112 Commits

Author SHA1 Message Date
76202917ba Merge branch 'master' into bubblesponge 2023-12-05 23:30:55 -07:00
65aa2769cc fix a typo 2023-12-05 23:30:48 -07:00
de08a9d481 Fix bedrock in mineclone2 (#49)
* adjust more mcl_vars variables that were recently added to MineClone2

* try to detect mcl_vars values that should have been changed
2023-12-03 00:36:34 -07:00
8edf220213 fix crash when fake player dig slade (#46)
When a fake player, for example a node, dig slade, it return player ~= nil but it is not a current player, the server_diggable_only function tries to check the privs of the node, then this crashes

Here we use the built-in check player:is_player() so the node privs are not checked

This crash occurred in the technic mod when the corium eats the slade
2023-12-03 00:33:53 -07:00
fec70718b0 fix another spot where nvals_wave might get an out-of-bounds index passed to it. Also fix a spelling error in the lorebooks. 2023-10-05 22:10:50 -06:00
019853bf4e filled in some more missing translations
Credit/blame to ChatGPT
2023-10-02 11:49:01 -06:00
248d00165d experimenting with ChatGPT translation 2023-10-02 01:27:59 -06:00
9477afdd81 prevent a crash when noise doesn't extend far enough outside the emerged area 2023-10-02 00:52:28 -06:00
a44f3273ca update translations, remove some unnecessary escape codes 2023-10-02 00:08:15 -06:00
59a43f4033 update subterrane and mapgen_helper 2023-09-29 20:16:03 -06:00
058f13f6a4 More luacheck tidying 2023-09-29 20:06:34 -06:00
f537af33bc cleaning up some stuff with luacheck. 2023-09-29 16:09:25 -06:00
c9dedef095 update doc.lua 2023-09-29 14:26:36 -06:00
c446bd66d4 mineclone compatibility fixes 2023-02-14 20:46:42 -07:00
cf89421748 now that bubblesponge overwriting is fixed, move them back above the surface of the sand. 2023-02-14 19:37:53 -07:00
ec861d6047 add a few non-Amelia pictures. Remove the least representative Sunless Sea watercolour. 2023-02-14 17:09:35 -07:00
b581f724db figured out why cairns were disappearing in giant caverns 2023-02-12 20:27:21 -07:00
24937bdad7 space the cairns closer together 2023-02-12 16:34:15 -07:00
2b1f88f6c1 add ability to split bubblesponge stems occasionally 2023-02-12 16:08:25 -07:00
f12ef0b00d fix exploding cairns 2023-02-12 15:53:17 -07:00
e186037f2b add an achievement for collecting all lorebooks 2023-02-12 15:45:26 -07:00
fc1a6d754e add mapgen 2023-02-12 13:06:08 -07:00
633f230ae4 refinements to cairn markings, give them an inventory so players can put stuff in them if they want why not 2023-02-12 12:01:12 -07:00
cb523dea21 add some art 2023-02-12 03:11:46 -07:00
fd9f2e97f2 add a collectible satchel 2023-02-11 20:43:09 -07:00
0ea940f104 getting ready to add mapgen 2023-02-11 20:06:51 -07:00
d5f95d3be9 quick and dirty locking and unlocking via cairns 2023-02-11 17:04:25 -07:00
c505f7f3ce rework structure of lorebooks 2023-02-11 16:13:12 -07:00
2f0f51f210 initial steps toward an interface for players. Lorebooks will be discovered via cairn and read via ledger 2023-02-06 23:24:12 -07:00
01a8298ed7 finishing the main lore books. Putting recipes on hold, there are too many ingredients being generated that don't exist in Minetest and that's probably confusing rather than helpful 2023-02-05 22:59:53 -07:00
9bcf510951 update translations. The lorebooks template is going to be quite chonky when done. 2023-02-05 20:49:12 -07:00
79f15c70b7 add an achievement for finding bubblesponge 2023-02-05 20:34:56 -07:00
69b21a3fbf Some initial text for a set of lorebooks players will be able to find scattered around the deep caverns. 2023-02-05 20:25:03 -07:00
c7efa95f42 let seeds be planted on furrowed non-wet soil 2023-02-04 21:07:25 -07:00
fe203d0ca0 updating farming growth logic
Quarry bushes now require sand, since they're found in blood thorn caverns
Also, I think I've got the timers working better for marginal soil. Marginal soil conditions are controlled centrally through the growth_condition functions.
2023-02-04 20:42:54 -07:00
22be60bdeb initial addition of bubblesponge 2023-02-04 20:01:27 -07:00
2f2577eada add mine_gas to optional depends 2023-01-08 02:38:10 -07:00
06096ddc8f No achievement when torch is placed by mods (#43) 2022-12-05 00:29:35 -07:00
b27a9eb8da Add a bit of API documentation. Incomplete, but covers the important stuff IMO 2022-10-22 22:43:29 -06:00
a6cd433ecf Fix a crash in ambient sound biome checking when the player is halfway between level 2 and level 3. Also add API to puzzle chests
This fixes issue https://github.com/FaceDeer/dfcaverns/issues/39
2022-10-22 10:02:34 -06:00
5ea9ee9de0 group fixes suggested on the forum 2022-09-10 16:21:50 -06:00
efeae89ab9 fix local variable access 2022-09-06 22:50:01 -06:00
77b990a697 fix crash when using mesecons with default game, remove flora group from all plants. 2022-08-29 06:51:17 -06:00
e82fcf7c87 using experimental supported_games mod.conf feature 2022-08-29 00:34:53 -06:00
52b2cf8ebb add some additional checks to maybe allow for older versions of these mods 2022-08-29 00:29:44 -06:00
0a0c97b74e Mineclone compatibility (#36)
* latest versions of mapgen_helper and subterrane

