
This is intended as a somewhat similar concept to achievements, but to reward exploration in general and to provide information about the world the player finds themself in.
An example:
collectible_lore.register_lorebook({
id = "banks tunnels",
title = S("Twisting Tunnels"),
text = S([[Today's exploration took us deep into the caverns beneath the surface world. As we progressed, I was reminded of the intricate network of passages that make up the bedrock of this world.
It is fascinating to see how these passages have been carved by a combination of ancient streams and other mysterious processes that have yet to be fully understood. They twist and turn, making navigation a challenging task. Although it is possible to reach almost any location by following these existing passages, they can be so convoluted that it sometimes makes more sense to simply mine a direct route to your destination.
The significance of these passages cannot be overstated. They provide a glimpse into the geological history of the world and the forces that shaped it. The passages also hold the promise of valuable mineral deposits and other resources, making them a crucial area of exploration for anyone seeking to unlock the secrets of the earth.
Signed,
Dr. Theodore Banks]]),
sort = 101,
})
The id should be a unique string, this is the key that will be recorded when a player unlocks a collectible. The title is shown in the list of collectibles when it is unlocked. The sort value is used to sort items in the collectible list in increasing order; it doesn't have to be unique, items with the same sort number will fall back to sorting by id.
Instead of text, an image can be shown:
collectible_lore.register_lorebook({
id = "rose watercolor chasm wall",
title = S("Chasm Wall, By Amelia Rose"),
image = "df_lorebooks_chasm_wall.jpg",
sort = 201,
})
Note that currently images and text are mutually exclusive, and images should have a square aspect ratio.
This mod by itself currently only provides a framework and defines the cairn and satchel nodes, you'll need to provide a mapgen to insert them into your world. The ``collectible_lore.place_cairn`` method checks to see if there are nearby cairns before it goes ahead and places a cairn, preventing them from being bunched too closely together, and should prove useful.

View File

@ -1,110 +0,0 @@
local modpath = minetest.get_modpath(minetest.get_current_modname())
local S = minetest.get_translator(minetest.get_current_modname())
local modmeta = minetest.get_mod_storage()
collectible_lore = {}
collectible_lore.lorebooks = {}
local ids = {}
local on_collected_callbacks = {}
collectible_lore.register_on_collected = function(callback)
table.insert(on_collected_callbacks, callback)
end
collectible_lore.get_player_collected = function(player_name)
local collected_string = modmeta:get("player_" .. player_name)
if collected_string == nil then
return {}
else
return minetest.deserialize(collected_string)
end
end
collectible_lore.get_player_uncollected_list = function(player_name)
local collected = collectible_lore.get_player_collected(player_name)
--minetest.debug(dump(collected))
local uncollected = {}
for index, def in pairs(collectible_lore.lorebooks) do
if not collected[def.id] then
table.insert(uncollected, index)
end
end
return uncollected
end
local set_collected = function(player_name, id, state)
if not ids[id] then
minetest.log("error", "[collectible_lore] Setting state for unknown collectible id " .. id .. " for player " .. player_name)
state = nil
end
local collected = collectible_lore.get_player_collected(player_name)
if collected[id] ~= state then
collected[id] = state
modmeta:set_string("player_" .. player_name, minetest.serialize(collected))
for _, callback in ipairs(on_collected_callbacks) do
callback(player_name, id, state, collected)
end
end
end
collectible_lore.collect = function(player_name, id)
set_collected(player_name, id, true)
end
collectible_lore.uncollect = function(player_name, id)
set_collected(player_name, id, nil)
end
local collectible_lore_sort = function(first, second)
if (first.sort or 0) < (second.sort or 0) then
return true
end
if first.sort == second.sort then
return first.id < second.id
end
return false
end
collectible_lore.register_lorebook = function(def)
if def.id == nil then
minetest.log("error", "[collectible_lore] nil id for def " .. dump(def))
return false
end
if ids[def.id] then
minetest.log("error", "[collectible_lore] Duplicate unique lore id for defs " .. dump(def) .. " and " .. dump(ids[def.id]))
return false
end
ids[def.id] = def
table.insert(collectible_lore.lorebooks, def)
table.sort(collectible_lore.lorebooks, collectible_lore_sort)
end
minetest.register_chatcommand("collectible", {
params = "[collect|uncollect|clear|show] <player_name> <id>", -- Short parameter description
description = S("Administrative control of collectibles"),
privs = {server=true},
func = function(name, param)
local first, second, third = param:match("^([^%s]+)%s+(%S+)%s*(.*)")
if third == "" then third = nil end
if first == "uncollect" and second and third then
collectible_lore.uncollect(second, third)
return
elseif first == "collect" and second and third then
collectible_lore.collect(second, third)
return
elseif first == "clear" and second then
modmeta:set_string("player_" .. second, minetest.serialize({}))
return
elseif first == "show" and second then
minetest.chat_send_player(name, dump(collectible_lore.get_player_collected(second)))
return
end
minetest.chat_send_player(name, S("error parsing command"))
end,
})
dofile(modpath.."/items.lua")

