dfcaverns/df_caverns/dungeon_loot.lua
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

117 lines
8.4 KiB
Lua

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