* initial work

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

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

* distilling out more dependencies

* fix some typos

* more default dependencies

* beds

* start getting some MCL equivalents set up

* mine gas dependencies

* reorganize

* add some mapgen stuff

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

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

* hide flowing pit plasma from creative inventory

* mineclone 5 settings

* Update subterrane

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

* stair dependencies

* add mcl fences

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

* buckets of oil and syrup should work in mineclone now

* 'splosions!

* make hunters avoid repaired ancient lanterns

* mapgen torchspine wasn't having its timer set

* split mapgen compatibility code into its own file

* bypass dependency indirection for df_farming.

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

* bypass dependency indirection for df_mapitems

* bypass dependency indirection for df_primordial_items

* bypass dependency indirection for df_trees

* bypass dependency indirection for df_underworld_items

* bypass dependency indirection for df_caverns

* fixing up the puzzle seal to work in both

* fix puzzle seal formspec for mcl

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

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

* overlooked a debug

* add itemslot backgrounds for mcl

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

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

* minor fixes to the built-in bones node

* eatable group for edibles

* clean up some TODOs

* adjust pit plasma abm conditions

* add df_ambience

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

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

* avoid an undeclared global check

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

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

* add a few more ores

* update depends in mod.conf

* add opaque group to light-sensitive dirt types

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

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

* bloodthorn also needs to be set opaque

* add sound to torchspines

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

* ambience tweak

* fix dirt spreads

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

* adding achievements! Almost all untested yet.

* fix a few achievements glitches

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

* fix farming achievements, fix spindlestem callbacks on place

* icons for farming achievements

* more achievement icons, fix ancient lantern achievement

* two more icons, update text

* add icons for upper cavern layers

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

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

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

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

* removing leftovers

* missing callbacks for farmables

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

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

* get *all* the copper and iron containing nodes

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

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

* used the wrong drop method

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

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

* Update subterrane

* various bugfixes and tweaks

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

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

* prepare for some art tomorrow

* chest node and sounds

* images for the combination dials

* add puzzle chests to the underworld buildings

* update translations

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

* add backgrounds to item slots in MCL

* wrap the existing function rather than copy and pasting it

* fix bucket dependency in cooking recipes

* add _mcl_saturation to edibles
2022-08-28 23:48:44 -06:00
b2ee829c1a Update subterrane 2022-08-27 18:35:34 -06:00
0296f7fb7e update subterrane, fix a crash in torchspine growth 2022-08-08 00:18:03 -06:00
dbc5dd38a3 Squashed commit of the following:
commit 0a61781b99
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 14:50:07 2022 -0600

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

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

    stop timers when seeds are picked up

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

    fix replacements for dwarven syrup taffy recipe

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

    account for some additional mod dependencies

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

    update cooking recipes to be more specific.