View File

@ -1,305 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
local modmeta = minetest.get_mod_storage()
local cairn_spacing = tonumber(minetest.settings:get("collectible_lore_cairn_spacing")) or 100
local torch_node = {name=df_dependencies.node_name_torch, param2=1}
collectible_lore.get_light_node = function()
return torch_node
end
local cairn_area = AreaStore()
local existing_area = modmeta:get("areastore_cairn")
if existing_area then
cairn_area:from_string(existing_area)
end
local get_itemslot_bg = df_dependencies.get_itemslot_bg
local function get_cairn_formspec(pos)
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
local formspec =
"size[8,9]"
.."list[nodemeta:" .. spos .. ";main;0,0.3;8,4;]"
.."list[current_player;main;0,4.85;8,1;]"
.."list[current_player;main;0,6.08;8,3;8]"
.."listring[nodemeta:" .. spos .. ";main]"
.."listring[current_player;main]"
..get_itemslot_bg(0,0.3,8,4)
..get_itemslot_bg(0,4.85,8,1)
..get_itemslot_bg(0,6.08,8,3)
if minetest.get_modpath("default") then
formspec = formspec .. default.get_hotbar_bg(0,4.85)
end
return formspec
end
local get_cairn_looted_by_list = function(pos)
local loot_list_string = modmeta:get("cairn_" .. minetest.pos_to_string(pos))
if not loot_list_string then
return {}
end
return minetest.deserialize(loot_list_string)
end
local set_cairn_looted_by_list = function(pos, list)
modmeta:set_string("cairn_" .. minetest.pos_to_string(pos), minetest.serialize(list))
end
local cairn_last_collected_index
local cairn_loot = function(pos, player)
local player_name = player:get_player_name()
if not player_name then return end
local list = get_cairn_looted_by_list(pos)
if list[player_name] then
minetest.chat_send_player(player_name, S("You've already collected the lore hidden in this cairn."))
minetest.show_formspec(player_name, "collectible_lore:cairn_inventory", get_cairn_formspec(pos))
return false
end
list[player_name] = true
local uncollected = collectible_lore.get_player_uncollected_list(player_name)
--minetest.debug(dump(uncollected))
if next(uncollected) then
local random_lorebook = uncollected[math.random(#uncollected)]
cairn_last_collected_index = random_lorebook
collectible_lore.collect(player_name, collectible_lore.lorebooks[random_lorebook].id)
minetest.show_formspec(player_name, "collectible_lore:collected",
"formspec_version[6]size[8,2]label[0.5,0.5;"
.. S("You've found a collectible item of lore titled:\n@1", collectible_lore.lorebooks[random_lorebook].title)
.. "]button_exit[1,1.5;2,0.4;exit;"..S("Exit")
.. "]button[5,1.5;2,0.4;view;"..S("View") .. "]")
list[player_name] = true
set_cairn_looted_by_list(pos, list)
else
minetest.chat_send_player(player_name, S("You've found all of the collectible items contained in cairns like this one."))
minetest.show_formspec(player_name, "collectible_lore:cairn_inventory", get_cairn_formspec(pos))
return false
end
local leftover = player:get_inventory():add_item("main", "collectible_lore:satchel")
if not leftover:is_empty() then
minetest.item_drop(leftover, player, vector.add(pos, vector.new(0,1,0)))
end
return true
end
local function drop_item_stack(pos, stack)
if not stack or stack:is_empty() then return end
local drop_offset = vector.new(math.random() - 0.5, 0, math.random() - 0.5)
minetest.add_item(vector.add(pos, drop_offset), stack)
end
minetest.register_node("collectible_lore:cairn", {
description = S("Cairn"),
_doc_items_longdesc = S("A cairn of rocks constructed by a previous explorer to protect documents and supplies."),
_doc_items_usagehelp = S("The first time you discover a cairn like this, it may reveal to you some new record or piece of lore. Afterward it can be used as a public storage location."),
drawtype = "nodebox",
tiles = {df_dependencies.texture_cobble, df_dependencies.texture_cobble, df_dependencies.texture_cobble .. "^(collectible_lore_cairn_marker.png^[multiply:#100000^[opacity:128)"},
is_ground_content = true,
groups = {cracky = 3, container=2},
_mcl_hardness = 1.5,
_mcl_blast_resistance = 6,
drop = df_dependencies.node_name_cobble,
sounds = df_dependencies.sound_stone(),
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.4375, 0, -0.4375, 0.4375, 0.5, 0.4375},
--{-0.25, 0.5, -0.25, 0.25, 1, 0.25}
}
},
-- collision_box = {
-- type = "fixed",
-- fixed = {
-- {-0.5, -0.5, -0.5, 0.5, 1, 0.5}
-- }
-- },
-- selection_box = {
-- type = "fixed",
-- fixed = {
-- {-0.5, -0.5, -0.5, 0.5, 1, 0.5}
-- }
-- },
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
cairn_loot(pos, clicker)
end,
can_dig = function(pos, player)
local inv = minetest.get_meta(pos):get_inventory()
return minetest.check_player_privs(player, {server = true}) and inv:is_empty("main")
end,
on_destruct = function(pos)
modmeta:set_string("cairn_" .. minetest.pos_to_string(pos), "")
local this_cairn = cairn_area:get_areas_for_pos(pos)
for index, data in pairs(this_cairn) do
--minetest.debug("removing " .. dump(index))
cairn_area:remove_area(index)
modmeta:set_string("areastore_cairn", cairn_area:to_string())
end
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
local nearby = collectible_lore.are_cairns_close_to_pos(pos)
if nearby then
minetest.log("error", "Cairn placed too close to other cairns. Placed at: " .. minetest.pos_to_string(pos))
for _,data in pairs(nearby) do
minetest.log("error", "nearby: " .. minetest.pos_to_string(data.min))
end
end
cairn_area:insert_area(pos, pos, "")
modmeta:set_string("areastore_cairn", cairn_area:to_string())
local above_pos = {x=pos.x, y=pos.y+1, z=pos.z}
local above_node = minetest.get_node(above_pos)
if minetest.registered_nodes[above_node.name].buildable_to then
minetest.set_node(above_pos, collectible_lore.get_light_node())
end
end,
on_blast = function(pos, intensity)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i = 1, inv:get_size("main") do
drop_item_stack(pos, inv:get_stack("main", i))
end
meta:from_table()
minetest.remove_node(pos)
end,
})
collectible_lore.get_nearby_cairns = function(pos, spacing)
local nearby = cairn_area:get_areas_in_area(vector.subtract(pos, spacing), vector.add(pos, spacing))
if next(nearby) then
return nearby
end
return nil
end
collectible_lore.are_cairns_close_to_pos = function(pos)
local nearby = collectible_lore.get_nearby_cairns(pos, cairn_spacing)
if nearby then return nearby end
return false
end
collectible_lore.place_cairn = function(pos)
if collectible_lore.are_cairns_close_to_pos(pos) then return end
minetest.set_node(pos, {name="collectible_lore:cairn"})
--minetest.debug("placed " .. minetest.pos_to_string(pos))
end
local player_state = {}
local get_formspec_for_player = function(player_name)
local selected
local state = player_state[player_name] or 1
local collected = collectible_lore.get_player_collected(player_name)
local collected_count = 0
for index, val in pairs(collected) do
collected_count = collected_count + 1
end
local form = {}
table.insert(form, "formspec_version[6]size[14,8]")
table.insert(form, "textlist[0.5,0.5;5,6.5;list;")
if collected_count > 0 then
local count = 1
for index, value in pairs(collectible_lore.lorebooks) do
local iscollected = collected[value.id]
if iscollected and state == count then
selected = value
end
count = count + 1
if iscollected then
table.insert(form, minetest.formspec_escape(value.title))
else
table.insert(form, "\t"..S("<not found yet>"))
end
table.insert(form, ",")
end
table.remove(form) -- removes trailing comma
end
table.insert(form, ";" .. state .. "]")
if selected then
table.insert(form, "label[6,0.5;" .. minetest.formspec_escape(selected.title) .. "]")
if selected.text then
table.insert(form, "textarea[6,1;7.5,6.5;;;" .. minetest.formspec_escape(selected.text) .. "]")
elseif selected.image then
table.insert(form, "image[6.5,1;6.5,6.5;" .. selected.image .. "]")
end
end
table.insert(form, "label[0.5,7.5;" .. S("Collected: @1/@2", collected_count, #(collectible_lore.lorebooks)) .. "]")
table.insert(form, "button_exit[2.75,7.3;2,0.4;exit;"..S("Exit") .. "]")
return table.concat(form)
end
minetest.register_craftitem("collectible_lore:satchel", {
description = S("Collectibles Satchel"),
_doc_items_longdesc = S("A satchel containing various documents you've recovered in your travels."),
_doc_items_usagehelp = S("The documents and lore you've unlocked are not tied to a specific satchel, any satchel will let you view your personal collection."),
inventory_image = "collectible_lore_satchel.png",
on_use = function(itemstack, user, pointed_thing)
local player_name = user:get_player_name()
minetest.show_formspec(player_name, "collectible_lore:formspec", get_formspec_for_player(player_name))
end
})
minetest.register_craft({
output = "collectible_lore:satchel",
recipe = {
{"", df_dependencies.node_name_string, ""},
{df_dependencies.node_name_string, "", df_dependencies.node_name_string},
{df_dependencies.node_name_wool_white, df_dependencies.node_name_wool_white, df_dependencies.node_name_wool_white},
},
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "collectible_lore:formspec" then
if fields.list then
local exploded = minetest.explode_textlist_event(fields.list)
if exploded.type == "CHG" then
local player_name = player:get_player_name()
player_state[player_name] = exploded.index
minetest.show_formspec(player_name, "collectible_lore:formspec", get_formspec_for_player(player_name))
end
end
elseif formname == "collectible_lore:collected" then
if fields.view then
local player_name = player:get_player_name()
player_state[player_name] = cairn_last_collected_index
minetest.show_formspec(player_name, "collectible_lore:formspec", get_formspec_for_player(player_name))
end
end
end)
--local function tour(player, loc_list)
-- local pop = table.remove(loc_list)
-- if pop then
-- player:set_pos(pop)
-- minetest.after(10, tour, player, loc_list)
-- end
--end
minetest.register_chatcommand("cairn_locations", {
params = "<range>", -- Short parameter description
description = S("Administrative control of collectibles"),
privs = {server=true},
func = function(name, param)
local range = tonumber(param) or 1000
local player = minetest.get_player_by_name(name)
local player_pos = player:get_pos()
local cairn_locations = cairn_area:get_areas_in_area(vector.subtract(player_pos, range), vector.add(player_pos, range))
--local loc_list = {}
for _, data in pairs(cairn_locations) do
minetest.chat_send_player(name, minetest.pos_to_string(data.min))
--table.insert(loc_list, data.min)
end
--tour(player, loc_list)
end,
})

