![]() ![]() The golden ones will be quite rare, assuming I keep them. white spindleshrooms have no glow, red, cyan and green spindleshrooms glow softly, and "golden" spindleshrooms emit very bright light indeed - enough to kill nearby cave moss. ![]() "spindleshrooms" (name subject to change), a medium-sized big mushroom that have glowing caps of various hues and intensities.I made them climbable since they look a lot like natural handholds. I expect these will be found in large, dense clusters that virtually carpet a section of tunnel or part of a cave. cave pearls, softly glowing mineral nodules that form on the walls, ceilings, and floors of caves.Nothing's actually in the mapgen yet, but I'll probably find somewhere for them. I've started putting together some new decorations in the small_stuff branch that are suitable for the smaller tunnels and that will add some light sources. ![]() If all else fails and we just fundamentally want a different feel for these caverns, I can also do some work to make the code more modular and easier to add divergences to. But we can discuss ideas until then, certainly. Can't really do heavy mapgen development like this. Unfortunately I am currently on vacation and have only a relatively weak tablet to run minetest on for the next week and a half, so for the moment this will have to be a mostly theoretical discussion. But whole new biomes and cavern layers aren't off the table. And the default cave tunnels just have wet or dry speleothems, which isn't a big distinction. What sort of stuff did you have in mind? My to-do list is mainly focused on adding variety to the smaller caverns next time I go on a dfcaverns binge - my previous major update added "warren" caves but didn't decorate them, for example. The oil and gas cavern layer is completely new, for example. For example, I added streaks of luminescent hoar moss and hovering ice sprites to the nether cap caverns, and invented torchspines as an excuse to have some lights in black cap caverns.Ī mod that's been on my to-do list forever is a 'torch gun' that lets a player shoot torches into distant cave walls, something like that might also strike a better balance.Īnyway, to the other questions dfcaverns is just "heavily inspired by" Dwarf Fortress, not a slavish recreation, so I am quite open to incorporating new stuff as well. My preferred approach is to try to add specific things that are sources of light rather than just make everything vaguely luminescent. Caverealms is an example of going way too far with lighting everything up, the caves there are garishly bright. I just want to be careful not to overdo it. I've already added light to some ground cover (cave moss) and did a pass a while back looking for other things to add some light here and there, so I'm not fundamentally opposed to the concept. ![]()
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