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

    add location logging for debugging purposes

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

    add checks for submods being present

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

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

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

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

    add initial stab at growing conditions - biome restrictions for trees

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

    adding biome API. Not yet tested.

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

    added stubs for growth permission for farming plants

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

    initial work for restricted plant growth. split out growth conditions for trees, and reworked torchspine to not use ABMs while I was at it.
2022-08-01 14:55:46 -06:00
f23d4115bd default fences using dfcaverns wood
also adding flora group to all plants, making spongestone drop dirt, and adding fuel recipes for primordial wood types
2022-07-22 02:27:57 -06:00
1b402a2403 copy/paste error in config description 2022-07-15 19:16:23 -06:00
18d2f190e8 make various primordial vegetation floodable. It grows back anyway. 2022-07-15 19:13:15 -06:00
beb89c5a64 remove another ABM 2022-07-15 18:57:01 -06:00
d1620a6f39 replace bloodthorn ABM with node timers, much more efficient. 2022-07-15 16:58:54 -06:00
edae8c1104 update subterrane version to include giant mushroom buildability fix
https://github.com/FaceDeer/dfcaverns/issues/27
https://github.com/FaceDeer/dfcaverns/issues/21
2022-07-15 15:07:41 -06:00
a243b613a3 fix typo in grow time, this was using cave wheat's delay multiplier
https://github.com/FaceDeer/dfcaverns/issues/18
2022-07-14 19:11:15 -06:00
64063bda36 add changes suggested by TurkeyMcMac to improve efficiency and lighting of surface tunnels
Suggested in https://github.com/FaceDeer/dfcaverns/issues/22
2022-07-14 18:48:32 -06:00
1f1b7efb95 add sugar group to sweet pod sugar 2022-07-14 18:40:35 -06:00
4884f1e51a add spawn functions to some trees that didn't have them 2022-07-13 22:01:50 -06:00
c3e3ea0d5d add sapling group to the primordial jungle mushroom 2022-07-13 20:06:39 -06:00
d4f12d19ec add stairs for primordial wood types. Also bump mycelial soil light sensitivity to 13 2022-07-11 22:13:25 -06:00
dbd12b2237 making mycelial dirt light-sensitive, fixing various drops 2022-07-11 20:30:49 -06:00
ca483a6f29 add a "sterile" harvested version of dimplecup to prevent endless spawn production 2022-07-11 18:30:34 -06:00
416fbb4e45 prevent spindlestem caps from producing endless spawn
Note that recipes will no longer work for players that already have these caps in their inventory. They'll need to place them and then re-harvest them to convert them to the new "sterile" cap node that drops on harvest.
2022-07-11 01:16:57 -06:00
289c353bb6 Pit caves (#20)
* A simple pit cave mod, based off of code from the volcano pipes in my magma_conduits mod

* option to seal off ocean pits

* reuse chasm's ignore list

* documentation

* rename findpits to prevent confusion with underworld glowing pits
2021-05-07 22:59:30 -06:00
79fd356477 update subterrane 2021-04-11 17:21:12 -06:00
b3525c98d5 add an api to chasms to let other mods build bridges without them being chopped up 2021-04-04 22:59:17 -06:00
3d7c2b43a4 fiddling with the prevalence of cave webs a bit 2021-03-29 11:48:10 -06:00
1dbea13f67 fix undeclared local 2021-03-28 15:38:30 -06:00
9b7e71c675 Chasms (#19)
* initial chasms mod

* tweak default chasm settings

* prevent chasms from breaching oil and magma seas, make veinstone actually do something

* overgenerate caverns to eliminate floating stalactites

* make veinstone punchable instead of right-clickable

* ensure dfcaverns get carved before chasms

this has an unfortunate tradeoff. Chasms will no longer have floating giant columns in them, but will also no longer have smaller stalactites and stalagmites. Also will carve chasms through lake water. Not sure if this is ideal.

