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License: Other
Replicating Dwarf Fortress' underground flora in Minetest
License: Other
Content DB still has the older version
Sometimes I see light errors like this:
When I regenerate the world, the errors do not appear where they previously did (they appear elsewhere.)
I don't know what causes them, but this patch seems prevent them from cropping up:
--- surface_tunnels-old.lua
+++ surface_tunnels-new.lua
@@ -15,6 +15,7 @@
local t_start = os.clock()
local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2()
+ local data_changed = false
local eminp = {x=minp.x, y=area.MinEdge.y, z=minp.z}
local emaxp = {x=maxp.x, y=area.MaxEdge.y, z=maxp.z}
@@ -51,9 +52,11 @@
local index2d = mapgen_helper.index2d(minp, maxp, x, z)
local humidity = humiditymap[index2d]
if previous_potential_floor_y <= maxp_y and previous_potential_floor_y >= minp_y then
+ data_changed = true
df_caverns.tunnel_floor(minp, maxp, area, previous_potential_floor_vi, nvals_cracks, data, data_param2, humidity > 30)
end
if y <= maxp_y and y >= minp_y then
+ data_changed = true
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, humidity > 30)
end
previous_potential_floor_vi = nil
@@ -66,16 +69,18 @@
end
- --send data back to voxelmanip
- vm:set_data(data)
- vm:set_param2_data(data_param2)
- --calc lighting
- vm:set_lighting({day = 0, night = 0})
- vm:calc_lighting()
-
- vm:update_liquids()
- --write it to world
- vm:write_to_map()
+ if data_changed then
+ --send data back to voxelmanip
+ vm:set_data(data)
+ vm:set_param2_data(data_param2)
+ --calc lighting
+ vm:set_lighting({day = 0, night = 0})
+ vm:calc_lighting()
+
+ vm:update_liquids()
+ --write it to world
+ vm:write_to_map()
+ end
local time_taken = os.clock() - t_start -- how long this chunk took, in seconds
mapgen_helper.record_time("df_caverns surface tunnels", time_taken)
My Minetest version is 5.5.0-dev with LuaJIT. My operating system is Ubuntu 21.10. My computer's architecture is x86_64.
Adding "flora" group to small plants wasn't actually a good idea. It causes them to spread to nearby soil nodes
Jungle grass and Primordial mycelium do not spread to adjacent dirt nodes. Seems to be caused by errors in ABM: they use "df_mapitems:dirt_with_jungle_grass"
and "df_mapitems:dirt_with_mycelium"
instead of correct "df_primordial_items:dirt_with_jungle_grass"
and "df_primordial_items:dirt_with_mycelium"
Hi! wanted to let you know about the texture warnings.
Also, great job on this mod! I really enjoy it!
2022-11-20 00:13:00: WARNING[Main]: Texture "default_ice.png" of df_mapitems:icicle_1 has transparency, assuming use_texture_alpha = "clip".
2022-11-20 00:13:00: WARNING[Main]: Texture "default_ice.png" of df_mapitems:icicle_2 has transparency, assuming use_texture_alpha = "clip".
2022-11-20 00:13:00: WARNING[Main]: Texture "default_ice.png" of df_mapitems:icicle_3 has transparency, assuming use_texture_alpha = "clip".
2022-11-20 00:13:00: WARNING[Main]: Texture "default_ice.png" of df_mapitems:icicle_4 has transparency, assuming use_texture_alpha = "clip".
There seems to be a typo in how plump_helmet_grow_time is calculated in this line in plump_helmet.lua:
local plump_helmet_grow_time = df_farming.config.plant_growth_time * df_farming.config.cave_wheat_delay_multiplier / 4
Quick comparison against other plants suggests plump_helmet_delay_multiplier
should be there and not cave_wheat_delay_multiplier
.
