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