48 Commits

Author SHA1 Message Date
Aaron Suen
dfcb19a0cf Deeper gravel sounds, more distinct from dirt. 2019-03-16 17:14:39 -04:00
Aaron Suen
d45d9f09d2 Cut down on water noise. 2019-03-14 23:50:23 -04:00
Aaron Suen
117bb9e804 oops... 2019-03-14 21:59:24 -04:00
Aaron Suen
7eb26b5511 Simplify some names. 2019-03-14 21:58:30 -04:00
Aaron Suen
66e8352889 Fluid and ambient sounds. 2019-03-14 21:35:33 -04:00
Aaron Suen
5de0cc54ec Add stony sounds, and sounds for stacks/shelves. 2019-03-14 00:31:09 -04:00
Aaron Suen
9607bcc6a6 Start working on sounds, plus minor refinements.
- Clean up registered_* usage patterns.
- Reduce tendancy of leaves to create stack nodes.
  Now they tend to stack up properly in-world more often.
- Tweak damage system to create "headroom" where minor
  damage doesn't cost inv slots immediately.
- Make player hand skin color match model skin.
- Cleanup/unify grass abm logic.
- Start installing new sounds by MagikEh

Sound source:
  https://github.com/MagikEh/SoundsOfWarr
2019-03-13 23:51:59 -04:00
Aaron Suen
19bfab1c1f Glass now cools/quenches.
Almost done with this new feature; just need to craft lenses and
prisms from chroma glass...
2019-03-07 22:21:04 -05:00
Aaron Suen
ed7fa1e95c Add molten glass, cook sand into it w/ fire. 2019-03-07 21:50:29 -05:00
Aaron Suen
611733d7d8 Naming refinements. 2019-03-06 21:52:53 -05:00
Aaron Suen
d22a391055 Allow grass to grow on loose soil too. 2019-02-24 14:23:42 -05:00
Aaron Suen
6e0d5a0778 Strata overhaul
- Apply stratification last in shared mapgens, so it can see all
  already-placed ores.
- Support stratification for nodes other than plain stone.
- Register lode stone and lode ore for stratification.
2019-02-24 10:19:22 -05:00
Aaron Suen
510e642a53 Remove debug code. 2019-02-23 22:50:04 -05:00
Aaron Suen
44b6a1d228 Shared mapgen API, add hard stone strata. 2019-02-23 22:48:39 -05:00
Aaron Suen
726f385e52 Add player natural healing.
- Players heal over time at variable speed, depending on subtle
  environmental factors.
- This frees us up to work on the death mechanic, since it's no
  longer the only way to restore health and prevent an untimely
  death.
2019-02-23 13:14:09 -05:00
Aaron Suen
7de5a4d7e3 Nerf tree growth rates.
- Trees now take a long time to develop after planting.
- Environmental factors are important.  Growth is aide by access
  to dirt for roots, and extra moisture from nearby water sources.
2019-02-01 18:34:03 -05:00
Aaron Suen
2d3b468c65 Knock out a bunch of small low-hanging issues.
- Eggcorn cleanup.  They look a little better falling out of the
  tree, and we don't have so many now.
- Crushing damage fixes.  Crushing is nuanced now, and most things
  don't smush you, and many do reduced damage.  A few may do more.
- Item stack convenience.  Items landing on a stack or right-
  clicked onto one attempt to merge into it.
- Ladders now fall (they don't connect to sides).  Use the new
  full-scale frames for ones that don't.
2019-01-29 20:41:29 -05:00
Aaron Suen
8e47b687d0 TOOL CAPABILITIES / LEVELS OVERHAUL
Try to standardize the way we handle tools, materials, digtimes.
- Levels start at 1 and work upwards.
  - Level 1 is for "hand" or "primitive" tools.
  - Levels 2+ are wood, stone, metal, etc.
- Link dig times, tool levels, and durability together.
- Material groups now define standard "base dig times" which
  are the main thing that makes e.g. stone harder to dig than dirt.

The speed of digging almost everything will probably have changed,
in some cases not for the better; much testing will be needed.
2019-01-24 22:08:05 -05:00
Aaron Suen
d61b50bf91 Lava starts fires, water douses them. 2019-01-23 23:06:06 -05:00
Aaron Suen
ea35dce6cd Make gravel more common, make cobble show infused material more. 2019-01-23 22:47:00 -05:00
Aaron Suen
93ee94a273 Make gravel generate on map. 2019-01-23 21:53:26 -05:00
Aaron Suen
3ec33d3793 Iron ore restructure.
Rename it to "lode" so that its relationship with the more familiar
iron element is less direct, to maintain a higher baseline level of
suspension of disbelief.

