mirror of
https://github.com/FaceDeer/dfcaverns.git
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98fb313eb1
* 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
117 lines
8.4 KiB
Lua
117 lines
8.4 KiB
Lua
if minetest.get_modpath("dungeon_loot") then
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if df_caverns.config.enable_underworld then
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dungeon_loot.register({
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{name = "df_underworld_items:glow_amethyst", chance = 0.3, count = {1, 12}, y = {-32768, df_caverns.config.lava_sea_level}},
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})
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end
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if df_caverns.config.enable_oil_sea and minetest.get_modpath("bucket") then
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dungeon_loot.register({
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{name = "oil:oil_bucket", chance = 0.5, count = {1, 3}, y = {-32768, df_caverns.config.ymax}},
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})
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end
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if df_caverns.config.enable_lava_sea then
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dungeon_loot.register({
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{name = "df_mapitems:mese_crystal", chance = 0.25, count = {1, 5}, y = {-32768, df_caverns.config.sunless_sea_min}},
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{name = "df_mapitems:glow_mese", chance = 0.1, count = {1, 3}, y = {-32768, df_caverns.config.sunless_sea_min}},
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})
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end
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dungeon_loot.register({
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{name = "df_farming:cave_wheat_seed", chance = 0.5, count = {1, 10}, y = {-32768, df_caverns.config.ymax}},
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{name = "df_farming:cave_bread", chance = 0.8, count = {1, 10}, y = {-32768, df_caverns.config.ymax}},
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{name = "df_farming:pig_tail_thread", chance = 0.7, count = {1, 10}, y = {-32768, df_caverns.config.ymax}},
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{name = "df_farming:plump_helmet_spawn", chance = 0.4, count = {1, 8}, y = {-32768, df_caverns.config.ymax}},
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{name = "df_farming:plump_helmet_4_picked", chance = 0.8, count = {1, 15}, y = {-32768, df_caverns.config.ymax}},
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{name = "df_trees:glowing_bottle_red", chance = 0.6, count = {1, 20}, y = {-32768, df_caverns.config.ymax}},
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{name = "df_trees:glowing_bottle_green", chance = 0.5, count = {1, 20}, y = {-32768, df_caverns.config.ymax}},
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{name = "df_trees:glowing_bottle_cyan", chance = 0.4, count = {1, 15}, y = {-32768, df_caverns.config.ymax}},
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{name = "df_trees:glowing_bottle_golden", chance = 0.3, count = {1, 5}, y = {-32768, df_caverns.config.ymax}},
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{name = "df_farming:pig_tail_seed", chance = 0.5, count = {1, 10}, y = {-32768, df_caverns.config.level1_min}},
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{name = "df_mapitems:med_crystal", chance = 0.2, count = {1, 2}, y = {-32768, df_caverns.config.level1_min}},
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{name = "df_farming:dimple_cup_seed", chance = 0.3, count = {1, 10}, y = {-32768, df_caverns.config.level2_min}},
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{name = "df_farming:quarry_bush_seed", chance = 0.3, count = {1, 5}, y = {-32768, df_caverns.config.level2_min}},
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{name = "df_farming:sweet_pod_seed", chance = 0.3, count = {1, 5}, y = {-32768, df_caverns.config.level2_min}},
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{name = "df_mapitems:big_crystal", chance = 0.1, count = {1, 1}, y = {-32768, df_caverns.config.level2_min}},
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{name = "df_trees:torchspine_ember", chance = 0.3, count = {1, 3}, y = {-32768, df_caverns.config.level2_min}},
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{name = "ice_sprites:ice_sprite_bottle", chance = 0.1, count = {1, 1}, y = {-32768, df_caverns.config.level2_min}},
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})
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end
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if minetest.get_modpath("bones_loot") and df_caverns.config.enable_underworld then
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bones_loot.register_loot({
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{name = "binoculars:binoculars", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "boats:boat", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "bucket:bucket_empty", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
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{name = "fire:flint_and_steel", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
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{name = "flowers:tulip_black", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "flowers:dandelion_white", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "flowers:dandelion_yellow", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "flowers:rose", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "flowers:tulip", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "flowers:chrysanthemum_green", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "flowers:geranium", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "map:mapping_kit", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