Primordial Jungle Mushroom Sapling lacks "sapling" group
Haven't looked into this yet, just now starting to get into this mod, but am posting the relevant bits here for your information:
2019-02-26 12:28:39: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'df_farming' in callback LuaABM::trigger(): ...../games/Glitchtest/mods/dfcaverns/df_farming/plants.lua:210: attempt to compare nil with number
2019-02-26 12:28:39: ERROR[Main]: stack traceback:
2019-02-26 12:28:39: ERROR[Main]: ...../games/Glitchtest/mods/dfcaverns/df_farming/plants.lua:210: in function <...../games/Glitchtest/mods/dfcaverns/df_farming/plants.lua:205>
Unrelated, but I still have to read through guide.md and readme.md and make adjustments like, how to remove lava so it doesn't spawn in caverns, if that's possible. For the longest time I had nocaverns on in mgv7_spflags, so I never saw any dfcaverns! Whoops. :D Thanks for this mod, it's very interesting so far.
"020-07-11 05:29:18: ERROR[Main]: Invalid line in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "[Cavern dimensions]
2020-07-11 05:29:18: ERROR[Main]: Invalid float setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_cavern_threshold (Cavern "hreshold) float 0.5 0.0 1.0
2020-07-11 05:29:18: ERROR[Main]: Invalid float setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_sunless_sea_threshold (Ca"ern threshold for sunless sea) float 0.4 0.0 1.0
2020-07-11 05:29:18: ERROR[Main]: Invalid float setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_tunnel_flooding_threshold"(Tunnel flooding threshold) float 0.25 0.0 1.0
"020-07-11 05:29:18: ERROR[Main]: Invalid line in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "[Cavern depth borders]
"020-07-11 05:29:18: ERROR[Main]: Invalid line in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "[Lower Levels]
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_enable_oil_sea (Generat" oil sea) bool true
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_enable_lava_sea (Genera"e magma sea) bool true
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_enable_underworld (Gene"ate underworld) bool true
"020-07-11 05:29:18: ERROR[Main]: Invalid line in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "[Underworld feature HUD]
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_underworld_hud_requires"item (Require an item to view waypoints) bool true
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_show_pits_in_hud (Show "it locations in HUD) bool true
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_show_seals_in_hud (Seal"locations in HUD) bool true
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_show_ruins_in_hud (Ruin"locations visible in HUD) bool true
"020-07-11 05:29:18: ERROR[Main]: Invalid line in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "[Primordial]
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_enable_primordial (Gene"ate primordial caverns) bool true
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_farming/settingtypes.txt "dfcaverns_light_kills_fungus (Lig"t kills fungus) bool true
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_mapitems/settingtypes.txt "dfcaverns_snareweed_damage (Snar"weed causes damage to player) bool true
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_mapitems/settingtypes.txt "dfcaverns_invulnerable_slade (Sl"de cannot be damaged) bool true
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_underworld_items/settingtypes.txt "dfcaverns_invulnerable_s"ade (Slade cannot be damaged) bool true
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/mapgen_helper/settingtypes.txt "mapgen_helper_record_time (Ena"le time-taken logging) bool false
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/mapgen_helper/settingtypes.txt "mapgen_helper_persist_recorded"time (Persist time-taken logging between server sessions) bool false
2020-07-11 05:29:18: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/subterrane/settingtypes.txt "subterrane_enable_legacy_dripston" (Adds old dripstone node definitions) bool false
For the case invulnerable_slade = true
I suggest to remove the groups = {cracky=3}
for slade nodes.
Reasons:
For the case
invulnerable_slade = false
I suggest to treat different slade nodes differently (and tougher than most of the other MTG nodes), like
"df_underworld_items:slade_sand"
having groups = {crumbly = 3, level=2}
"df_underworld_items:slade_brick"
having groups = {cracky=1, level=2}
"df_underworld_items:slade_block"
having groups = {cracky=1, level=3}
(or even groups = {cracky=1, level=5}
)I have had a lot of fun so far with this mod and tenplus1's mobs redo monsters. Sadly, no peaceful mobs spawn due to the low light levels, and the monsters that do spawn are just too rare in the upper layers and too common around the lower caverns where there is little to no light.
