4 Commits

Author SHA1 Message Date
FaceDeer
bd5b1d22c8
"Overgenerate" caverns to open up border regions (#11)
Previously, only nodes strictly within the map block were being carved out as open space. This meant that multi-node decorations (such as giant mushrooms) would collide with walls and ceilings that would be carved out by adjacent block generation later, leaving them sliced off.

Now Subterrane carves out border regions too. Make note of the is_ground_content function, put all your decoration nodes into this to prevent them from being removed. Can't rely on just is_ground_function node properties for most situations, it's too simplistic.
2020-01-27 20:34:30 -07:00
FaceDeer
d10e0a6e5a
Major rewrite of the API to support more complex decoration methods. Old API still available in legacy.lua
This major rewrite grew out of a desire to be able to have stalactites placed according to a global noise function, which meant the whole decoration approach had to be changed to allow for data to be efficiently carried over between nodes. In the process I cleaned up a lot of old inefficient code, some of it written back when I was still learning LUA in general.

The legacy.lua file contains the old deprecated code so in theory any mods depending on subterrane should still function as they did before.
2018-12-29 12:56:30 -07:00
FaceDeer
c2000ac612 enable legacy dripstone by default, at least for now. 2018-05-24 00:30:53 -06:00
FaceDeer
4aaeaabc5f adding the option to define the old dripstone nodes 2018-05-23 23:54:23 -06:00