mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-12-29 04:10:34 +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
425 lines
16 KiB
Lua
425 lines
16 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_gravel = df_caverns.node_id.gravel
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local c_stillworm = df_caverns.node_id.stillworm
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local c_pebble_fungus = df_caverns.node_id.pebble_fungus
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local c_red = df_caverns.node_id.spindlestem_red
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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_veinstone = df_caverns.node_id.veinstone
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local c_pearls = df_caverns.node_id.pearls
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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 wall_vein_perlin_params = {
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offset = 0,
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scale = 1,
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spread = {x = 50, y = 50, z = 50},
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seed = 2199,
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octaves = 3,
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persist = 0.63,
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lacunarity = 2.0,
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flags = "eased",
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}
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local subsea_level = df_caverns.config.level2_min - (df_caverns.config.level2_min - df_caverns.config.level1_min) * 0.33 -- "sea level" for the flooded caverns.
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local flooding_threshold = math.min(df_caverns.config.tunnel_flooding_threshold, df_caverns.config.cavern_threshold) -- cavern value out to which we're flooding tunnels and warrens
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local get_biome = function(heat, humidity)
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if humidity < 23 then -- about 20% of locations fall below this threshold
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return "barren"
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elseif heat < 40 then
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return "goblincap" -- about 33% are below this threshold
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elseif heat < 60 then
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return "sporetree" -- another 33%
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else
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return "tunneltube"
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end
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end
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df_caverns.register_biome_check(function(pos, heat, humidity)
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if pos.y < df_caverns.config.level2_min or pos.y >= df_caverns.config.level1_min then
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return nil
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end
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return get_biome(heat, humidity)
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end)
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local goblin_cap_shrublist
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local tunnel_tube_shrublist
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local spore_tree_shrublist
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if minetest.get_modpath("df_farming") then
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goblin_cap_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_dead_fungus_vm,
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df_farming.spawn_cavern_fungi_vm,
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}
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tunnel_tube_shrublist = {
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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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spore_tree_shrublist = {
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df_farming.spawn_pig_tail_vm,
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df_farming.spawn_pig_tail_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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local goblin_cap_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 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, goblin_cap_shrublist)
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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, c_red)
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elseif math.random() < 0.015 then
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df_trees.spawn_goblin_cap_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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local spore_tree_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 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_pebble_fungus
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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, spore_tree_shrublist)
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elseif math.random() < 0.05 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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local tunnel_tube_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 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_stillworm
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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, tunnel_tube_shrublist)
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elseif math.random() < 0.05 then
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df_trees.spawn_tunnel_tube_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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local decorate_level_2 = 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 humiditymap = minetest.get_mapgen_object("humiditymap")
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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 nvals_cave = node_arrays.nvals_cave
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local cave_area = node_arrays.cave_area
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local cavern_def = node_arrays.cavern_def
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local vein_noise
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local vein_area
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-- Partly fill flooded caverns and warrens
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for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
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local cave_val = nvals_cave[vi]
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if cave_val < -flooding_threshold then
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if mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp) then
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local cave_threshold = cavern_def.cave_threshold
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--check if we're just inside the boundary of the (negazone) cavern threshold
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if biome_name == "barren" and cave_val < -cave_threshold and cave_val > -cave_threshold - 0.01 then
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-- add giant rooty structures to the flooded barren caverns
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if vein_noise == nil then
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vein_noise, vein_area = mapgen_helper.perlin3d("df_caverns:wall_veins", minp, maxp, wall_vein_perlin_params)
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end
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if data[vi] == c_air and math.abs(vein_noise[vein_area:transform(area, vi)]) < 0.02 then
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data[vi] = c_veinstone
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end
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if log_location then log_location("level2_veinstone", area:position(vi)) end
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end
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end
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if data[vi] == c_air and y <= subsea_level then
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data[vi] = c_water -- otherwise, fill air with water when below sea level
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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 vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local abs_cracks = math.abs(nvals_cracks[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
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-- underwater floor
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df_caverns.flooded_cavern_floor(abs_cracks, vert_rand, vi, area, data)
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if log_location then log_location("level2_flooded_"..biome_name, area:position(vi)) end
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elseif biome_name == "barren" then
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if flooded_caverns then