I'm hoping you can add a statement that checks for Mobs Redo at startup and adds mobs if detected. I'd love to do it myself but I haven't used Minetest's codebase enough. However, if you need models and textures, I can help with that as I'm skilled with CAD and have decent experience with modeling as well.
Here are some thoughts I had as to potential mobs.
Dwarves (though this might actually ruin some of the appeal of this mod, strangely)
They could live in small dugouts lined with a unique node where they would both spawn and remain for the night. During the day they would do things such as:
-Kill hostile mobs near their home
-Farm the moss and fungi
-Build structures such as small towers or work on a central castle (Yes, this would be insanely hard)
-Mine for precious minerals that they place in chests
As to their behavior towards you, dwarves would be neutral unless attacked in which case all nearby dwarves (say, within 15 blocks) would become permanently hostile, even mining through the walls of your home to get at you. It also seems like a good idea to incorporate some of tenplus1's trader mod and make the dwarves offer to trade ores for rare materials like real wood, string, cotton, et cetera - basically, the things that can't be obtained in the caves and you'll need to go to the surface for.
Also, how about cap spiders? Think of a traditional Minetest spider and then replace the abdomen with a mushroom cap. Make the legs longer and skinnier, and voila! These would be hostile if you traveled within 15 or so blocks of them, climbing up walls to reach you. However, they would avoid torchlight if at all possible so it wouldn't be hard to keep them from coming too near to your home.
Furthermore, goblins are an obvious choice for mobs in the second layer. They would be hostile if you go within 5 blocks or so, but otherwise neutral. However, goblins are mischeivous creatures and could occasionaly steal blocks placed by players. Bones, chests and other containers should be off-limits but anything else is fair game, with torches and doors being high priorities.
Regarding peaceful mobs, there is currently no way to obtain string or wool in the caves, if I'm correct. It would be nice to see a six-legged neutral insect that grows fungus on its back which can then be harvested with shears and used as a substitute for wool. This 'fungus bale' could also be craftable into four 'fungus string'.
I'm thinking also of small ant-like creature which could live near tunnel tubes. Again, it would be neutral and not do anything except add some extra life to the caverns.
Another mob it would be fun to see is a spectre. These could spawn on bones near slade, and have no collision box. They would not cause damage or follow you around but haunt the underworld and add an extra degree of creepiness to it.
I do have other ideas but I think this post is long enough. I realize that already what I've described is quite an undertaking and could very well be a mod in and of itself, so thank you in advance for even considering the idea.
I'm trying to add support for my bonemeal mod so that df_cavern saplings can be grown quickly, and while some of them are done so far others are a tad more difficult as there is no simple function supplied to grow the sapling e.g.
df_trees:black_cap_sapling has df_trees.spawn_black_cap(pos) as a helper but..
df_primordial_items:fern_sapling does not and instead selects a rotation and gets the fern schematic before placing it, so a helper was required to make this work:
local function fern_fix(pos)
minetest.set_node(pos, {name = "air"})
local rotations = {0, 90, 180, 270}
mapgen_helper.place_schematic(pos,
df_primordial_items.get_fern_schematic(), rotations[math.random(1,#rotations)])
end
Repeatedly placing and breaking Plump Helmets and Spindlestems allows unlimited generation of their seeds
When a fake player, for example a node, dig slade, it return player ~= nil
but it is not a current player, the server_diggable_only
function tries to check the privs of the node, then this crashes
We can use the built-in check player:is_player()
so the node privs are not checked
This crash occurs, for example, in the technic mod when the corium eats the slade
And can occur in any other mod that uses fake players
dfcaverns release = 13917 (latest from contentdb)
minetest 5.6.1-_1
I'm deep underground and the game is constantly crashing.
Maybe caused by invalid biomes as I uninstalled a biome related mod today?
