Update README.md

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Treer 2021-01-15 00:05:32 +11:00
parent 24845dce1e
commit 4b508f8492
4 changed files with 32 additions and 12 deletions

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@ -1,10 +1,27 @@
Nether Mod for Minetest, with Portals API.
# Nether Mod for Minetest, with Portals API.
Enables Nether portals to be built, opening a gateway between the surface
realm and one of lava and netherrack, with rumors of a passageway to a great
magma ocean.
To view the options provided by this mod, see settingtypes.txt or
go to "Settings"->"All Settings"->"Mods"->"nether" in the game.
A Nether portal is built as a rectangular vertical frame of obsidian, 4 blocks
wide and 5 blocks high. Once constructed, a Mese crystal fragment can be
right-click/used on the frame to activate it.
## Modders and game designers
See portal_api.txt for how to create custom portals to your own realms.
See settingtypes.txt or go to "Settings"->"All Settings"->"Mods"->"nether"
in the game to view the options provided by this mod.
This mod provides Nether basalts (natural, hewn, and chiseled) as nodes which
require a player to journey to the magma ocean to obtain, so these can be used
for gating progression through a game. For example, a portal to another realm
might need to be constructed from basalt, thus requiring a journey through
the nether first, or basalt might be a crafting ingredient required to reach
a particular branch of the tech-tree.
## License of source code:

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@ -161,7 +161,7 @@ minetest.register_node("nether:native_mapgen", {})
minetest.register_biome({
name = "nether_caverns",
node_stone = "nether:native_mapgen", -- nether:native_mapgen is used here to prevent the native mapgen from placing ores and decorations.
node_filler = "nether:native_mapgen", -- The lua on_generate will transform nether:rack_native into nether:rack then decorate and add ores.
node_filler = "nether:native_mapgen", -- The lua on_generate will transform nether:native_mapgen into nether:rack then decorate and add ores.
node_dungeon = "nether:brick",
node_dungeon_alt = "nether:brick_cracked",
node_dungeon_stair = "stairs:stair_nether_brick",
@ -525,7 +525,7 @@ local function on_generated(minp, maxp, seed)
for y = y0, y1 do -- Y loop first to minimise tcave & lava-sea calculations
local sea_level, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(y)
local sea_level, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(y) -- function provided by mapgen_mantle.lua
local above_lavasea = y > sea_level
local below_lavasea = y < sea_level
@ -534,7 +534,7 @@ local function on_generated(minp, maxp, seed)
local tmantle = CENTER_REGION_LIMIT + centerRegionLimit_adj -- cavern_noise_adj already contains central_region_limit_adj, so tmantle is only for comparisons when cavern_noise_adj hasn't been added to the noise value
local cavern_noise_adj =
CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
centerRegionLimit_adj -- cavern_noise_adj gets added to noise value instead of added to the limit np_noise is compared against, so subtract centerRegionLimit_adj so subtract centerRegionLimit_adj instead of adding
centerRegionLimit_adj -- cavern_noise_adj gets added to noise value instead of added to the limit np_noise is compared against, so subtract centerRegionLimit_adj instead of adding
for z = z0, z1 do
local vi = area:index(x0, y, z) -- Initial voxelmanip index
@ -548,7 +548,7 @@ local function on_generated(minp, maxp, seed)
if cave_noise > tcave then
-- Prime region
-- This was the only region in initial versions of the Nether mod.
-- It is the only region that portals from the surface will open into.
-- It is the only region which portals from the surface will open into.
data[vi] = c_air
contains_nether = true

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@ -286,7 +286,7 @@ function excavate_pathway(data, area, nether_pos, center_pos, minp, maxp)
radiusLimit = math_min(radiusLimit, vector_min(vector.subtract(maxp, stopPos)))
if radiusLimit < 4 then -- This is a logic check, ignore it. It could be commented out
-- 4 is (79 - 75), and shouldn't be possible if sampling-skip was 10
-- 4 is (79 - 75), and values less than 4 shouldn't be possible if sampling-skip was 10
-- i.e. if sampling-skip was 10 then {5, 15, 25, 35, 45, 55, 65, 75} should be sampled from possible positions 0 to 79
debugf("Error: radiusLimit %s is smaller then half the sampling distance. min %s, max %s, start %s, stop %s", radiusLimit, minp, maxp, startPos, stopPos)
end
@ -304,7 +304,7 @@ function excavate_pathway(data, area, nether_pos, center_pos, minp, maxp)
local sizeAdj = 1 - (distFromMiddle * distFromMiddle * distFromMiddle)
local radius = math_min(radiusLimit, math.random(50 - (25 * sizeAdj), 80 - (45 * sizeAdj)) / 10)
local radiusCubed = radius * radius
local radiusSquared = radius * radius
local radiusCeil = math_floor(radius + 0.5)
linedata[i].radius = radius -- Needed in third pass
@ -315,7 +315,7 @@ function excavate_pathway(data, area, nether_pos, center_pos, minp, maxp)
local vi_z = vi + z * zstride
for y = -radiusCeil, radiusCeil do
local vi_zy = vi_z + y * ystride
local xSquaredLimit = radiusCubed - (z * z + y * y)
local xSquaredLimit = radiusSquared - (z * z + y * y)
for x = -radiusCeil, radiusCeil do
if x * x < xSquaredLimit then
data[vi_zy + x] = c_air
@ -327,7 +327,7 @@ function excavate_pathway(data, area, nether_pos, center_pos, minp, maxp)
end
-- Third pass: decorate
-- Add glowstones to make tunnels to the mantle easyier to find
-- Add glowstones to make tunnels to the mantle easier to find
-- https://i.imgur.com/sRA28x7.jpg
for i = start_index, stop_index, 3 do
if linedata[i].distFromEnds < 0.3 then

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@ -22,6 +22,9 @@ one kind of portal with the same frame material — such as obsidian — provide
the size of the PortalShape is distinct from any other type of portal that is
using the same node for its frame, and portal sizes remain small.
The Nether provides three variants of Nether basalt to ensure there are
alternatives to obsidian for other mods to use as portalstones.
Realms
------