Also restructure the way ores work in general, especially with
respect to normal stone.  Natural ore deposits are stone with a
texture overlaid.  Cobbled ore is the same ore "stain" texture with
alpha stripped and cobbles drawn over it.  Normal cobble is now
basically what "gravel ore" would look like.  This should allow
us to get a more consistent ore appearance with fewer textues.
2019-01-23 21:29:44 -05:00
Aaron Suen
88b8f1f471 Fix a typo. 2019-01-16 23:59:54 -05:00
Aaron Suen
46c2afd463 Prevent grass growth under liquids. 2019-01-13 21:05:30 -05:00
Aaron Suen
983f698f2c Refacs, start on iron ore.
Iron ore is distributed in sheets.  The ore itself will not be
exposed to the air (or any other material other than stone) but
can be detected by the rusty tint it gives nearby rocks.

Iron ore is a stone that yields cobble infused with iron.

Smelting processes to produce steels are TBD.
2019-01-08 02:03:18 -05:00
Aaron Suen
45441071ab Make items on ground have a shadow.
There are 4 different states for things in the world:
- Regular node in world
- Item stack on ground
- Item entity (falling)
- Falling node entity

The entity states are not interactable at all, and regular node
doesn't rotate.  We can help differentiate node-in-air vs
node-stack-on-ground with a shadow visual.

Sometimes a node will get stuck as an entity inside another node's
negative space (e.g. a nodebox) and having a way to tell that it's
not a real one should maybe help.
2019-01-06 18:46:00 -05:00
Aaron Suen
714e2d40ac Add cobble and loose cobble for pick usage.
Loose cobble now requires a mallet to repack into cobble.
2019-01-06 17:09:34 -05:00
Aaron Suen
195a6a2f7f Added grass spread/decay.
Not super-important right now, but it was getting annoying.
2019-01-06 15:09:59 -05:00
Aaron Suen
e2dd2de5ba Leaf decay, woodcraft wears tools. 2019-01-05 23:11:38 -05:00
Aaron Suen
3b0d6b4b57 Fixed various right-click-place issues, stub for new wood tools. 2019-01-04 20:11:04 -05:00
Aaron Suen
f69fd6ce72 Setup crack_anylength, fix a bug in loose repacking. 2018-11-03 12:02:44 -04:00
Aaron Suen
15e71cfd3b Have to use hand to pack earth, code cleanup, fixes, optimization. 2018-11-02 21:20:51 -04:00
Aaron Suen
7e9fcf296d API-ify some node behavior upon registration. 2018-11-02 18:47:44 -04:00
Aaron Suen
b8b4b24982 Start unified API, add angle-of-repose logic.
"Loose" versions of materials will only allow a certain maximum
angle of repose, and will shuffle around sideways and fall if
that angle is exceeded.  Softer materials like sand, leaves, loose
items, will all have shallow angles, while sturdier stuff like
dirt, gravel, etc. may allow steeper ones.
2018-11-02 07:52:23 -04:00
Aaron Suen
1aa85e4a6e Transform grass->dirt in-world.
Effects:
- Grass now "toughens up" the dirt by making it take effectively
  twice as long to dig up.
- Conversion from grass to dirt is now a lot more visible in world.

The idea of "transformations taking place in world" should arguably
apply to drop transformations: all nodes when dug should EITHER
go to inventory without changing, i.e. drop themselves, OR should
transform in-world and need to be dug a second time.
2018-11-02 00:39:52 -04:00
Aaron Suen
7547175aa2 More advanced trees, with roots. 2018-11-02 00:08:42 -04:00
Aaron Suen
5aab77a031 Move trees into their own mod.
Tell all versions of the mapgen never to place them, and only
ever use decoration placement system.
2018-11-01 23:06:06 -04:00
Aaron Suen
0cc6ecfebe Tone down sand similarly. 2018-11-01 22:16:31 -04:00
Aaron Suen
5182718586 Make grass less sickeningly overpowering. 2018-11-01 22:13:37 -04:00
Aaron Suen
7969989d95 Make trees a lot less plentiful. 2018-11-01 22:07:00 -04:00
Aaron Suen
045e1a7f5b Oops my water had disappeared! 2018-11-01 21:53:55 -04:00
Aaron Suen
b478701f3f New textures for terrain.
They're a less "realistic" and fit the more regular, crystalline
visual theme from the title graphics.
2018-11-01 21:33:56 -04:00
Aaron Suen
b4add562b5 Fixed liquids, made sand, grass, gravel, dirt diggable. 2018-11-01 19:56:38 -04:00
Aaron Suen
d516c74b1b Fix CONTENT_IGNORE warnings.
Apparently you can't register something as a liquid for
swimmability reasons anymore without also specifying alternate
source/flowing versions for the liquid transformer.
2018-11-01 19:36:08 -04:00
Aaron Suen
6b9e083776 Got stack node working more-or-less smoohly. 2018-10-30 11:12:36 -04:00
Aaron Suen
7f426f5200 Attempt to fix some mapgen issues. 2018-10-30 10:18:38 -04:00
Aaron Suen
7fb3f1be0f More hud stuff, limit inventory. 2018-10-29 23:43:34 -04:00
Aaron Suen
c2992ad3e0 Setup a few basic mods for terrain and some basic UI. 2018-10-29 22:37:57 -04:00