* add rare big webs to the chasms, to give them a unique feature

* reverse the dependencies for df_caverns and chasms, let chasms go first.

* fix web generator

* add webs to level 3 tunnels, fix sunless sea chasms

* fix up tunnel webs

* make webs snappy

* make webs slightly more prevalent

* add chasms to the guide

* final touch-ups before merging

* allow anchoring against unloaded blocks
2021-03-28 15:20:52 -06:00
0acb3ab09b update use_texture_alpha properties 2021-03-13 02:21:13 -07:00
9a53e49fa8 make primordial gills climbable, make spore trees more likely to produce spawn 2021-03-12 18:29:05 -07:00
ae4d0ebe81 it's been a few months since name_generator's name was changed on contentDB, remove temp backwards compatibility 2021-01-19 22:00:32 -07:00
b6ffd7fc97 made the pit plasma abm much more selective to reduce cpu load 2021-01-16 01:07:48 -07:00
b4a4d54877 Merge pull request #17 from FaceDeer/ground_covers
Ground covers and guardians
2020-12-05 00:56:24 -07:00
7b8c1e547e update subterrane 2020-12-05 00:38:46 -07:00
2b8f808605 since I don't know when contentdb will accept the changed name for namegen, adding support for both names temporarily 2020-12-01 21:54:10 -07:00
d2ed498f45 add a few edibles to the primordial layer 2020-12-01 00:08:38 -07:00
f5954dfdc5 add hunger_ng support 2020-11-30 19:42:00 -07:00
fc2bc52203 Place new ground covers. Also, had to change namegen's name to avoid a collision on ContentDB 2020-11-22 16:30:56 -07:00
dab827bf8f update map colours 2020-11-19 21:29:51 -07:00
9c93d9c4e3 slightly reduce the density of hunter statues 2020-11-19 21:17:50 -07:00
d1cf8927af make statue a bit quieter 2020-11-19 18:35:49 -07:00
0f04fd94e5 png optimize a few more textures 2020-11-19 18:32:19 -07:00
e2d43c466d texture the hunter statue better 2020-11-19 18:28:04 -07:00
3d8508605d more stubbed in translations 2020-11-15 19:07:42 -07:00
82056c0421 moving tree default dependencies into one file (mostly), adding stub translations 2020-11-15 19:06:45 -07:00
9452f69509 move dependencies into one source file for mapitems, stub in some translations 2020-11-15 17:54:56 -07:00
e18174b971 move farming dependencies into one file, add stub translations 2020-11-15 15:37:42 -07:00
212b88b227 centralize node id lookups, add stub translations 2020-11-15 15:25:05 -07:00
b31618e5b0 isolate primordial item default dependencies to one file, add stub translations 2020-11-15 15:06:20 -07:00
92d9cb1399 add statues to underworld mapgen 2020-11-10 21:04:11 -07:00
14fcdd30c6 fix thud sounds 2020-11-10 20:57:45 -07:00
54424710d7 add something nasty to the underworld 2020-11-10 20:51:37 -07:00
5847fa74fc add glowstone veins to the primordial layer, limit fire so the jungles don't become infernos 2020-11-04 18:27:26 -07:00
e6ebf1a14d add new carpet vegetation to some cavern layers 2020-07-11 13:05:33 -06:00
24615891d6 make ground covers spread 2020-02-27 16:43:58 -07:00
703a638360 make footprints more visible 2020-02-27 15:37:00 -07:00
53605f1005 create some new ground cover types 2020-02-27 15:28:47 -07:00
c328f05de4 shut down gas seeps that are close to lava to reduce endless explosions 2020-02-23 12:01:38 -07:00
9370cbbdb4 re-add smoke to torchspines now that smoke underground doesn't last forever 2020-02-23 10:52:57 -07:00
7ddf1ff7cb switch trail mod to footprints mod 2020-02-19 21:07:15 -07:00
947cb72f5a fix the textdomain headers 2020-02-19 13:42:36 -07:00
b519280f1c update translation string formatting, fix a typo in ice sprites 2020-02-19 12:21:59 -07:00
8ce754b234 resort localized strings, add color groups to spindlestem extract 2020-02-19 00:27:24 -07:00
d59bc8d489 switch over to native translation system 2020-02-17 22:36:53 -07:00
a9559bcbcf add vines group to roots and ivy, fuel recipe for plant matter 2020-02-17 18:50:37 -07:00
ad1d03819c update various translation templates 2020-02-16 00:33:21 -07:00
2eaffe6939 add modpack.conf 2020-02-15 23:41:29 -07:00
64020d1384 update readme. There's always *something* you overlook when making a major release 2020-02-13 00:51:29 -07:00
98fb313eb1 Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.

