dfcaverns/df_trees/init.lua
FaceDeer 12919e9a16
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.

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

* make wisps rarely spawned by gas explosions

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

* optimize pngs

* add gas wisps to mapgen

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

* update internal names, adjust mineral detection range

* add cave pearls to some level 2 warrens and tunnels

* switch experimental simplecrafting_lib support to crafting mod

* Pearls don't grow on falling nodes

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

* bunch of documentation

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

* documentation for cave coral, update some locale text

* add a recipe for cooking oil into paraffin

* add old bones to the underworld

* MIT license for bones_loot

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

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

* documentation for salt crystals

* auto-generate minetestmapper colors.

need to update the spindlestem colours manually

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

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

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

* Unique images and names for cooking recipes.

* revamp bones loot

* add softer footsteps for some fungus types

* update mapgen_helper

* update cave coral screenshot

* mention glowing salts in bloodthorn caverns
2019-08-18 22:20:07 -05:00

75 lines
2.0 KiB
Lua

df_trees = {}
df_trees.node_sound_tree_soft_fungus_defaults = function(table)
table = table or {}
table.footstep = table.footstep or
{name = "dfcaverns_fungus_footstep", gain = 0.3}
default.node_sound_wood_defaults(table)
return table
end
--grab a shorthand for the filepath of the mod
local modpath = minetest.get_modpath(minetest.get_current_modname())
--load companion lua files
dofile(modpath.."/config.lua")
dofile(modpath.."/doc.lua")
dofile(modpath.."/aliases.lua")
local S, NS = dofile(modpath.."/intllib.lua")
df_trees.register_all_stairs = function(name, override_def)
local mod = "df_trees"
local node_def = minetest.registered_nodes[mod..":"..name]
override_def = override_def or {}
-- Note that a circular table reference will result in a crash, TODO: guard against that.
-- Unlikely to be needed, though - it'd take a lot of work for users to get into this bit of trouble.
local function deep_copy(table_in)
local table_out = {}
for index, value in pairs(table_in) do
if type(value) == "table" then
table_out[index] = deep_copy(value)
else
table_out[index] = value
end
end
return table_out
end
local node_copy = deep_copy(node_def)
for index, value in pairs(override_def) do
node_copy[index] = value
end
if minetest.get_modpath("stairs") then
stairs.register_stair_and_slab(
name,
mod ..":" .. name,
node_copy.groups,
node_copy.tiles,
S("@1 Stair", node_copy.description),
S("@1 Slab", node_copy.description),
node_copy.sounds
)
end
if minetest.get_modpath("moreblocks") then
stairsplus:register_all(mod, name, mod..":"..name, node_copy)
end
end
dofile(modpath.."/blood_thorn.lua")
dofile(modpath.."/fungiwood.lua")
dofile(modpath.."/tunnel_tube.lua")
dofile(modpath.."/spore_tree.lua")
dofile(modpath.."/black_cap.lua")
dofile(modpath.."/nether_cap.lua")
dofile(modpath.."/goblin_cap.lua")
dofile(modpath.."/tower_cap.lua")
dofile(modpath.."/torchspine.lua")
dofile(modpath.."/spindlestem.lua")