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{name = "screwdriver:screwdriver", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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-- don't give the player tnt:tnt, they can craft that from this if tnt is enabled for them
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{name = "tnt:gunpowder", chance = 0.4, count = {1,10}, types = {"underworld_warrior"}},
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{name = "tnt:tnt_stick", chance = 0.3, count = {1,6}, types = {"underworld_warrior"}},
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{name = "vessels:steel_bottle", chance = 0.4, count = {1,3}, types = {"underworld_warrior"}},
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{name = "vessels:glass_bottle", chance = 0.2, count = {1,2}, types = {"underworld_warrior"}},
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{name = "vessels:glass_fragments", chance = 0.1, count = {1,4}, types = {"underworld_warrior"}},
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{name = "default:book", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:paper", chance = 0.1, count = {1,6}, types = {"underworld_warrior"}},
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{name = "default:skeleton_key", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:torch", chance = 0.75, count = {1,10}, types = {"underworld_warrior"}},
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{name = "default:pick_bronze", chance = 0.15, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:pick_steel", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:pick_mese", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:pick_diamond", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:shovel_bronze", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:shovel_steel", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:shovel_mese", chance = 0.025, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:shovel_diamond", chance = 0.025, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:axe_bronze", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:axe_steel", chance = 0.5, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:axe_mese", chance = 0.15, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:axe_diamond", chance = 0.15, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:sword_bronze", chance = 0.5, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:sword_steel", chance = 0.75, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:sword_mese", chance = 0.35, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:sword_diamond", chance = 0.35, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:coal_lump", chance = 0.5, count = {1,5}, types = {"underworld_warrior"}},
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{name = "default:mese_crystal", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:diamond", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:steel_ingot", chance = 0.2, count = {1,3}, types = {"underworld_warrior"}},
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{name = "default:copper_ingot", chance = 0.1, count = {1,2}, types = {"underworld_warrior"}},
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{name = "default:bronze_ingot", chance = 0.2, count = {1,5}, types = {"underworld_warrior"}},
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{name = "default:gold_ingot", chance = 0.3, count = {1,3}, types = {"underworld_warrior"}},
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{name = "default:mese_crystal_fragment", chance = 0.4, count = {1,5}, types = {"underworld_warrior"}},
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{name = "default:obsidian_shard", chance = 0.4, count = {1,3}, types = {"underworld_warrior"}},
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{name = "default:flint", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:sign_wall_wood", chance = 0.1, count = {1,4}, types = {"underworld_warrior"}},
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{name = "default:sign_wall_steel", chance = 0.1, count = {1,2}, types = {"underworld_warrior"}},
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{name = "default:ladder_wood", chance = 0.5, count = {1,10}, types = {"underworld_warrior"}},
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{name = "default:ladder_steel", chance = 0.2, count = {1,5}, types = {"underworld_warrior"}},
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{name = "default:meselamp", chance = 0.1, count = {1,2}, types = {"underworld_warrior"}},
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{name = "default:mese_post_light", chance = 0.25, count = {1,5}, types = {"underworld_warrior"}},
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{name = "ice_sprites:ice_sprite_bottle", chance = 0.025, count = {1, 1}, types = {"underworld_warrior"}},
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{name = "df_underworld_items:glow_amethyst", chance = 0.25, count = {1, 2}, types = {"underworld_warrior"}},
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})
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if df_caverns.config.enable_lava_sea then
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bones_loot.register_loot({name = "df_mapitems:mese_crystal", chance = 0.25, count = {1, 2}, types = {"underworld_warrior"}})
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end
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end |