* update mapgen_helper

* import ClockGen's giant mushroom schematics, make them and giant ferns growable

* add giant jungle mushroom, rough out actual cavern layer code framework

* fungal ceiling decorations

* decorate fungal floor a bit

* update mapgen_helper

* update primordial mushroom schematic placement to ensure it fits

* add giant mycelium fungoidal structure

* add giant mycelium to mapgen

* fix settings for giant mycelium

* make mycelium grow when players aren't present

* allow mycelium growth to pause when it hits unloaded areas

* add a use for giant mycelium

* make giant mushrooms edible, make jungle trees growable

* rough out the jungle biome

* Make a spectrum of jungle growth

* optimize pngs, add is_ground_content to everything

* use custom is_ground_content method

* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area

* more fixes for overgen support

* remove unintentional airspace from underside of slade

* fix for overgen crash in level 2

* primordial column material, add sealed shafts to underworld

* add seal block

* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.

* puzzle seals now fully functional. Need to add clues for decoding the keys next.

* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation

* add flowers to the underworld warrior bones

* switch to a different key bell

* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages

* add a clue to the seal formspec

* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1

* switch to compositing to save a few bytes

* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent

* puzzle particle, bones were only spawning on top of structures

* fix ice/oil on level 3, tweak some loot probabilities

* add trail mod support

* remove deprecated files

* boost default plant growth delay, add growing selection boxes

* update map colours

* add named waypoints to the underworld

* try a more efficient way of changing the interiors of columns

* polishing up the Primordial layer

* update guide with some Primordial teasers

* updated magma sea screenshot

* update mapgen_helper and subterrane

* reduce density of megaflora a bit - was too hard to walk through

* spreading_dirt_type depends on light, create my own ABM instead

* add names to the glowing pits and some of the ruins

* separate setting for ruin markers

* record identity of slade-breachers

* make mycelia climbable

* update subterrane

* change surface tunnel detection to allow above-ground stalactites and stalagmites

* add rare thicker Goblin Caps, suitable for use as huts.

* better goblin cap schematics

* update colours

* make it slightly harder to dig down through amethyst sheathing of pits

* fixing up fungus light sensitivity, tree growth code

* fix a few minor bugs

* update deprecated functions

* add various eating sounds

* make mapping kit requirement more flexible

* update spindlestem growth code, remove deprecated functions

* fix leftover undefined variable

* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.

* fix bones formspec

* add lbm to upgrade old bones

* fix slade undiggability

* make torchspines smokey and manually lightable

* fix drop definitions

* generate dry stalactites in near-surface caverns.

* caverns become far too smokey, alas

* add pitter patter of spore tree spores, alternate paper recipe

* new mapgen_helper metrics

* add smokey back to torchspine now that it can be dialed down a bit

* replace glowstone texture with a new animated one

* switch from ABM to node timer for mapgen mycelium growth

* make mapgen mycelium timer delay configurable

* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences

* remove the smoke from torchspines again - it doesn't dissipate that deep underground

* give slade a more muted, gloomy hue to differentiate it from nether stone

* update screenshots with new slade colors

* update mapgen_helper
2020-02-12 23:49:17 -07:00
12919e9a16 Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.

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

* make wisps rarely spawned by gas explosions

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

* optimize pngs

* add gas wisps to mapgen

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

* update internal names, adjust mineral detection range

* add cave pearls to some level 2 warrens and tunnels

* switch experimental simplecrafting_lib support to crafting mod

* Pearls don't grow on falling nodes

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

* bunch of documentation

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

* documentation for cave coral, update some locale text

* add a recipe for cooking oil into paraffin

* add old bones to the underworld

* MIT license for bones_loot

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

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

* documentation for salt crystals

* auto-generate minetestmapper colors.

need to update the spindlestem colours manually

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

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

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

* Unique images and names for cooking recipes.