AsyncErr: Lua: Runtime error from mod 'df_ambience' in callback environment_Step(): ...veyrdite/.minetest/mods/dfcaverns/df_caverns/level3.lua:50: attempt to compare nil with number
stack traceback:
...veyrdite/.minetest/mods/dfcaverns/df_caverns/level3.lua:50: in function 'val'
...veyrdite/.minetest/mods/dfcaverns/df_caverns/shared.lua:34: in function 'get_biome'
.../veyrdite/.minetest/mods/dfcaverns/df_ambience/init.lua:57: in function 'get_player_data'
.../veyrdite/.minetest/mods/dfcaverns/df_ambience/init.lua:81: in function 'get_ambience'
.../veyrdite/.minetest/mods/dfcaverns/df_ambience/init.lua:105: in function <.../veyrdite/.minetest/mods/dfcaverns/df_ambience/init.lua:91>
/usr/share/minetest/builtin/game/register.lua:431: in function </usr/share/minetest/builtin/game/register.lua:417>
the mushroom growth function just replaces nodes. this can potentially delete chests etc when grown in a farm. A player on my server complained about this
I'm very impressed by this wonderful mod's cave generation, but it's a real shame that it only works with the default game. Could give it support for Mineclone 5?
Hello, I have been trying to install that mod, but best case scenario I get this error :
ModError: Failed to load and run script from C:\Users\Lem\Desktop\minetest-5.1.0-win64\bin\..\mods\dfcaverns-master\df_caverns\init.lua: ...win64\bin\..\mods\dfcaverns-master\df_caverns/level1.lua:284: attempt to call field 'register_layer' (a nil value) stack traceback: ...win64\bin\..\mods\dfcaverns-master\df_caverns/level1.lua:284: in main chunk [C]: in function 'dofile' ...0-win64\bin\..\mods\dfcaverns-master\df_caverns\init.lua:11: in main chunk
I am using Minetest 5.1.0 on windows 10, and the MTG.
I have the dependencies (tried with them in the modpack, or in the mod folder).
I have no idea what else I could try. Can you help me?
2020-07-11 05:51:22: WARNING[Main]: Undeclared global variable "S" accessed at ...rad/.minetest/mods/dfcaverns/df_primordial_items/doc.lua:5
2020-07-11 05:51:22: ERROR[Main]: ModError: Failed to load and run script from /home/brad/.minetest/mods/dfcaverns/df_primordial_items/init.lua:
2020-07-11 05:51:22: ERROR[Main]: ...rad/.minetest/mods/dfcaverns/df_primordial_items/doc.lua:5: attempt to call global 'S' (a nil value)
2020-07-11 05:51:22: ERROR[Main]: stack traceback:
2020-07-11 05:51:22: ERROR[Main]: ...rad/.minetest/mods/dfcaverns/df_primordial_items/doc.lua:5: in main chunk
2020-07-11 05:51:22: ERROR[Main]: [C]: in function 'dofile'
2020-07-11 05:51:22: ERROR[Main]: ...ad/.minetest/mods/dfcaverns/df_primordial_items/init.lua:6: in main chunk
Line 5 of ~/.minetest/mods/dfcaverns/df_primordial_items/doc.lua
df_primordial_items.doc.big_mushroom_desc = S("Compared to the behemoths found elsewhere in the deep places of the world, the giant mushrooms of the primordial jungles are on the smaller side - often overwhelmed by the green plants that grow in the mysterious light below. Still, they can become substantial resources.")
The lines below that in the file look pretty similar.
Line 6 in ~/.minetest/mods/dfcaverns/df_primordial_items/init.lua
dofile(MP.."/doc.lua")
I am hosting a Minetest 5.8.0 server using Docker with the dfcaverns mod, the tpad mod and a few others. On our server, the tpad is meant to be rare and difficult to obtain. However, the tpad seems to spawn abundantly in the tunnel tube biome:
(deleted)
Hello, I've seen another issue regarding darkness in caves, I'd like to propose a way to preserve both element of exploration and managing navigation and some way to actually enjoy beauty of caves in dfcaverns.