View File

@ -1,35 +0,0 @@
# textdomain: collectible_lore
### init.lua ###
error parsing command=Fehler beim Parsen des Befehls
### init.lua ###
### items.lua ###
Administrative control of collectibles=Verwaltung von Sammelobjekten
### items.lua ###
<not found yet>=<noch nicht gefunden>
A cairn of rocks constructed by a previous explorer to protect documents and supplies.=Ein Steinhaufen, den ein früherer Forscher errichtet hat, um Dokumente und Vorräte zu schützen.
A satchel containing various documents you've recovered in your travels.=Eine Tasche, die verschiedene Dokumente enthält, die Sie auf Ihren Reisen gefunden haben.
Cairn=Steinhaufen
Collected: @1/@2=Gesammelt: @1/@2
Collectibles Satchel=Sammelobjekte-Tasche
Exit=Beenden
The documents and lore you've unlocked are not tied to a specific satchel, any satchel will let you view your personal collection.=Die Dokumente und Geschichten, die Sie freigeschaltet haben, sind nicht an eine bestimmte Tasche gebunden. Jede Tasche ermöglicht es Ihnen, Ihre persönliche Sammlung anzusehen.
The first time you discover a cairn like this, it may reveal to you some new record or piece of lore. Afterward it can be used as a public storage location.=Wenn Sie zum ersten Mal einen solchen Steinhaufen entdecken, kann er Ihnen möglicherweise einen neuen Eintrag oder eine Geschichte offenbaren. Danach kann er als öffentlicher Lagerort verwendet werden.
View=Ansehen
You've already collected the lore hidden in this cairn.= Sie haben bereits die in diesem Steinhaufen versteckte Geschichte gesammelt.
You've found a collectible item of lore titled:@n@1=Sie haben ein Sammelobjekt der Geschichte mit dem Titel: @n@1 gefunden
You've found all of the collectible items contained in cairns like this one.=Sie haben alle Sammelobjekte in Steinhaufen wie diesem gefunden.

View File

@ -1,35 +0,0 @@
# textdomain: collectible_lore
### init.lua ###
error parsing command=
### init.lua ###
### items.lua ###
Administrative control of collectibles=
### items.lua ###
<not found yet>=
A cairn of rocks constructed by a previous explorer to protect documents and supplies.=
A satchel containing various documents you've recovered in your travels.=
Cairn=
Collected: @1/@2=
Collectibles Satchel=
Exit=
The documents and lore you've unlocked are not tied to a specific satchel, any satchel will let you view your personal collection.=
The first time you discover a cairn like this, it may reveal to you some new record or piece of lore. Afterward it can be used as a public storage location.=
View=
You've already collected the lore hidden in this cairn.=
You've found a collectible item of lore titled:@n@1=
You've found all of the collectible items contained in cairns like this one.=

View File

@ -1,2 +0,0 @@
name = collectible_lore
depends = df_dependencies

View File

@ -1 +0,0 @@
collectible_lore_cairn_spacing (Minimum distance between collectible cairns) int 100

Binary file not shown.

Before

Width:  |  Height:  |  Size: 407 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 698 B

View File

@ -1,180 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
local steel_pick = df_dependencies.texture_tool_steelpick
local steel_shovel = df_dependencies.texture_tool_steelshovel
local crossed_pick_and_shovel = "((("..steel_shovel.."^[transformFX)^"..steel_pick..")^[resize:32x32)"
local gas_seep = "(("..df_dependencies.texture_stone.."^"..df_dependencies.texture_mineral_coal.."^[combine:16x80:0,-16=crack_anylength.png)^[resize:32x32)"
awards.register_achievement("dfcaverns_destroyed_gas_seep", {
title = S("Destroy a Gas Seep"),
description = S("Plug a crack that mine gas is seeping out of to make the caves just a little bit safer."),
icon = "dfcaverns_awards_backgroundx32.png^" .. gas_seep .."^dfcaverns_awards_foregroundx32.png",
difficulty = 2,
trigger = {
type = "dig",
node = "mine_gas:gas_seep",
target = 1
},
})
if minetest.get_modpath("big_webs") then
awards.register_achievement("dfcaverns_giant_web", {
title = S("Collect Giant Webbing"),
description = S("Collect a piece of giant webbing found in a cave."),
icon ="dfcaverns_awards_backgroundx32.png^big_webs_item.png^dfcaverns_awards_foregroundx32.png",
difficulty = 1,
trigger = {
type = "dig",
node = "big_webs:webbing",
target = 1
},
})
end
if minetest.get_modpath("bubblesponge") then
awards.register_achievement("dfcaverns_bubblesponge", {
title = S("Collect Bubblesponge Frond"),
description = S("Collect a piece of bubblesponge."),
icon ="dfcaverns_awards_backgroundx32.png^bubblesponge_frond.png^dfcaverns_awards_foregroundx32.png",
difficulty = 1,
trigger = {
type = "dig",
node = "bubblesponge:frond",
target = 1
},
})
end
-- too common
--awards.register_achievement("dfcaverns_glow_worms", {
-- title = ,
-- description = ,
-- icon =,
-- trigger = {
-- type = "dig",
-- node = "df_mapitems:glow_worm",
-- target = 1
-- },
--})
---------------------------------------------------------------
awards.register_achievement("dfcaverns_cave_pearls", {
title = S("Collect Cave Pearls"),
description = S("Collect some cave pearls from the wall of a cave."),
icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_cave_pearls_achievement.png^dfcaverns_awards_foregroundx32.png",
difficulty = 1,
trigger = {
type = "dig",
node = "df_mapitems:cave_pearls",
target = 1
},
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_castle_coral", {
title = S("Collect Castle Coral"),
description = S("Collect a piece of Castle Coral from the Sunless Sea."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_castle_coral_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "df_mapitems:castle_coral",
target = 1
},
difficulty = 2,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_ruby_crystals", {
title = S("Collect Giant Red Crystal"),
description = S("Collect one of the giant red crystals found in large barren caverns."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_big_red_crystal_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "group:dfcaverns_big_crystal",
target = 1
},
difficulty = 1,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_cave_coral", {
title = S("Collect Cave Coral"),
description = S("Collect a piece of Cave Coral from the Sunless Sea."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_cave_coral_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "group:dfcaverns_cave_coral",
target = 1
},
difficulty = 1,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_flawless_mese", {
title = S("Collect Flawless Mese Crystal Block"),
description = S("Collect a flawless Mese crystal block from the Magma Sea."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_glowmese_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "df_mapitems:glow_mese",
target = 1
},
difficulty = 3,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_luminous_salt", {
title = S("Collect Luminous Salt Crystal"),
description = S("Collect a luminous salt crystal from the dry caverns where Bloodthorns live."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_salt_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "df_mapitems:salt_crystal",
target = 1
},
difficulty = 1,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_glow_amethyst", {
title = S("Collect Glowing Amethyst"),
description = S("Collect a block of glowing amethyst crystal from the Underworld."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_amethyst_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "df_underworld_items:glow_amethyst",
target = 1
},
difficulty = 2,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_glow_stone", {
title = S('"Collect" Lightseam Stone'),
description = S("Attempt to collect a piece of Lightseam, a strange glowing mineral found deep underground."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_glowstone_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "df_underworld_items:glowstone",
target = 1
},
difficulty = 2,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
------------------------------------------------------------------
awards.register_achievement("dfcaverns_prospector", {
title = S("Deep Prospector"),
description = S("Collect various different exotic items from various caverns."),
icon = "dfcaverns_awards_backgroundx32.png^"..crossed_pick_and_shovel.."^dfcaverns_awards_foregroundx32.png",
difficulty = 3 / df_achievements.get_child_achievement_count("dfcaverns_prospector"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_prospector",
target=df_achievements.get_child_achievement_count("dfcaverns_prospector"),
},
})