* revamp bones loot

* add softer footsteps for some fungus types

* update mapgen_helper

* update cave coral screenshot

* mention glowing salts in bloodthorn caverns
2019-08-18 22:20:07 -05:00
765 changed files with 23583 additions and 4600 deletions

66
.luacheckrc Normal file
View File

@ -0,0 +1,66 @@
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 Normal file
View File

@ -0,0 +1,60 @@
# 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
----------------
Copyright (C) 2018 FaceDeer
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

View File

@ -16,6 +16,8 @@ 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.
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
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.
@ -26,6 +28,8 @@ Some of the other cave decorations provide dim bioluminescent lighting in some c
[A more comprehensive guide can be found here.](guide.md)
[APIs and player commands can be found here.](API.md)
## 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.
@ -34,6 +38,8 @@ 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.
"[ropes](https://github.com/minetest-mods/ropes)" are very useful for navigating some of the large open spaces this mod provides.
"[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.
"[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.

24
big_webs/LICENSE.txt Normal file
View File

@ -0,0 +1,24 @@
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.

201
big_webs/init.lua Normal file
View File

@ -0,0 +1,201 @@
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

@ -0,0 +1,12 @@
# 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

@ -0,0 +1,12 @@
# 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.=

2
big_webs/mod.conf Normal file
View File

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

Binary file not shown.

After

Width:  |  Height:  |  Size: 309 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 380 B

22
bones_loot/LICENSE.txt Normal file
View File

@ -0,0 +1,22 @@
License for Code
----------------
Copyright (C) 2019 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.

205
bones_loot/init.lua Normal file
View File

@ -0,0 +1,205 @@
local S = minetest.get_translator(minetest.get_current_modname())
local dungeon_loot_path = minetest.get_modpath("dungeon_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_register = function(t)
if t.name ~= nil then
t = {t} -- single entry
end
for _, loot in ipairs(t) do
table.insert(local_loot, loot)
end
end
-- we could do this for the dungeon_loot registered loot table as well,
-- but best not to meddle in other mods' internals if it can be helped.
local clean_up_local_loot = function()
if local_loot == nil then return end
for i = #local_loot, 1, -1 do
if not minetest.registered_items[local_loot[i].name] then
table.remove(local_loot, i)
end
end
end
-- Uses same table format as dungeon_loot
-- eg, {name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
-- if dungeon_loot is installed it uses dungeon_loot's registration function directly.
if dungeon_loot_path then
bones_loot.register_loot = dungeon_loot.register
else
bones_loot.register_loot = local_loot_register
minetest.after(0, clean_up_local_loot)
end
local get_loot_list = function(pos, loot_type, exclusive_loot_type)
local loot_table
if dungeon_loot_path then
loot_table = dungeon_loot.registered_loot
else
loot_table = local_loot
end
local item_list = {}
local pos_y = pos.y
for _, loot in ipairs(loot_table) do
if loot.y == nil or (pos_y >= loot.y[1] and pos_y <= loot.y[2]) then
if (not exclusive_loot_type and loot.types == nil) or
(loot.types and table.indexof(loot.types, loot_type) ~= -1) then
table.insert(item_list, loot)
end
end
end
return item_list
end
local shuffle = function(tbl)
for i = #tbl, 2, -1 do
local rand = math.random(i)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
-- "exclusive" set to true means that loot table entries without a loot_type won't be considered.
bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
local item_list = get_loot_list(pos, loot_type, exclusive_loot_type)
shuffle(item_list)
-- apply chances / randomized amounts and collect resulting items
local items = {}
for _, loot in ipairs(item_list) do
if math.random() <= loot.chance then
local itemdef = minetest.registered_items[loot.name]
if itemdef then
local amount = 1
if loot.count ~= nil then
amount = math.random(loot.count[1], loot.count[2])
end
if itemdef.tool_capabilities then
for n = 1, amount do
local wear = math.random(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
table.insert(items, ItemStack({name = loot.name, wear = wear}))
max_stacks = max_stacks - 1
if max_stacks <= 0 then break end
end
else
local stack_max = itemdef.stack_max
while amount > 0 do
table.insert(items, ItemStack({name = loot.name, count = math.min(stack_max, amount)}))
amount = amount - stack_max
max_stacks = max_stacks - 1
if max_stacks <= 0 then break end
end
end
end
end
if max_stacks <= 0 then break end
end
return items
end
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})
local meta = minetest.get_meta(pos)
if infotext == nil then
infotext = S("Someone's old bones")
end
meta:set_string("infotext", infotext)
meta:set_string("formspec", bones_formspec)
if max_stacks and max_stacks > 0 then
local loot = bones_loot.get_loot(pos, loot_type, max_stacks, exclusive_loot_type)
local inv = meta:get_inventory()
inv:set_size("main", 8 * 4)
for _, item in ipairs(loot) do
inv:add_item("main", item)
end
end
end
minetest.register_lbm({
label = "Repair underworld bones formspec",
name = "bones_loot:repair_underworld_bones_formspec",
nodenames = {bones_node},
action = function(pos, node)
local meta = minetest.get_meta(pos)
if not meta:get("formspec") then
meta:set_string("formspec", bones_formspec)
end
end,
})

