dfcaverns/df_caverns/schematics/small_building.lua
FaceDeer 0a0c97b74e
Mineclone compatibility (#36)
* latest versions of mapgen_helper and subterrane

* initial work

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

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

* distilling out more dependencies

* fix some typos

* more default dependencies

* beds

* start getting some MCL equivalents set up

* mine gas dependencies

* reorganize

* add some mapgen stuff

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

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

* hide flowing pit plasma from creative inventory

* mineclone 5 settings

* Update subterrane

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

* stair dependencies

* add mcl fences

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

* buckets of oil and syrup should work in mineclone now

* 'splosions!

* make hunters avoid repaired ancient lanterns

* mapgen torchspine wasn't having its timer set

* split mapgen compatibility code into its own file

* bypass dependency indirection for df_farming.

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

* bypass dependency indirection for df_mapitems

* bypass dependency indirection for df_primordial_items

* bypass dependency indirection for df_trees

* bypass dependency indirection for df_underworld_items

* bypass dependency indirection for df_caverns

* fixing up the puzzle seal to work in both

* fix puzzle seal formspec for mcl

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

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

* overlooked a debug

* add itemslot backgrounds for mcl

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

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

* minor fixes to the built-in bones node

* eatable group for edibles

* clean up some TODOs

* adjust pit plasma abm conditions

* add df_ambience

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

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

* avoid an undeclared global check

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

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

* add a few more ores

* update depends in mod.conf

* add opaque group to light-sensitive dirt types

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

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

* bloodthorn also needs to be set opaque

* add sound to torchspines

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

* ambience tweak

* fix dirt spreads

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

* adding achievements! Almost all untested yet.

* fix a few achievements glitches

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

* fix farming achievements, fix spindlestem callbacks on place

* icons for farming achievements

* more achievement icons, fix ancient lantern achievement

* two more icons, update text

* add icons for upper cavern layers

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

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

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

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

* removing leftovers

* missing callbacks for farmables

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

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

* get *all* the copper and iron containing nodes

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

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

* used the wrong drop method

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

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

* Update subterrane

* various bugfixes and tweaks

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

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

* prepare for some art tomorrow

* chest node and sounds

* images for the combination dials

* add puzzle chests to the underworld buildings

* update translations

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

* add backgrounds to item slots in MCL

* wrap the existing function rather than copy and pasting it

* fix bucket dependency in cooking recipes

* add _mcl_saturation to edibles
2022-08-28 23:48:44 -06:00

75 lines
4.8 KiB
Lua

local n1 = { name = "ignore" }
local n10 = { name = "air", force_place=true }
local n3 = { name = "df_underworld_items:slade_brick", force_place=true }
local n4 = { name = "df_underworld_items:slade_wall", force_place=true }
local n5 = { name = df_dependencies.node_name_stair_outer_slade_brick, param2 = 1, force_place=true }
local n6 = { name = df_dependencies.node_name_stair_slade_brick, force_place=true }
local n7 = { name = df_dependencies.node_name_stair_outer_slade_brick, force_place=true }
local n11 = { name = df_dependencies.node_name_stair_slade_brick, param2 = 1, force_place=true }
local n12 = { name = df_dependencies.node_name_slab_slade_brick, param2 = 22, force_place=true}
local n13 = { name = df_dependencies.node_name_stair_slade_brick, param2 = 3, force_place=true }
local n15 = { name = df_dependencies.node_name_stair_outer_slade_brick, param2 = 2, force_place=true }
local n16 = { name = df_dependencies.node_name_stair_slade_brick, param2 = 2, force_place=true }
local n17 = { name = df_dependencies.node_name_stair_outer_slade_brick, param2 = 3, force_place=true }
-- foundation nodes
local n2 = { name = "df_underworld_items:slade_brick", force_place=false, place_on_condition=mapgen_helper.buildable_to }
local n8 = { name = df_dependencies.node_name_stair_slade_brick, param2 = 2, force_place=false, place_on_condition=mapgen_helper.buildable_to }
local n9 = { name = df_dependencies.node_name_stair_slade_brick, force_place=false, place_on_condition=mapgen_helper.buildable_to }
local n14 = { name = df_dependencies.node_name_stair_slade_brick, param2 = 1, force_place=false, place_on_condition=mapgen_helper.buildable_to }
local n18 = { name = "df_underworld_items:puzzle_chest_closed", param2 = 1, prob=192 } -- 50% chance of being force-placed.
return {
name = "df_caverns:small_building",
size = {x = 11, y = 9, z = 7},
center_pos = {x = 7, y = 5, z = 3},
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}
}