View File

@ -1,154 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
local nethercap_name = df_dependencies.nethercap_name
local hoe_texture = df_dependencies.texture_tool_steelhoe
local soil_texture = df_dependencies.texture_farming_soil
local ice_texture = df_dependencies.texture_ice
local coal_ore = "(".. df_dependencies.texture_stone .."^".. df_dependencies.texture_mineral_coal ..")"
local make_texture = function(plant_texture, bg_tex)
bg_tex = bg_tex or soil_texture
return "dfcaverns_awards_backgroundx32.png^[combine:32x32:3,4="..bg_tex.."^[combine:32x32:3,2="..plant_texture.."^[combine:32x32:14,13="..hoe_texture.."^dfcaverns_awards_foregroundx32.png"
end
-- forestry
local plant_node_achievements =
{
["df_trees:black_cap_sapling"] = {achievement="dfcaverns_plant_black_cap",
title=S("Plant Black Cap"), icon=make_texture("dfcaverns_black_cap_sapling.png", coal_ore), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:fungiwood_sapling"] = {achievement="dfcaverns_plant_fungiwood",
title=S("Plant Fungiwood"), icon=make_texture("dfcaverns_fungiwood_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:goblin_cap_sapling"] = {achievement="dfcaverns_plant_goblin_cap",
title=S("Plant Goblin Cap"), icon=make_texture("dfcaverns_goblin_cap_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:nether_cap_sapling"] = {achievement="dfcaverns_plant_nethercap",
title=S("Plant @1", nethercap_name), icon=make_texture("dfcaverns_nether_cap_sapling.png", ice_texture), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:spore_tree_sapling"] = {achievement="dfcaverns_plant_spore_tree",
title=S("Plant Spore Tree"), icon=make_texture("dfcaverns_spore_tree_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:tower_cap_sapling"] = {achievement="dfcaverns_plant_tower_cap",
title=S("Plant Tower Cap"), icon=make_texture("dfcaverns_tower_cap_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:tunnel_tube_sapling"] = {achievement="dfcaverns_plant_tunnel_tube",
title=S("Plant Tunnel Tube"), icon=make_texture("dfcaverns_tunnel_tube_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:torchspine_ember"] = {achievement="dfcaverns_plant_torchspine",
title=S("Plant Torchspine"), icon=make_texture("dfcaverns_torchspine_achievement.png", coal_ore), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:spindlestem_seedling"] = {achievement="dfcaverns_plant_spindlestem",
title=S("Plant Spindlestem"), icon=make_texture("dfcaverns_spindlestem_achievement.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:blood_thorn"] = {achievement="dfcaverns_plant_bloodthorn",
title=S("Plant Bloodthorn"), icon=make_texture("dfcaverns_bloodthorn_achievement.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_primordial_items:giant_hypha_apical_meristem"] = {achievement="dfcaverns_plant_giant_mycelium",
title=S("Plant Primordial Mycelium"), icon=make_texture("dfcaverns_mush_soil.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
["df_primordial_items:fern_sapling"] = {achievement="dfcaverns_plant_primordial_fern",
title=S("Plant Primordial Fern"), icon=make_texture("dfcaverns_jungle_fern_03.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
["df_primordial_items:jungle_mushroom_sapling"] = {achievement="dfcaverns_plant_primordial_jungle_mushroom",
title=S("Plant Primordial Jungle Mushroom"), icon=make_texture("dfcaverns_jungle_mushroom_02.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
["df_primordial_items:jungletree_sapling"] = {achievement="dfcaverns_plant_primordial_jungletree",
title=S("Plant Primordial Jungle Tree"), icon=make_texture("dfcaverns_jungle_sapling.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
["df_primordial_items:mush_sapling"] = {achievement="dfcaverns_plant_primordial_mushroom",
title=S("Plant Primordial Mushroom"), icon=make_texture("dfcaverns_mush_sapling.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
["df_farming:cave_wheat_seed"] = {achievement="dfcaverns_plant_cave_wheat",
title=S("Plant Cave Wheat"), icon=make_texture("dfcaverns_cave_wheat_8.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
["df_farming:dimple_cup_seed"] = {achievement="dfcaverns_plant_dimple_cup",
title=S("Plant Dimple Cup"), icon=make_texture("dfcaverns_dimple_cup_4.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
["df_farming:pig_tail_seed"] = {achievement="dfcaverns_plant_pig_tail",
title=S("Plant Pig Tail"), icon=make_texture("dfcaverns_pig_tail_8.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
["df_farming:plump_helmet_spawn"] = {achievement="dfcaverns_plant_plump_helmet",
title=S("Plant Plump Helmet"), icon=make_texture("dfcaverns_plump_helmet_achievement.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
["df_farming:quarry_bush_seed"] = {achievement="dfcaverns_plant_quarry_bush",
title=S("Plant Quarry Bush"), icon=make_texture("dfcaverns_quarry_bush_5.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
["df_farming:sweet_pod_seed"] = {achievement="dfcaverns_plant_sweet_pod",
title=S("Plant Sweet Pod"), icon=make_texture("dfcaverns_sweet_pod_6.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
}
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
if placer == nil then return end
local player_name = placer:get_player_name()
if player_name == nil then return end
local player_awards = awards.player(player_name)
local achievement = plant_node_achievements[newnode.name]
if not achievement then return end
local achievement_name = achievement.achievement
if not player_awards.unlocked or player_awards.unlocked[achievement_name] ~= achievement_name then
-- all of the growable plants in DFCaverns are timer-based. If you place
-- a seedling or seed and the resulting node has a timer running, then
-- it's passed the checks to see if it was placed in a growable area.
if minetest.get_node_timer(pos):is_started() then
awards.unlock(player_name, achievement_name)
end
end
end)
for seed_item, def in pairs(plant_node_achievements) do
awards.register_achievement(def.achievement, {
title = def.title,
description = S("Plant a @1 in a place where it can grow.", minetest.registered_items[seed_item].description),
icon = def.icon,
secret = def.secret,
_dfcaverns_achievements = def._dfcaverns_achievements,
})
end
awards.register_achievement("dfcaverns_plant_all_upper_trees", {
title = S("Fungal Arborist"),
description = S("Plant one of every kind of 'tree' found in the caverns above the Sunless Sea."),
icon = "dfcaverns_awards_backgroundx32.png^"
.."(dfcaverns_awards_cavern_towercapx32.png^dfcaverns_awards_cavern_fungiwoodx32.png^dfcaverns_awards_cavern_goblincapx32.png)^[transformFX"
.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
difficulty = 1 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_upper_trees"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_plant_all_upper_trees",
target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_upper_trees"),
},
})
awards.register_achievement("dfcaverns_plant_all_primordial", {
title = S("Primordial Arborist"),
description = S("Plant one of every kind of 'tree' from the Primordial caverns."),
icon = "dfcaverns_awards_backgroundx32.png^"
.."(dfcaverns_awards_cavern_primordial_mushx32.png^dfcaverns_awards_cavern_junglex32.png)^[transformFX"
.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
secret = true,
difficulty = 3 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_primordial"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_plant_all_primordial",
target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_primordial"),
},
})
awards.register_achievement("dfcaverns_plant_all_underground_trees", {
title = S("Underground Arborist"),
description = S("Plant one of every kind of 'tree' found in the caverns beneath the surface."),
icon = "dfcaverns_awards_backgroundx32.png^"
.."(dfcaverns_awards_cavern_towercapx32.png^dfcaverns_awards_cavern_fungiwoodx32.png^dfcaverns_awards_cavern_goblincapx32.png)^[transformFX"
.. "^dfcaverns_awards_cavern_primordial_mushx32.png^dfcaverns_awards_cavern_junglex32.png"
.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
difficulty = 4 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_underground_trees"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_plant_all_underground_trees",
target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_underground_trees"),
},
})
awards.register_achievement("dfcaverns_plant_all_farmables", {
title = S("Underground Farmer"),
description = S("Plant one of every kind of small farmable plant found in the caverns beneath the surface."),
icon = "dfcaverns_awards_backgroundx32.png"
.."^[combine:32x32:0,0="..soil_texture
.."^[combine:32x32:0,16="..soil_texture
.."^[combine:32x32:16,0="..soil_texture
.."^[combine:32x32:16,16="..soil_texture
.."^[combine:32x32:0,0=dfcaverns_cave_wheat_8.png"
.."^[combine:32x32:16,0=dfcaverns_dimple_cup_4.png"
.."^[combine:32x32:8,8=dfcaverns_plump_helmet_achievement.png"
.."^[combine:32x32:0,16=dfcaverns_sweet_pod_6.png"
.."^[combine:32x32:16,16=dfcaverns_quarry_bush_5.png"
.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
difficulty = 1 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_farmables"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_plant_all_farmables",
target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_farmables"),
},
})