I think that adding a light level of 1 to certain nodes (ground covers, mushrooms and other flora) would allow to actually perceive an overall shape and size of the cavern, while maintaining balance and a need to place light sources.
Plus, dfcaverns are relatively rare and most of the time spent underground by a player is in completely inilluminated "basic" caverns.
I can open a PR (and gather a "showcase" of sorts) if you're not against the idea.
Another question I have: is this mod oriented on replicating DF undergrounds only? I was making a similar mod and I have some assets and biome drafts that I'd like to contribute (again, if you're not against I can start working on a PR with a new layer of biomes).
Warning in log
"alpha" param used in lines:
When growing from saplings, Tower Caps, Black Caps, Nether Caps and possibly few other trees dectroy a few blocks around their base
seed = 10986413373913844750
near (-128, -1411, -40)
, facing south under the ledge, but I have not attempted to reproduce.
If you try to place something in one, the normal liquid logic starts (flowing, then filling in).
I think the first one was 3x1x1, and there's a separate 1x1 still there.
Very interesting project! Makes me wonder why there's no subgame using this mod, perhaps packed together with those other mods from the readme. I don't really understand Minetest technically, but I wonder-would this work?
According to code, it is supposed to drop Dirt. Possibly also applies to Dirt with Jungle Grass
I suggest making Quarry Bushes growable on Desert Sand Soil as Desert Sand is found in their environment but Dirt isn't
Slabs/stairs made from Fern wood, Primordial Cap wood, Primordial Mushroom Trunk wood are missing
I have the latest contentdb versions of MineClone2 and dfcaverns, I have no other mods enabled.
MineClone2 is generating bedrock at about 60 blocks below the surface, instead of the thousands deep as expected.
I have dfcaverns 2.4.3 and MineClone2 0.84.0 and Minetest 5.7.0
This issue is also open at: https://git.minetest.land/MineClone2/MineClone2/issues/4016
2022-10-26 09:23:17: ERROR[Main]: ModError: Failed to load and run script from XX/mods/dfcaverns/df_caverns/init.lua:
2022-10-26 09:23:17: ERROR[Main]: Unknown node: oil:oil_source
2022-10-26 09:23:17: ERROR[Main]: stack traceback:
2022-10-26 09:23:17: ERROR[Main]: [C]: in function '__index'
2022-10-26 09:23:17: ERROR[Main]: XX/builtin/common/item_s.lua:201: in function 'get_content_id'
2022-10-26 09:24:59: ERROR[Main]: ModError: Failed to load and run script from XX/mods/dfcaverns/df_caverns/init.lua:
2022-10-26 09:24:59: ERROR[Main]: Unknown node: mine_gas:gas
2022-10-26 09:24:59: ERROR[Main]: stack traceback:
2022-10-26 09:24:59: ERROR[Main]: [C]: in function '__index'
2022-10-26 09:24:59: ERROR[Main]: XX/builtin/common/item_s.lua:201: in function 'get_content_id'
This could be done either as (current_stage / max_stage), or as a small fraction for all incomplete plants.
Among other things, this would provide a clear distinction between fully-grown and still-growing plants (for those that don't already have a color difference), preventing the latter from accidentally being harvested.
Sometimes it is possible to accidentally place a seed on top of a plant. When you then dig the seed, it falls to the ground and can't be picked up due to the plant's selection box.
(Mostly unrelated, but is there anything to be done about how unified_inventory
shuffles the recipes?)