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df_caverns.wet_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level2_barren_wet", area:position(vi)) end
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else
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df_caverns.dry_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level2_barren_dry", area:position(vi)) end
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end
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elseif biome_name == "goblincap" then
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goblin_cap_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level2_goblincap", area:position(vi)) end
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elseif biome_name == "sporetree" then
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spore_tree_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level2_sporetree", area:position(vi)) end
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elseif biome_name == "tunneltube" then
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tunnel_tube_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level2_tunneltube", area:position(vi)) 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 vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local abs_cracks = math.abs(nvals_cracks[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
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-- underwater ceiling, do nothing
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elseif biome_name == "barren" then
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if flooded_caverns then
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-- wet barren
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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, true)
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end
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else
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-- dry barren
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if abs_cracks < 0.075 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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local y = area:get_y(vi)
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local y_proportional = (y - df_caverns.config.level1_min) / (df_caverns.config.level2_min - df_caverns.config.level1_min)
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if abs_cracks * y_proportional > 0.3 and math.random() < 0.005 * y_proportional then
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df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,1), true)
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end
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end
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else -- all the other biomes
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df_caverns.glow_worm_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
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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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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name ~= "barren" then
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-- we're in flooded areas or are not barren
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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else
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false, c_gravel)
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end
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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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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local ystride = area.ystride
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name ~= "barren" then
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-- we're in flooded areas or are not barren
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df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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else
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df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
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end
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if not flooded_caverns and (biome_name == "barren" or biome_name == "sporetree") and nvals_cracks[index2d] > 0.5 then
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for i= 1, 4 do
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if math.random() > 0.5 then
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local index = vi-i*ystride
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if data[index] == c_air then
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df_mapitems.place_against_surface_vm(c_pearls, index, 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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else
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-- air pockets
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local ystride = area.ystride
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local cracks = nvals_cracks[index2d]
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if cracks > 0.4 and data[vi-ystride] == c_water then
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data[vi-ystride] = c_air
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if cracks > 0.6 and data[vi-ystride*2] == c_water then
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data[vi-ystride*2] = c_air
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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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-- Warren floors
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for _, vi in ipairs(node_arrays.warren_floor_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if log_location then
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local flood_name = ""
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if flooded_caverns then flood_name = "_flooded" end
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log_location("level2_warren_"..biome_name..flood_name, area:position(vi))
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end
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name ~= "barren" then
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-- we're in flooded areas or are not barren
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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else
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false, c_gravel)
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end
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end
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end
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|
|
------------------------------------------------------
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-- Warren ceiling
|
|
|
|
for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
|
|
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
|
|
local ystride = area.ystride
|
|
|
|
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
|
|
if flooded_caverns or biome_name ~= "barren" then
|
|
-- we're in flooded areas or are not barren
|
|
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
else
|
|
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
|
|
end
|
|
|
|
if not flooded_caverns and (biome_name == "barren" or biome_name == "sporetree") and nvals_cracks[index2d] > 0.5 then
|
|
for i= 1, 4 do
|
|
if math.random() > 0.5 then
|
|
local index = vi-i*ystride
|
|
if data[index] == c_air then
|
|
df_mapitems.place_against_surface_vm(c_pearls, index, area, data, data_param2)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
else
|
|
-- air pockets
|
|
local cracks = nvals_cracks[index2d]
|
|
if cracks > 0.4 and data[vi-ystride] == c_water then
|
|
data[vi-ystride] = c_air
|
|
if cracks > 0.6 and data[vi-ystride*2] == c_water then
|
|
data[vi-ystride*2] = c_air
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
----------------------------------------------
|
|
-- Column material override for dry biome
|
|
|
|
for _, vi in ipairs(node_arrays.column_nodes) do
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
|
|
local dry = (biome_name == "barren") and (nvals_cave[vi] > 0)
|
|
|
|
if dry and data[vi] == c_wet_flowstone then
|
|
data[vi] = c_dry_flowstone
|
|
end
|
|
|
|
if chasms_path then
|
|
local pos = area:position(vi)
|
|
if chasms.is_in_chasm_without_taper(pos) then
|
|
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
|
|
if flooded_caverns and pos.y < subsea_level then
|
|
data[vi] = c_water
|
|
else
|
|
data[vi] = c_air
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
vm:set_param2_data(data_param2)
|
|
end
|
|
|
|
subterrane.register_layer({
|
|
name = "cavern layer 2",
|
|
y_max = df_caverns.config.level1_min-1,
|
|
y_min = df_caverns.config.level2_min,
|
|
cave_threshold = df_caverns.config.cavern_threshold,
|
|
boundary_blend_range = 64, -- range near ymin and ymax over which caves diminish to nothing
|
|
perlin_cave = df_caverns.perlin_cave,
|
|
perlin_wave = df_caverns.perlin_wave,
|
|
solidify_lava = true,
|
|
columns = {
|
|
maximum_radius = 15,
|
|
minimum_radius = 4,
|
|
node = "df_mapitems:wet_flowstone",
|
|
weight = 0.25,
|
|
maximum_count = 50,
|
|
minimum_count = 5,
|
|
},
|
|
decorate = decorate_level_2,
|
|
warren_region_variability_threshold = 0.33,
|
|
double_frequency = true,
|
|
is_ground_content = df_caverns.is_ground_content,
|
|
})
|
|
|