mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-12 13:40:31 +01:00
0a0c97b74e
* 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
455 lines
15 KiB
Lua
455 lines
15 KiB
Lua
local c_water = df_caverns.node_id.water
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local c_air = df_caverns.node_id.air
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local c_dirt = df_caverns.node_id.dirt
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local c_dirt_moss = df_caverns.node_id.dirt_moss
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local c_sand = df_caverns.node_id.sand
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local c_gravel = df_caverns.node_id.gravel
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local c_wet_flowstone = df_caverns.node_id.wet_flowstone
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local c_dry_flowstone = df_caverns.node_id.dry_flowstone
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local c_lava = df_caverns.node_id.lava
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local c_obsidian = df_caverns.node_id.obsidian
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local chasms_path = minetest.get_modpath("chasms")
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local log_location
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if mapgen_helper.log_location_enabled then
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log_location = mapgen_helper.log_first_location
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end
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local c_coral_table = {}
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for node_name, node_def in pairs(minetest.registered_nodes) do
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if minetest.get_item_group(node_name, "dfcaverns_cave_coral") > 0 then
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table.insert(c_coral_table, minetest.get_content_id(node_name))
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end
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end
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local towergoblin_shrublist
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local fungispore_shrublist
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if minetest.get_modpath("df_farming") then
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towergoblin_shrublist = {
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df_farming.spawn_plump_helmet_vm,
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df_farming.spawn_plump_helmet_vm,
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df_farming.spawn_dimple_cup_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_cavern_fungi_vm,
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}
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fungispore_shrublist = {
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df_farming.spawn_pig_tail_vm,
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df_farming.spawn_sweet_pod_vm,
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df_farming.spawn_cave_wheat_vm,
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df_farming.spawn_cave_wheat_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_cavern_fungi_vm,
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}
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end
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------------------------------------------------------------------------------------------
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local perlin_cave_sunless_sea = {
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offset = 0,
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scale = 1,
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spread = {x=df_caverns.config.horizontal_cavern_scale * 2, y=df_caverns.config.vertical_cavern_scale * 0.5, z=df_caverns.config.horizontal_cavern_scale * 2},
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seed = -400000000089,
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octaves = 3,
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persist = 0.67
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}
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local perlin_wave_sunless_sea = {
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offset = 0,
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scale = 1,
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spread = {x=df_caverns.config.horizontal_cavern_scale * 4, y=df_caverns.config.vertical_cavern_scale * 0.5, z=df_caverns.config.horizontal_cavern_scale * 4}, -- squashed 2:1
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seed = 59033,
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octaves = 6,
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persist = 0.63
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}
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local perlin_cave_rivers = {
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offset = 0,
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scale = 1,
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spread = {x=400, y=400, z=400},
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seed = -400000000089,
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octaves = 3,
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persist = 0.67,
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flags = "", -- remove "eased" flag, makes the paths of rivers a bit jaggedier and more interesting that curvy smooth paths
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}
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-- large-scale rise and fall to make the seam between roof and floor less razor-flat and make the rivers shallower and deeper in various places
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local perlin_wave_rivers = {
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offset = 0,
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scale = 1,
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spread = {x=800, y=800, z=800},
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seed = -4000089,
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octaves = 3,
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persist = 0.67,
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}
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local sea_level = df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.sunless_sea_min) * 0.5
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local floor_mult = 100
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local floor_displace = -10
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local ceiling_mult = -200
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local ceiling_displace = 20
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local wave_mult = 7
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local ripple_mult = 15
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local y_max_river = sea_level + 2*wave_mult + ceiling_displace + ripple_mult
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local y_min_river = sea_level - 2*wave_mult + floor_displace
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local hot_zone_boundary = 70
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local middle_zone_boundary = 50
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local cool_zone_boundary = 30
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df_caverns.register_biome_check(function(pos, heat, humidity)
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if pos.y < df_caverns.config.sunless_sea_min or pos.y >= df_caverns.config.level3_min then
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return nil
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end
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if pos.y < sea_level then
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return "sunless undersea"
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elseif heat > hot_zone_boundary then
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return "barren" -- hot zone
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elseif heat > middle_zone_boundary then
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return "fungispore"
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elseif heat > cool_zone_boundary then
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return "towergoblin"
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else
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return "barren" -- cool zone
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end
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end)
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local towergoblin_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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local ystride = area.ystride
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if abs_cracks < 0.1 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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elseif data[vi-ystride] ~= c_air and data[vi-ystride] ~= c_water then -- leave the ground as rock if it's only one node thick
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if math.random() < 0.25 then
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data[vi] = c_dirt
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else
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data[vi] = c_dirt_moss
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end
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if math.random() < 0.1 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, towergoblin_shrublist)
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elseif abs_cracks > 0.25 then
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if math.random() < 0.01 then
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df_trees.spawn_tower_cap_vm(vi+ystride, area, data)
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elseif math.random() < 0.01 then
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df_trees.spawn_goblin_cap_vm(vi+ystride, area, data, data_param2)
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elseif math.random() < 0.02 then
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df_trees.spawn_spindlestem_vm(vi+ystride, area, data, data_param2)
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end
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end
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end
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end
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local fungispore_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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local ystride = area.ystride