Message:
ModError: Failed to load and run script from /home/aleri/.minetest/mods/dfcaverns/df_dependencies/init.lua:
.../aleri/.minetest/mods/dfcaverns/df_dependencies/init.lua:19: Found more than one item for dependency set { ["mesecons"] = mesecons:wire_00000000_off,["default"] = default:mese_crystal,}
stack traceback:
[C]: in function 'assert'
.../aleri/.minetest/mods/dfcaverns/df_dependencies/init.lua:19: in function 'select_required'
...aleri/.minetest/mods/dfcaverns/df_dependencies/nodes.lua:9: in function 'select_required'
...aleri/.minetest/mods/dfcaverns/df_dependencies/nodes.lua:57: in main chunk
[C]: in function 'dofile'
.../aleri/.minetest/mods/dfcaverns/df_dependencies/init.lua:37: in main chunk
Check debug.txt for details.
Hi,
I upgraded to 5.5.0 recently and with this mod it crashes at opening with the following error message
ModError: Failed to load and run script from /home/moi/.minetest/mods/dfcaverns/df_caverns/init.lua:
/home/moi/.minetest/mods/dfcaverns/df_caverns/level1.lua:297: attempt to call field 'register_layer' (a nil value)
stack traceback:
/home/moi/.minetest/mods/dfcaverns/df_caverns/level1.lua:297: in main chunk
[C]: in function 'dofile'
/home/moi/.minetest/mods/dfcaverns/df_caverns/init.lua:13: in main chunk
I encountered a crash while playing Mesecraft.
2023-10-13 22:28:41: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'df_caverns' in callback environment_OnGenerated(): ...esecraft\mods\MODULES\dfcaverns\df_trees/tunnel_tube.lua:444: attempt to call global 'string' (a table value)
2023-10-13 22:28:41: ERROR[Main]: stack traceback:
2023-10-13 22:28:41: ERROR[Main]: ...esecraft\mods\MODULES\dfcaverns\df_trees/tunnel_tube.lua:444: in function 'spawn_tunnel_tube_vm'
2023-10-13 22:28:41: ERROR[Main]: ...s\mesecraft\mods\MODULES\dfcaverns\df_caverns/level2.lua:137: in function 'tunnel_tube_cavern_floor'
2023-10-13 22:28:41: ERROR[Main]: ...s\mesecraft\mods\MODULES\dfcaverns\df_caverns/level2.lua:213: in function 'decorate'
2023-10-13 22:28:41: ERROR[Main]: ...mes\mesecraft\mods\MODULES\dfcaverns\subterrane\init.lua:589: in function <...mes\mesecraft\mods\MODULES\dfcaverns\subterrane\init.lua:357>
2023-10-13 22:28:41: ERROR[Main]: ...es\minetest-5.7.0-win64\bin\..\builtin\game\register.lua:446: in function <...es\minetest-5.7.0-win64\bin\..\builtin\game\register.lua:432>
https://github.com/FaceDeer/dfcaverns/blob/2f2577eada556f8b85528afa14af72efafd16c29/df_trees/tunnel_tube.lua#L444C79-L444C79
The culprit seems to be a use of string()
instead of tostring()
, but fixing it won't be enough, we need to know how we got in the condition pattern == nil
. I'm investigating.
Dirt with Primordial Mycelium is not photosensitive but seems like it should be
The underground biomes are gorgeous, but you can't see them; I've worked around this by simply adding a faint light source to some nodes (previews at page bottom):
minetest.override_item("dfcaverns:blood_thorn", {
light_source = 5,
}
)
minetest.override_item("dfcaverns:dirt_with_cave_moss", {
light_source = 5,
}
)
minetest.override_item("dfcaverns:cobble_with_floor_fungus", {
light_source = 5,
}
)
minetest.override_item("dfcaverns:nether_cap", {
light_source = 5,
}
)
minetest.override_item("dfcaverns:black_cap_stem", {
light_source = 5,
}
)
minetest.override_item("dfcaverns:tower_cap", {
light_source = 5,
}
)
minetest.override_item("dfcaverns:spore_tree_hyphae", {
light_source = 5,
}
)
minetest.override_item("dfcaverns:tunnel_tube", {
light_source = 5,
}
)
minetest.override_item("dfcaverns:goblin_cap", {
light_source = 5,
}
)
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.