View File

@ -1,88 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
for itemname, def in pairs(minetest.registered_items) do
--"df_farming:"..item_name.."_"..recipe_type.name.."_meal"
if string.sub(itemname, 1, 11) == "df_farming:" and string.sub(itemname, -5, -1) == "_meal" then
local meal_name = string.sub(itemname, 12, -1)
local meal_desc = def.description
local image = string.sub(def.inventory_image, 1, -7) .. "32.png"
awards.register_achievement("dfcaverns_meal_"..meal_name, {
title = S("Eat @1", meal_desc),
description = S("One of the many delights that can be crafted only from fungal growths found deep underground."),
icon = "dfcaverns_awards_backgroundx32.png^" .. image .. "^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "eat",
item = itemname,
target = 1
},
difficulty = 2,
_dfcaverns_achievements = {"dfcaverns_gourmand"},
})
end
end
local bread_def = minetest.registered_items["df_farming:cave_bread"]
awards.register_achievement("dfcaverns_meal_dwarven_bread", {
title = S("Eat @1", bread_def.description),
description = S("It's a basic staple of the underground, but at least it's not Plump Helmet."),
icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_prepared_food13x32.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "eat",
item = "df_farming:cave_bread",
target = 1,
},
difficulty = 1,
_dfcaverns_achievements = {"dfcaverns_gourmand"},
})
awards.register_achievement("dfcaverns_gourmand", {
title = S("Dwarven Gourmand"),
description = S("Eat one of each of the various meals that can be cooked or crafted from underground ingredients."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_prepared_food28x32.png^dfcaverns_gourmand_achievement.png^dfcaverns_awards_foregroundx32.png",
difficulty = 2 / df_achievements.get_child_achievement_count("dfcaverns_gourmand"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_gourmand",
target=df_achievements.get_child_achievement_count("dfcaverns_gourmand"),
},
})
if minetest.get_modpath("df_primordial_items") then
awards.register_achievement("dfcaverns_primordial_fruit", {
title = S("Eat a Primordial Fruit"),
description = S("Eat one of the strange fruits found only deep underground in the Primordial caverns."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_primordial_fruit.png^dfcaverns_awards_foregroundx32.png",
difficulty = 3,
trigger = {
type = "eat",
item = "df_primordial_items:primordial_fruit",
target = 1
},
secret = true,
})
awards.register_achievement("dfcaverns_glowtato", {
title = S("Eat a Glowtato"),
description = S("Slightly less prestigious than the Primordial Fruit, but still rare and exotic compared to surface world fare."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_glowtato.png^dfcaverns_awards_foregroundx32.png",
difficulty = 3,
trigger = {
type = "eat",
item = "df_primordial_items:glowtato",
target = 1
},
})
-- eating diced mushroom too mundane compared to the other achievements
-- awards.register_achievement("dfcaverns_diced_mushroom", {
-- title = ,
-- description = ,
-- icon =,
-- trigger = {
-- type = "eat",
-- item = "df_primordial_items:diced_mushroom",
-- target = 1
-- },
-- })
end

View File

@ -1,102 +0,0 @@
if not minetest.get_modpath("awards") then
minetest.log("warning", "[df_achievements] the df_achievements mod was installed but the [awards] mod was not."
.. " df_achievements depends on awards, but it is listed as an optional dependency so that installing the"
.. " dfcaverns modpack won't automatically enable it. If you want df_achievements to function please"
.. " install awards as well, otherwise you should disable df_achievements.")
return
end
df_achievements = {}
local old_awards_version = false
if awards.run_trigger_callbacks then
-- older versions of awards crash when attempting to use newer versions of triggers
-- this "run_trigger_callbacks" API call is present in those older versions, so using that
-- as a fingerprint to discover them
old_awards_version = true
minetest.register_on_dignode(function(pos, oldnode, digger)
-- the old version of awards doesn't handle groups when triggering dug nodes, use this to hack around that
local node_name = oldnode.name
if minetest.get_item_group(node_name, "dfcaverns_big_crystal") > 0 then
awards.unlock(digger:get_player_name(), "dfcaverns_ruby_crystals")
elseif minetest.get_item_group(node_name, "dfcaverns_cave_coral") > 0 then
awards.unlock(digger:get_player_name(), "dfcaverns_cave_coral")
end
end)
else
-- used to track the progress of achievements that are based off of other achievements
awards.register_trigger("dfcaverns_achievements", {
type="counted_key",
progress = "@1/@2", -- awards seems to use a conflicting syntax with internationalization, ick. Avoid words here.
get_key = function(self, def)
return def.trigger.achievement_name
end,
})
end
local achievement_parents = {}
df_achievements.get_child_achievement_count = function(parent_achievement)
return #achievement_parents[parent_achievement]
end
local register_achievement_old = awards.register_achievement
awards.register_achievement = function(achievement_name, achievement_def, ...)
if old_awards_version and achievement_def.trigger and achievement_def.trigger.type=="dfcaverns_achievements" then
-- there's a significant difference between how triggers work
-- in older versions of the awards mod. The new version of the trigger doesn't
-- work with the old. Rather than do a bunch of work to support old versions, strip them out.
achievement_def.trigger = nil
end
-- The achievement being registered has "parent" achievements that progress when it is unlocked,
-- track that here
if achievement_def._dfcaverns_achievements then
for _, parent_achievement in pairs(achievement_def._dfcaverns_achievements) do
local parent_source_list = achievement_parents[parent_achievement] or {}
achievement_parents[parent_achievement] = parent_source_list
table.insert(parent_source_list, achievement_name)
end
end
register_achievement_old(achievement_name, achievement_def, ...)
end
local modpath = minetest.get_modpath(minetest.get_current_modname())
awards.register_on_unlock(function(player_name, def)
local def_dfcaverns_achievements = def._dfcaverns_achievements
if not def_dfcaverns_achievements then return end
local player_awards = awards.player(player_name)
if not player_awards then return end
local unlocked = player_awards.unlocked
if not unlocked then return end
-- the achievement that just got unlocked had one or more "parent" achievements associated with it.
for _, achievement_parent in pairs(def_dfcaverns_achievements) do
player_awards.dfcaverns_achievements = player_awards.dfcaverns_achievements or {}
local source_list = achievement_parents[achievement_parent]
local total = #source_list
local count = 0
for _, source_achievement in pairs(source_list) do
if unlocked[source_achievement] == source_achievement then count = count + 1 end
end
player_awards.dfcaverns_achievements[achievement_parent] = count
awards.save()
if count >= total then
minetest.after(4, awards.unlock, player_name, achievement_parent)
end
end
end)
dofile(modpath.."/travel.lua")
dofile(modpath.."/farming.lua")
dofile(modpath.."/dig.lua")
dofile(modpath.."/food.lua")
dofile(modpath.."/misc.lua")
-- not used outside this mod
df_achievements.test_list = nil