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if abs_cracks < 0.1 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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elseif data[vi-ystride] ~= c_air and data[vi-ystride] ~= c_water then -- leave the ground as rock if it's only one node thick
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if math.random() < 0.25 then
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data[vi] = c_dirt
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else
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data[vi] = c_dirt_moss
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end
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if math.random() < 0.1 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, fungispore_shrublist)
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elseif abs_cracks > 0.35 then
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if math.random() < 0.025 then
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df_trees.spawn_fungiwood_vm(vi+ystride, area, data)
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elseif math.random() < 0.025 then
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df_trees.spawn_spore_tree_vm(vi+ystride, area, data, data_param2)
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end
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end
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end
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end
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local cool_zone_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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if abs_cracks < 0.1 then
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df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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end
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end
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local hot_zone_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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-- dry zone ceiling, add crystals
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if abs_cracks < 0.1 then
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df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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end
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if abs_cracks > 0.3 and math.random() < 0.005 then
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df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,3), true)
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end
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end
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local cool_zone_floor = df_caverns.dry_cavern_floor
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local hot_zone_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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if abs_cracks < 0.075 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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elseif abs_cracks > 0.3 and math.random() < 0.005 then
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df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi+area.ystride, math.random(0,2), false)
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end
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end
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local decorate_sunless_sea = function(minp, maxp, seed, vm, node_arrays, area, data)
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math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
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local heatmap = minetest.get_mapgen_object("heatmap")
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local data_param2 = df_caverns.data_param2
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vm:get_param2_data(data_param2)
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local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
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local minp_below = minp.y <= sea_level
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local maxp_above = maxp.y > sea_level
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local nvals_cave = mapgen_helper.perlin2d("df_caverns:sunless_sea", minp, maxp, perlin_cave_rivers) --cave noise for structure
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local nvals_wave = mapgen_helper.perlin2d("df_caverns:sunless_sea_wave", minp, maxp, perlin_wave_rivers) --cave noise for structure
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local skip_next = false -- mapgen is proceeding upward on the y axis,
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--if this is true it skips a step to allow for things to be placed above the floor
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-- creates "river" caverns
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for vi, x, y, z in area:iterp_yxz(minp, maxp) do
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if not skip_next then
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if y < y_max_river and y > y_min_river then
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local index2d = mapgen_helper.index2d(minp, maxp, x, z)
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local abs_cave = math.abs(nvals_cave[index2d])
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local wave = nvals_wave[index2d] * wave_mult
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local cracks = nvals_cracks[index2d]
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local ripple = cracks * ((y - y_min_river) / (y_max_river - y_min_river)) * ripple_mult
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-- above floor and below ceiling
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local floor_height = math.floor(abs_cave * floor_mult + sea_level + floor_displace + wave)
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local ceiling_height = math.floor(abs_cave * ceiling_mult + sea_level + ceiling_displace + wave + ripple)
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-- deal with lava
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if y <= floor_height and y > floor_height - 3 and y < sea_level + 5 and data[vi] == c_lava then
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data[vi] = c_obsidian
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end
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if y == floor_height and y < sea_level and not mapgen_helper.buildable_to(data[vi]) then
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if cracks > 0.2 then
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data[vi] = c_sand
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if cracks > 0.5 then
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data[vi+area.ystride] = c_sand
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skip_next = true
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end
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else
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data[vi] = c_gravel
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end
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elseif y > floor_height and y < ceiling_height and data[vi] ~= c_wet_flowstone then
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data[vi] = c_air
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if log_location then log_location("sunless_sea_river", vector.new(x,y,z)) end
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elseif y == ceiling_height and not mapgen_helper.buildable_to(data[vi]) then
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df_caverns.glow_worm_cavern_ceiling(math.abs(cracks),
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mapgen_helper.xz_consistent_randomi(area, vi), vi, area, data, data_param2)
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end
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-- Deal with lava
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if y >= ceiling_height and y < ceiling_height + 5 and y > sea_level - 5 and data[vi] == c_lava then
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data[vi] = c_obsidian
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end
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end
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else
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skip_next = false
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end
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end
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if minp.y <= sea_level then
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for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
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-- convert all air below sea level into water
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if y <= sea_level and data[vi] == c_air then
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data[vi] = c_water
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end
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end
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end
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---------------------------------------------------------
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-- Cavern floors
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for _, vi in ipairs(node_arrays.cavern_floor_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local heat = heatmap[index2d]
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local cracks = nvals_cracks[index2d]
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local abs_cracks = math.abs(cracks)
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local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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local y = area:get_y(vi)
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-- The vertically squished aspect of these caverns produces too many very thin shelves, this blunts them
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if mapgen_helper.buildable_to(data[vi-area.ystride]) then
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if y <= sea_level then
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data[vi] = c_water
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else
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data[vi] = c_air
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end
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end
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-- extra test is needed because the rivers can remove nodes that Subterrane marked as floor.
