dfcaverns/df_caverns/settingtypes.txt
FaceDeer 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

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[Cavern dimensions]
#Note that this doesn't guarantee caverns of this setting's size. This setting
#affects the scale of features in the perlin noise that is used to build caverns.
#Most caverns will be smaller than this (and a few might be larger)
dfcaverns_vertical_cavern_scale (Vertical cavern dimension scale) float 256
#Note that this doesn't guarantee caverns of this setting's size. This setting
#affects the scale of features in the perlin noise that is used to build caverns.
#Most caverns will be smaller than this (and a few might be larger)
dfcaverns_horizontal_cavern_scale (Horizontal cavern dimension scale) float 256
#Determines threshold for cave generation. Higher number means sparser, smaller caverns
dfcaverns_cavern_threshold (Cavern threshold) float 0.5 0.0 1.0
#Determines threshold for lower sea cave generation. Higher number means sparser, smaller caverns
dfcaverns_sunless_sea_threshold (Cavern threshold for sunless sea) float 0.4 0.0 1.0
#Determines how far out water extends into tunnels below the 'sea level' of from flooded
#caverns. Lower numbers give more flooded tunnel. If this number equals the cavern
#threshold tunnels will not be flooded at all, if it is 0 then half the tunnels will be flooded.
dfcaverns_tunnel_flooding_threshold (Tunnel flooding threshold) float 0.25 0.0 1.0
[Cavern depth borders]
#maximum boundary for cavern depths are most efficient when they fit the formula (x*80-32-1)
#where x is an integer. That way you don't get map blocks that straddle two cavern layers.
dfcaverns_ymax (Upper limit of level 1) int -193
#minimum boundaries for cavern depths are most efficient when they fit the formula (x*80-32)
#where x is an integer. that way you don't get map blocks that straddle two cavern layers.
dfcaverns_level1_min (Upper limit of level 2) int -832
dfcaverns_level2_min (Upper limit of level 3) int -1472
dfcaverns_level3_min (Upper limit of the sunless sea) int -2112
dfcaverns_sunless_sea_min (Lower limit of the sunless sea) int -2512
[Lower Levels]
dfcaverns_enable_oil_sea (Generate oil sea) bool true
dfcaverns_oil_sea_level (Oil sea level) int -2700
dfcaverns_enable_lava_sea (Generate magma sea) bool true
dfcaverns_lava_sea_level (Lava sea level) int -2900
dfcaverns_enable_underworld (Generate underworld) bool true
dfcaverns_underworld_level (Underworld level) int -3200
#Set this to 0 to disable glowing pit generation entirely.
dfcaverns_underworld_glowing_pit_mapblocks(Average pit spacing measured in mapblocks) int 8
[Underworld feature HUD]
dfcaverns_underworld_hud_requires_item (Require an item to view waypoints) bool true
#Players can still discover the locations of volcanoes without this, but waypoints
#will only be visible in their hud if they have this item in their inventory. You can also
#specify "group:groupname" here. Leave it blank to default to map:mapping_kit.
dfcaverns_underworld_hud_item_required (Specify the item or group required) string map:mapping_kit
dfcaverns_show_pits_in_hud (Show pit locations in HUD) bool true
dfcaverns_pit_discovery_range (Pit discovery range) int 60
dfcaverns_pit_visibility_range (Pit visibility range) int 500
dfcaverns_show_seals_in_hud (Seal locations in HUD) bool true
dfcaverns_seal_discovery_range (Seal discovery range) int 10
dfcaverns_seal_visibility_range (Seal visibility range) int 200
dfcaverns_show_ruins_in_hud (Ruin locations visible in HUD) bool true
dfcaverns_ruin_discovery_range (Ruin discovery range) int 40
dfcaverns_ruin_visibility_range (Ruin visibility range) int 250
[Primordial]
dfcaverns_enable_primordial (Generate primordial caverns) bool true
dfcaverns_primordial_max (Upper limit of primordial caverns) int -3393
dfcaverns_primordial_min (Lower limit of primordial caverns) int -4032
# This setting is pretty technical, it spreads out the
# construction of giant mycelium networks on mapgen
# over this many seconds. If you're experiencing lag spikes
# during mapgen of Primordial cavern layer mushroom caverns
# then increasing this number may help.
dcaverns_giant_mycelium_timer_spread (Giant Mycelium mapgen timer spread) int 10