View File

@ -1,183 +0,0 @@
# textdomain: df_achievements
### dig.lua ###
"Collect" Lightseam Stone=Versuche ein Stück Lichtspaltstein
Attempt to collect a piece of Lightseam, a strange glowing mineral found deep underground.=Versuch, ein Stück Lichtnaht, ein seltsames leuchtendes Mineral, das tief unter der Erde gefunden wird, zu sammeln.
Collect Bubblesponge Frond=Sammle Blasenschwammfarn
Collect Castle Coral=Sammle Schlosskoralle
Collect Cave Coral=Sammle Höhlentang
Collect Cave Pearls=Sammle Höhlenperlen
Collect Flawless Mese Crystal Block=Sammle ein makelloses Mesekristallblock
Collect Giant Red Crystal=Sammle Riesenroten Kristall
Collect Giant Webbing=Sammle Riesennetz
Collect Glowing Amethyst=Sammle Leuchtenden Amethyst
Collect Luminous Salt Crystal=Sammlung von Leuchtendem Salzkristall
Collect a block of glowing amethyst crystal from the Underworld.=Sammle einen Block glühenden Amethystkristalls aus der Unterwelt.
Collect a flawless Mese crystal block from the Magma Sea.=Sammle einen makellosen Mesekristallblock aus dem Magma-Meer.
Collect a luminous salt crystal from the dry caverns where Bloodthorns live.=Sammle einen leuchtenden Salzkristall aus den trockenen Höhlen, wo Blutdornen leben.
Collect a piece of Castle Coral from the Sunless Sea.=Sammle ein Stück Schlosskoralle aus der Lichtlosen See.
Collect a piece of Cave Coral from the Sunless Sea.=Sammle ein Stück Höhlentang aus der Lichtlosen See.
Collect a piece of bubblesponge.=Sammle ein Stück Blasenschwamm.
Collect a piece of giant webbing found in a cave.=Sammle ein Stück Riesennetz aus einer Höhle.
Collect one of the giant red crystals found in large barren caverns.=Sammle einen der Riesenroten Kristalle, die in großen kargen Höhlen zu finden sind.
Collect some cave pearls from the wall of a cave.=Sammle einige Höhlenperlen von der Wand einer Höhle.
Collect various different exotic items from various caverns.=Sammle verschiedene exotische Gegenstände aus verschiedenen Höhlen.
Deep Prospector=Tieftauch-Spezialist
Destroy a Gas Seep=Zerstöre eine Gasaustrittsstelle
Plug a crack that mine gas is seeping out of to make the caves just a little bit safer.=Verschließe einen Riss, aus dem Gas austritt, um die Höhlen etwas sicherer zu machen.
### farming.lua ###
Fungal Arborist=Fungaler Baumpfleger
Plant @1=Pflanze @1
Plant Black Cap=Schwarze Kappe pflanzen
Plant Bloodthorn=Blutdorn pflanzen
Plant Cave Wheat=Höhlenweizen pflanzen
Plant Dimple Cup=Höhlenmuldenbecher pflanzen
Plant Fungiwood=Pilzholz pflanzen
Plant Goblin Cap=Koboldkappe pflanzen
Plant Pig Tail=Schweineschwanz pflanzen
Plant Plump Helmet=Kopffüssler pflanzen
Plant Primordial Fern=Urzeitfarn pflanzen
Plant Primordial Jungle Mushroom=Urzeit-Dschungelpilz pflanzen
Plant Primordial Jungle Tree=Urzeit-Dschungelbaum pflanzen
Plant Primordial Mushroom=Urzeitpilz pflanzen
Plant Primordial Mycelium=Urzeitmyzel pflanzen
Plant Quarry Bush=Steinbruchbusch pflanzen
Plant Spindlestem=Spindelstamm pflanzen
Plant Spore Tree=Sporenbaum pflanzen
Plant Sweet Pod=Süsskapsel pflanzen
Plant Torchspine=Fackelstachel pflanzen
Plant Tower Cap=Turmkappe pflanzen
Plant Tunnel Tube=Tunnelröhre pflanzen
Plant a @1 in a place where it can grow.=Pflanze @1 an einem Ort, an dem es wachsen kann.
Plant one of every kind of 'tree' found in the caverns above the Sunless Sea.=Pflanze von jeder Art 'Baum', die in den Höhlen über der Sonnenlosen See zu finden ist.
Plant one of every kind of 'tree' found in the caverns beneath the surface.=Pflanze von jeder Art 'Baum', die in den Höhlen unter der Oberfläche zu finden ist.
Plant one of every kind of 'tree' from the Primordial caverns.=Pflanze von jeder Art 'Baum' aus den Urzeit-Höhlen.
Plant one of every kind of small farmable plant found in the caverns beneath the surface.=Pflanze von jeder Art kleiner anbaubarer Pflanzen, die in den Höhlen unter der Oberfläche zu finden sind.
Primordial Arborist=Urzeit-Baumpfleger
Underground Arborist=Unterirdischer Baumpfleger
Underground Farmer=Unterirdischer Bauer
### food.lua ###
Dwarven Gourmand=Dwarven Feinschmecker
Eat @1=Essen Sie @1
Eat a Glowtato=Essen Sie eine Leuchtkartoffel
Eat a Primordial Fruit=Essen Sie eine Urtümliche Frucht
Eat one of each of the various meals that can be cooked or crafted from underground ingredients.=Essen Sie von jeder der verschiedenen Mahlzeiten, die aus unterirdischen Zutaten gekocht oder hergestellt werden können.
Eat one of the strange fruits found only deep underground in the Primordial caverns.=Essen Sie eine der seltsamen Früchte, die nur tief unter der Erde in den Urzeitgrotten gefunden werden.
It's a basic staple of the underground, but at least it's not Plump Helmet.=Es ist ein grundlegendes Grundnahrungsmittel der Unterwelt, aber zumindest ist es keine Plump-Helmsuppe.
One of the many delights that can be crafted only from fungal growths found deep underground.=Eine der vielen Köstlichkeiten, die nur aus Pilzwachstum tief unter der Erde hergestellt werden können.
Slightly less prestigious than the Primordial Fruit, but still rare and exotic compared to surface world fare.=Etwas weniger angesehen als die Urtümliche Frucht, aber immer noch selten und exotisch im Vergleich zur Nahrung der Oberflächenwelt.
### misc.lua ###
Activating a puzzle seal has produced a breach in the slade foundations of the world.=Das Aktivieren eines Rätselsiegels hat eine Öffnung in den Slade-Grundfesten der Welt erzeugt.
Capture an Ice Sprite=Einen Eisschatten einfangen
Collect All Lore=Sammle alle Überlieferungen
Decipher the code of the ancients. Do you dare turn the key?=Entschlüssele den Code der Alten. Traust du dich, den Schlüssel umzudrehen?
Get Attacked by an Underworld Guardian=Von einem Unterwelt-Wächter angegriffen werden
Punch Veinstone=Schlag auf Adernstein
Punch a vein to hear the heartbeat of the stone.=Schlage eine Ader, um den Herzschlag des Steins zu hören.
Repair an Ancient Lantern=Repariere eine antike Laterne
Solve a Puzzle Seal=Löse ein Rätselsiegel
Trigger a Slade Breacher=Einen Slade-Breacher auslösen
You may not be able to build new ones, but at least you can get the old ones shining brightly again.=Du kannst vielleicht keine neuen bauen, aber zumindest kannst du die alten wieder hell leuchten lassen.
You've captured an ice sprite and placed it in a bottle. It dances and sparkles and sheds light through the frosted glass while making a faint tinkling sound. Pretty.=Du hast einen Eisschatten eingefangen und in eine Flasche gesteckt. Er tanzt und funkelt und wirft Licht durch das gefrostete Glas, während er leise klingelt. Hübsch.
You've discovered something important about those mysterious slade statues in the Underworld.=Du hast etwas Wichtiges über diese geheimnisvollen Slade-Statuen in der Unterwelt entdeckt.
You've searched the world top to bottom for cairns containing lore and your collection is now complete.=Du hast die Welt von oben bis unten nach Steinhaufen durchsucht, die Überlieferungen enthalten, und deine Sammlung ist nun vollständig.
### travel.lua ###
Discover @1s=Entdecke @1s
Discover All Fungal Cavern Types=Entdecke alle Arten von Pilzhöhlen
Discover All Overworld Cavern Types=Entdecke alle Arten von Oberweltshöhlen
Discover All Underground Cavern Types=Entdecke alle Arten von Unterweltshöhlen
Discover Black Caps=Entdecke Schwarzkappen
Discover Bloodthorns=Entdecke Blutdornen
Discover Fungiwood=Entdecke Pilzholz
Discover Goblin Caps=Entdecke Koboldkappen
Discover Spore Trees=Entdecke Sporenbaum
Discover Tower Caps=Entdecke Turmkappen
Discover Tunnel Tubes=Entdecke Tunnelröhren
Discover a Deep Chasm=Entdecke eine tiefe Schlucht
Discover a Deep Sinkhole=Entdecke ein tiefes Sinkloch
Discover a Glowing Pit=Entdecke eine leuchtende Grube
Discover a cavern containing oil deep underground.=Entdecke eine Höhle, die tief unter der Erde Öl enthält.
Discover a cavern where @1s grow in the wild.=Entdecke eine Höhle, in der @1s wild wachsen.
Discover a cavern where Black Caps grow in the wild.=Entdecke eine Höhle, in der Schwarzkappen wild wachsen.
Discover a cavern where Bloodthorns grow in the wild.=Entdecke eine Höhle, in der Blutdornen wild wachsen.
Discover a cavern where Fungiwoods grow in the wild.=Entdecke eine Höhle, in der Pilzhölzer wild wachsen.
Discover a cavern where Goblin Caps grow in the wild.=Entdecke eine Höhle, in der Koboldkappen wild wachsen.
Discover a cavern where Spore Trees grow in the wild.=Entdecke eine Höhle, in der Sporenbaume wild wachsen.
Discover a cavern where Tower Caps grow in the wild.=Entdecke eine Höhle, in der Turmkappen wild wachsen.
Discover a cavern where Tunnel Tubes grow in the wild.=Entdecke eine Höhle, in der Tunnelröhren wild wachsen.
Discover a deep natural sinkhole.=Entdecke ein tiefes natürliches Sinkloch.
Discover a gigantic underground natural chasm.=Entdecke eine riesige unterirdische natürliche Schlucht.
Discover a glowing pit in the slade foundations of the world.=Entdecke eine leuchtende Grube in den Schlackenfundamenten der Welt.
Discover all Primordial Cavern Types=Entdecke alle Arten von Urzeit-Höhlen
Discover all major kinds of giant cavern environment.=Entdecke alle wichtigen Arten von riesigen Höhlenumgebungen.
Discover all of the major types of cavern below the foundations of the world.=Entdecke alle wichtigen Arten von Höhlen unter den Grundfesten der Welt.
Discover all of the major types of cavern environments between the Sunless Sea and the foundations of the world.=Entdecke alle wichtigen Arten von Höhlenumgebungen zwischen der Sonnenlosen See und den Grundfesten der Welt.
Discover examples of all of the fungal cavern biomes.=Entdecke Beispiele für alle pilzreichen Höhlenbiome.
Discover the Magma Sea=Entdecke das Magmameer
Discover the Oil Sea=Entdecke das Ölmeer
Discover the Primordial Fungus=Entdecke den Urzeitpilz
Discover the Primordial Jungle=Entdecke den Urzeitdschungel
Discover the Sunless Sea=Entdecke die Sonnenlose See
Discover the Underworld=Entdecke die Unterwelt
Discover the ancient caverns at the foundations of the world.=Entdecke die antiken Höhlen an den Grundfesten der Welt.
Discover the fungus-ridden caverns below the foundations of the world.=Entdecke die von Pilzen befallenen Höhlen unter den Grundfesten der Welt.
Discover the giant caverns to which all water from the surface ultimately drain.=Entdecke die riesigen Höhlen, in die letztendlich das gesamte Wasser von der Oberfläche abfließt.
Discover the lost jungles below the foundations of the world.=Entdecke die verlorenen Dschungel unter den Grundfesten der Welt.
Discover the sea of magma that volcanoes draw from.=Entdecke das Magmameer, aus dem die Vulkane schöpfen.
##### not used anymore #####
Collect Glow Worms=Sammle Glühwürmer
Eat Diced Mushroom=Essen Sie gewürfelte Pilze
Detonate Mine Gas=Minengas detonieren
Loot 100 Ancient Warrior Bones=Beute 100 Knochen der antiken Krieger
Loot Ancient Warrior Bones=Beute Knochen der antiken Krieger
Repair 100 Ancient Lanterns=Repariere 100 antike Laternen