View File

@ -0,0 +1,19 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,19 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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

@ -0,0 +1,18 @@
# 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 +1,8 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=
Someone's old bones=

4
bones_loot/mod.conf Normal file
View File

@ -0,0 +1,4 @@
name = bones_loot
description = An API that allows bones to be placed procedurally with randomly generated loot
depends = df_dependencies
optional_depends = dungeon_loot, bones

Binary file not shown.

After

Width:  |  Height:  |  Size: 349 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 339 B

View File

@ -0,0 +1,58 @@
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.

After

Width:  |  Height:  |  Size: 341 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 338 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 333 B

24
bubblesponge/LICENSE.txt Normal file
View File

@ -0,0 +1,24 @@
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.

200
bubblesponge/init.lua Normal file
View File

@ -0,0 +1,200 @@
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

@ -0,0 +1,17 @@
# 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

@ -0,0 +1,17 @@
# 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.=

4
bubblesponge/mod.conf Normal file
View File

@ -0,0 +1,4 @@
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

@ -0,0 +1,3 @@
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

Binary file not shown.

View File

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

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.3 KiB

21
chasms/LICENSE.txt Normal file
View File

@ -0,0 +1,21 @@
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.

190
chasms/init.lua Normal file
View File

@ -0,0 +1,190 @@
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

3
chasms/mod.conf Normal file
View File

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

5
chasms/settingtypes.txt Normal file
View File

@ -0,0 +1,5 @@
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

@ -0,0 +1,22 @@
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

@ -0,0 +1,34 @@
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.

110
collectible_lore/init.lua Normal file
View File

@ -0,0 +1,110 @@
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")

305
collectible_lore/items.lua Normal file
View File

@ -0,0 +1,305 @@
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

@ -0,0 +1,35 @@
# 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

@ -0,0 +1,35 @@
# 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

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

View File

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

Binary file not shown.

After

Width:  |  Height:  |  Size: 407 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 698 B

180
df_achievements/dig.lua Normal file
View File

@ -0,0 +1,180 @@
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"),
},
})

154
df_achievements/farming.lua Normal file
View File

@ -0,0 +1,154 @@
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"),
},
})

88
df_achievements/food.lua Normal file
View File

@ -0,0 +1,88 @@
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

102
df_achievements/init.lua Normal file
View File

@ -0,0 +1,102 @@
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

@ -0,0 +1,183 @@
# 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

@ -0,0 +1,173 @@
# 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.=

120
df_achievements/misc.lua Normal file
View File

@ -0,0 +1,120 @@
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 =,
--})

4
df_achievements/mod.conf Normal file
View File

@ -0,0 +1,4 @@
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.

After

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 83 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 400 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 676 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1023 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 140 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 204 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 335 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 269 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 174 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 201 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 240 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 742 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 152 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 255 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 249 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 184 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 104 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 154 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 190 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 164 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 116 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 600 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

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