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if not mapgen_helper.buildable_to(data[vi]) then
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if y >= sea_level then
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if heat > hot_zone_boundary then
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hot_zone_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("sunless_sea_hot", area:position(vi)) end
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elseif heat > middle_zone_boundary then
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fungispore_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("sunless_sea_fungispore", area:position(vi)) end
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elseif heat > cool_zone_boundary then
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towergoblin_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("sunless_sea_towergoblin", area:position(vi)) end
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else
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cool_zone_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("sunless_sea_cool", area:position(vi)) end
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end
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elseif y >= sea_level - 30 then
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if math.random() < 0.005 then
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df_mapitems.place_snareweed_patch(area, data, vi, data_param2, 6)
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else
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data[vi] = c_dirt
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end
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else
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data[vi] = c_sand
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if math.random() < 0.001 then
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local iterations = math.random(1, 6)
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df_mapitems.spawn_coral_pile(area, data, vi, iterations)
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df_mapitems.spawn_castle_coral(area, data, vi+area.ystride, iterations)
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if log_location then log_location("sunless_sea_castle_coral", area:position(vi)) end
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end
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end
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end
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end
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--------------------------------------
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-- Cavern ceilings
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for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local heat = heatmap[index2d]
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local cracks = nvals_cracks[index2d]
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local abs_cracks = math.abs(cracks)
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local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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local y = area:get_y(vi)
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if y > sea_level and not mapgen_helper.buildable_to(data[vi]) then
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if heat > hot_zone_boundary then
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hot_zone_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
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elseif heat > cool_zone_boundary then
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df_caverns.glow_worm_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
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else
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cool_zone_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
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end
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end
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end
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----------------------------------------------
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-- Tunnel floors
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for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do
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if area:get_y(vi) >= sea_level and not mapgen_helper.buildable_to(data[vi]) then
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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end
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end
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------------------------------------------------------
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-- Tunnel ceiling
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for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do
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if area:get_y(vi) > sea_level and not mapgen_helper.buildable_to(data[vi]) then
|
|
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
else
|
|
-- air pockets
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
local cracks = nvals_cracks[index2d]
|
|
local ystride = area.ystride
|
|
if cracks > 0.6 and data[vi-ystride] == c_water then
|
|
data[vi-ystride] = c_air
|
|
if cracks > 0.8 and data[vi-ystride*2] == c_water then
|
|
data[vi-ystride*2] = c_air
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
------------------------------------------------------
|
|
-- Warren ceiling
|
|
|
|
for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do
|
|
if area:get_y(vi) > sea_level and not mapgen_helper.buildable_to(data[vi]) then
|
|
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
else
|
|
-- air pockets
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
local cracks = nvals_cracks[index2d]
|
|
local ystride = area.ystride
|
|
if cracks > 0.6 and data[vi-ystride] == c_water then
|
|
data[vi-ystride] = c_air
|
|
if cracks > 0.8 and data[vi-ystride*2] == c_water then
|
|
data[vi-ystride*2] = c_air
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
----------------------------------------------
|
|
-- Warren floors
|
|
|
|
for _, vi in ipairs(node_arrays.warren_floor_nodes) do
|
|
if area:get_y(vi) >= sea_level and not mapgen_helper.buildable_to(data[vi]) then
|
|
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
if log_location then log_location("sunless_sea_warren", area:position(vi)) end
|
|
end
|
|
end
|
|
|
|
-- columns
|
|
for _, vi in ipairs(node_arrays.column_nodes) do
|
|
if data[vi] == c_wet_flowstone then
|
|
if area:get_y(vi) > sea_level then
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
local heat = heatmap[index2d]
|
|
if heat > hot_zone_boundary then
|
|
data[vi] = c_dry_flowstone
|
|
end
|
|
else
|
|
data[vi] = c_coral_table[math.random(1,3)]
|
|
data_param2[vi] = math.random(1,4)-1
|
|
minetest.get_node_timer(area:position(vi)):start(math.random(10, 60))
|
|
end
|
|
|
|
if chasms_path then
|
|
local pos = area:position(vi)
|
|
if chasms.is_in_chasm(pos) then
|
|
if pos.y <= sea_level then
|
|
data[vi] = c_water
|
|
else
|
|
data[vi] = c_air
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
vm:set_param2_data(data_param2)
|
|
end
|
|
|
|
--Sunless Sea
|
|
subterrane.register_layer({
|
|
name = "sunless sea",
|
|
y_max = df_caverns.config.level3_min-1,
|
|
y_min = df_caverns.config.sunless_sea_min,
|
|
cave_threshold = df_caverns.config.sunless_sea_threshold,
|
|
perlin_cave = perlin_cave_sunless_sea,
|
|
perlin_wave = perlin_wave_sunless_sea,
|
|
solidify_lava = true,
|
|
columns = {
|
|
maximum_radius = 20,
|
|
minimum_radius = 5,
|
|
node = "df_mapitems:wet_flowstone",
|
|
weight = 0.5,
|
|
maximum_count = 60,
|
|
minimum_count = 10,
|
|
},
|
|
decorate = decorate_sunless_sea,
|
|
double_frequency = false,
|
|
is_ground_content = df_caverns.is_ground_content,
|
|
})
|