View File

@ -1,173 +0,0 @@
# textdomain: df_achievements
### dig.lua ###
"Collect" Lightseam Stone=
Attempt to collect a piece of Lightseam, a strange glowing mineral found deep underground.=
Collect Bubblesponge Frond=
Collect Castle Coral=
Collect Cave Coral=
Collect Cave Pearls=
Collect Flawless Mese Crystal Block=
Collect Giant Red Crystal=
Collect Giant Webbing=
Collect Glowing Amethyst=
Collect Luminous Salt Crystal=
Collect a block of glowing amethyst crystal from the Underworld.=
Collect a flawless Mese crystal block from the Magma Sea.=
Collect a luminous salt crystal from the dry caverns where Bloodthorns live.=
Collect a piece of Castle Coral from the Sunless Sea.=
Collect a piece of Cave Coral from the Sunless Sea.=
Collect a piece of bubblesponge.=
Collect a piece of giant webbing found in a cave.=
Collect one of the giant red crystals found in large barren caverns.=
Collect some cave pearls from the wall of a cave.=
Collect various different exotic items from various caverns.=
Deep Prospector=
Destroy a Gas Seep=
Plug a crack that mine gas is seeping out of to make the caves just a little bit safer.=
### farming.lua ###
Fungal Arborist=
Plant @1=
Plant Black Cap=
Plant Bloodthorn=
Plant Cave Wheat=
Plant Dimple Cup=
Plant Fungiwood=
Plant Goblin Cap=
Plant Pig Tail=
Plant Plump Helmet=
Plant Primordial Fern=
Plant Primordial Jungle Mushroom=
Plant Primordial Jungle Tree=
Plant Primordial Mushroom=
Plant Primordial Mycelium=
Plant Quarry Bush=
Plant Spindlestem=
Plant Spore Tree=
Plant Sweet Pod=
Plant Torchspine=
Plant Tower Cap=
Plant Tunnel Tube=
Plant a @1 in a place where it can grow.=
Plant one of every kind of 'tree' found in the caverns above the Sunless Sea.=
Plant one of every kind of 'tree' found in the caverns beneath the surface.=
Plant one of every kind of 'tree' from the Primordial caverns.=
Plant one of every kind of small farmable plant found in the caverns beneath the surface.=
Primordial Arborist=
Underground Arborist=
Underground Farmer=
### food.lua ###
Dwarven Gourmand=
Eat @1=
Eat a Glowtato=
Eat a Primordial Fruit=
Eat one of each of the various meals that can be cooked or crafted from underground ingredients.=
Eat one of the strange fruits found only deep underground in the Primordial caverns.=
It's a basic staple of the underground, but at least it's not Plump Helmet.=
One of the many delights that can be crafted only from fungal growths found deep underground.=
Slightly less prestigious than the Primordial Fruit, but still rare and exotic compared to surface world fare.=
### misc.lua ###
Activating a puzzle seal has produced a breach in the slade foundations of the world.=
Capture an Ice Sprite=
Collect All Lore=
Decipher the code of the ancients. Do you dare turn the key?=
Get Attacked by an Underworld Guardian=
Punch Veinstone=
Punch a vein to hear the heartbeat of the stone.=
Repair an Ancient Lantern=
Solve a Puzzle Seal=
Trigger a Slade Breacher=
You may not be able to build new ones, but at least you can get the old ones shining brightly again.=
You've captured an ice sprite and placed it in a bottle. It dances and sparkles and sheds light through the frosted glass while making a faint tinkling sound. Pretty.=
You've discovered something important about those mysterious slade statues in the Underworld.=
You've searched the world top to bottom for cairns containing lore and your collection is now complete.=
### travel.lua ###
Discover @1s=
Discover All Fungal Cavern Types=
Discover All Overworld Cavern Types=
Discover All Underground Cavern Types=
Discover Black Caps=
Discover Bloodthorns=
Discover Fungiwood=
Discover Goblin Caps=
Discover Spore Trees=
Discover Tower Caps=
Discover Tunnel Tubes=
Discover a Deep Chasm=
Discover a Deep Sinkhole=
Discover a Glowing Pit=
Discover a cavern containing oil deep underground.=
Discover a cavern where @1s grow in the wild.=
Discover a cavern where Black Caps grow in the wild.=
Discover a cavern where Bloodthorns grow in the wild.=
Discover a cavern where Fungiwoods grow in the wild.=
Discover a cavern where Goblin Caps grow in the wild.=
Discover a cavern where Spore Trees grow in the wild.=
Discover a cavern where Tower Caps grow in the wild.=
Discover a cavern where Tunnel Tubes grow in the wild.=
Discover a deep natural sinkhole.=
Discover a gigantic underground natural chasm.=
Discover a glowing pit in the slade foundations of the world.=
Discover all Primordial Cavern Types=
Discover all major kinds of giant cavern environment.=
Discover all of the major types of cavern below the foundations of the world.=
Discover all of the major types of cavern environments between the Sunless Sea and the foundations of the world.=
Discover examples of all of the fungal cavern biomes.=
Discover the Magma Sea=
Discover the Oil Sea=
Discover the Primordial Fungus=
Discover the Primordial Jungle=
Discover the Sunless Sea=
Discover the Underworld=
Discover the ancient caverns at the foundations of the world.=
Discover the fungus-ridden caverns below the foundations of the world.=
Discover the giant caverns to which all water from the surface ultimately drain.=
Discover the lost jungles below the foundations of the world.=
Discover the sea of magma that volcanoes draw from.=

View File

@ -1,120 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
-- misc
if df_dependencies.node_name_glass_bottle then
awards.register_achievement("dfcaverns_captured_ice_sprite", {
title = S("Capture an Ice Sprite"),
description = S("You've captured an ice sprite and placed it in a bottle. It dances and sparkles and sheds light through the frosted glass while making a faint tinkling sound. Pretty."),
icon = "dfcaverns_awards_backgroundx32.png^ice_sprites_bottle.png^dfcaverns_awards_foregroundx32.png",
difficulty = 2,
trigger = {
type = "craft",
item = "ice_sprites:ice_sprite_bottle",
target = 1,
},
})
end
df_mapitems.on_veinstone_punched = function(pos, node, puncher, pointed_thing)
awards.unlock(puncher:get_player_name(), "dfcaverns_punched_veinstone")
end
awards.register_achievement("dfcaverns_punched_veinstone", {
title = S("Punch Veinstone"),
description = S("Punch a vein to hear the heartbeat of the stone."),
difficulty = 2,
icon = "dfcaverns_awards_backgroundx32.png^((".. df_dependencies.texture_stone .. "^dfcaverns_veins.png)^[resize:32x32)^dfcaverns_awards_foregroundx32.png",
})
if minetest.get_modpath("df_underworld_items") then
if minetest.get_modpath("hunter_statue") then
hunter_statue.player_punched = function(node_name, pos, player)
if node_name ~= "df_underworld_items:hunter_statue" then return end
awards.unlock(player:get_player_name(), "dfcaverns_attacked_by_guardian_statue")
end
awards.register_achievement("dfcaverns_attacked_by_guardian_statue", {
title = S("Get Attacked by an Underworld Guardian"),
difficulty = 2,
description = S("You've discovered something important about those mysterious slade statues in the Underworld."),
icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_guardian_achievement.png^dfcaverns_awards_foregroundx32.png",
secret=true,
})
end
df_underworld_items.puzzle_seal_solved = function(pos, player)
if player == nil then return end
awards.unlock(player:get_player_name(), "dfcaverns_solved_puzzle_seal")
end
awards.register_achievement("dfcaverns_solved_puzzle_seal", {
title = S("Solve a Puzzle Seal"),
difficulty = 4,
description = S("Decipher the code of the ancients. Do you dare turn the key?"),
icon = "dfcaverns_puzzle_seal_solvedx32.png^dfcaverns_awards_foregroundx32.png",
})
df_underworld_items.slade_breacher_triggered = function(pos, player)
awards.unlock(player:get_player_name(), "dfcaverns_triggered_slade_breacher")
end
awards.register_achievement("dfcaverns_triggered_slade_breacher", {
title = S("Trigger a Slade Breacher"),
difficulty = 1,
description = S("Activating a puzzle seal has produced a breach in the slade foundations of the world."),
icon = "dfcaverns_puzzle_seal_activex32.png^dfcaverns_awards_foregroundx32.png",
secret=true,
})
df_underworld_items.ancient_lantern_fixed = function(pos, player)
awards.unlock(player:get_player_name(), "dfcaverns_repaired_lantern")
end
awards.register_achievement("dfcaverns_repaired_lantern", {
title = S("Repair an Ancient Lantern"),
difficulty = 2,
description = S("You may not be able to build new ones, but at least you can get the old ones shining brightly again."),
icon = "dfcaverns_awards_backgroundx32.png^((dfcaverns_slade_brick.png^(" .. df_dependencies.texture_meselamp .. "^[mask:dfcaverns_lantern_mask.png))^[resize:32x32)^dfcaverns_awards_foregroundx32.png",
secret=true,
})
-- awards.register_achievement("dfcaverns_repaired_100_lanterns", {
-- title = ,
-- description = ,
-- icon =,
-- })
end
if minetest.get_modpath("df_lorebooks") then
collectible_lore.register_on_collected(function(player_name, id, state, collected)
local count = 0
for _id, val in pairs(collected) do
if val then count = count + 1 end
end
if count >= #(collectible_lore.lorebooks) then
awards.unlock(player_name, "dfcaverns_all_lorebooks_found")
end
end)
awards.register_achievement("dfcaverns_all_lorebooks_found", {
title = S("Collect All Lore"),
difficulty = 4,
description = S("You've searched the world top to bottom for cairns containing lore and your collection is now complete."),
icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_awards_lore_cairnsx32.png^dfcaverns_awards_foregroundx32.png",
})
end
-- can't think of an easy way to detect these
--awards.register_achievement("dfcaverns_torch_detonated_mine_gas", {
-- title = ,
-- description = ,
-- icon =,
--})
--awards.register_achievement("dfcaverns_looted_underworld_bones", {
-- title = ,
-- description =,
-- icon =,
--})
--
--awards.register_achievement("dfcaverns_looted_100_underworld_bones", {
-- title = ,
-- description = ,
-- icon =,
--})

View File

@ -1,4 +0,0 @@
name=df_achievements
description=Achievements for DFCaverns
depends=df_caverns, df_trees, df_farming, df_mapitems, df_dependencies, pit_caves
optional_depends=df_underworld_items, hunter_statue, awards, big_webs, bubblesponge, df_lorebooks

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 83 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 400 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 676 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1023 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 140 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 204 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 335 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 269 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 174 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 201 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 240 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 742 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 152 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 255 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 249 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 184 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 104 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 154 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 190 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 164 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 116 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 600 B

Some files were not shown because too many files have changed in this diff Show More