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Generate vines and cocoas in non-v6 mapgens
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1 changed files with 119 additions and 110 deletions
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@ -1057,117 +1057,9 @@ local GEN_MAX = mcl_vars.mg_lava_overworld_max or BEDROCK_MAX
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-- Buffer for LuaVoxelManip
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local lvm_buffer = {}
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-- Below the bedrock, generate air/void
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minetest.register_on_generated(function(minp, maxp)
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local data = vm:get_data(lvm_buffer)
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local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
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local lvm_used = false
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-- Generate bedrock and lava layers
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if minp.y <= GEN_MAX then
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local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
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local c_void = minetest.get_content_id("mcl_core:void")
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local c_lava = minetest.get_content_id("mcl_core:lava_source")
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local c_air = minetest.get_content_id("air")
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local max_y = math.min(maxp.y, GEN_MAX)
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for y = minp.y, max_y do
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for x = minp.x, maxp.x do
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for z = minp.z, maxp.z do
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local p_pos = area:index(x, y, z)
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local setdata = nil
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if mcl_vars.mg_bedrock_is_rough then
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-- Bedrock layers with increasing levels of roughness, until a perfecly flat bedrock later at the bottom layer
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-- This code assumes a bedrock height of 5 layers.
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if y == BEDROCK_MAX then
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-- 50% bedrock chance
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if math.random(1,2) == 1 then setdata = c_bedrock end
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elseif y == BEDROCK_MAX -1 then
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-- 66.666...%
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if math.random(1,3) <= 2 then setdata = c_bedrock end
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elseif y == BEDROCK_MAX -2 then
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-- 75%
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if math.random(1,4) <= 3 then setdata = c_bedrock end
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elseif y == BEDROCK_MAX -3 then
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-- 90%
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if math.random(1,10) <= 9 then setdata = c_bedrock end
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elseif y == BEDROCK_MAX -4 then
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-- 100%
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setdata = c_bedrock
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elseif y < BEDROCK_MIN then
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setdata = c_void
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end
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else
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-- Perfectly flat bedrock layer(s)
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if y >= BEDROCK_MIN and y <= BEDROCK_MAX then
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setdata = c_bedrock
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elseif y < BEDROCK_MIN then
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setdata = c_void
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end
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end
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if setdata then
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data[p_pos] = setdata
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lvm_used = true
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elseif mcl_vars.mg_lava and y <= mcl_vars.mg_lava_overworld_max then
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if data[p_pos] == c_air then
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data[p_pos] = c_lava
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end
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lvm_used = true
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end
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end
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end
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end
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end
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-- Put top snow on grassy snow blocks created by the v6 mapgen
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-- This is because the snowy grass block must only be used when it is below snow or top snow
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if mg_name == "v6" then
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local c_top_snow = minetest.get_content_id("mcl_core:snow")
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local snowdirt = minetest.find_nodes_in_area_under_air(minp, maxp, "mcl_core:dirt_with_grass_snow")
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for n = 1, #snowdirt do
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-- CHECKME: What happens at chunk borders?
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local p_pos = area:index(snowdirt[n].x, snowdirt[n].y + 1, snowdirt[n].z)
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if p_pos then
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data[p_pos] = c_top_snow
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end
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end
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if #snowdirt > 1 then
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lvm_used = true
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end
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end
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if lvm_used then
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vm:set_data(data)
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vm:calc_lighting()
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vm:update_liquids()
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vm:write_to_map()
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end
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-- Generate rare underground mushrooms
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-- TODO: Make them appear in groups, use Perlin noise
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if minp.y > 0 or maxp.y < -32 then
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return
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end
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local bpos
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local stone = minetest.find_nodes_in_area_under_air(minp, maxp, {"mcl_core:stone", "mcl_core:dirt", "mcl_core:mycelium", "mcl_core:podzol", "mcl_core:andesite", "mcl_core:diorite", "mcl_core:granite", "mcl_core:stone_with_coal", "mcl_core:stone_with_iron", "mcl_core:stone_with_gold"})
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for n = 1, #stone do
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bpos = {x = stone[n].x, y = stone[n].y + 1, z = stone[n].z }
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if math.random(1,1000) < 4 and minetest.get_node_light(bpos, 0.5) <= 12 then
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if math.random(1,2) == 1 then
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minetest.set_node(bpos, {name = "mcl_mushrooms:mushroom_brown"})
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else
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minetest.set_node(bpos, {name = "mcl_mushrooms:mushroom_red"})
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end
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end
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end
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-- Generate cocoas and vines at jungle trees (v6 only)
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-- Generate cocoas and vines at jungle trees within the bounding box
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local function generate_jungle_tree_decorations(minp, maxp)
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if minetest.get_mapgen_setting("mg_name") == "v6" then
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if maxp.y < 0 then
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@ -1286,7 +1178,124 @@ minetest.register_on_generated(function(minp, maxp)
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end
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end
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end
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end
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-- Generate mushrooms in caves
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local generate_underground_mushrooms = function(minp, maxp)
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-- Generate rare underground mushrooms
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-- TODO: Make them appear in groups, use Perlin noise
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if minp.y > 0 or maxp.y < -32 then
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return
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end
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local bpos
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local stone = minetest.find_nodes_in_area_under_air(minp, maxp, {"mcl_core:stone", "mcl_core:dirt", "mcl_core:mycelium", "mcl_core:podzol", "mcl_core:andesite", "mcl_core:diorite", "mcl_core:granite", "mcl_core:stone_with_coal", "mcl_core:stone_with_iron", "mcl_core:stone_with_gold"})
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for n = 1, #stone do
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bpos = {x = stone[n].x, y = stone[n].y + 1, z = stone[n].z }
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if math.random(1,1000) < 4 and minetest.get_node_light(bpos, 0.5) <= 12 then
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if math.random(1,2) == 1 then
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minetest.set_node(bpos, {name = "mcl_mushrooms:mushroom_brown"})
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else
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minetest.set_node(bpos, {name = "mcl_mushrooms:mushroom_red"})
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end
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end
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end
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end
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-- Below the bedrock, generate air/void
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minetest.register_on_generated(function(minp, maxp)
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local data = vm:get_data(lvm_buffer)
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local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
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local lvm_used = false
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-- Generate bedrock and lava layers
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if minp.y <= GEN_MAX then
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local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
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local c_void = minetest.get_content_id("mcl_core:void")
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local c_lava = minetest.get_content_id("mcl_core:lava_source")
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local c_air = minetest.get_content_id("air")
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local max_y = math.min(maxp.y, GEN_MAX)
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for y = minp.y, max_y do
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for x = minp.x, maxp.x do
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for z = minp.z, maxp.z do
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local p_pos = area:index(x, y, z)
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local setdata = nil
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if mcl_vars.mg_bedrock_is_rough then
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-- Bedrock layers with increasing levels of roughness, until a perfecly flat bedrock later at the bottom layer
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-- This code assumes a bedrock height of 5 layers.
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if y == BEDROCK_MAX then
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-- 50% bedrock chance
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if math.random(1,2) == 1 then setdata = c_bedrock end
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elseif y == BEDROCK_MAX -1 then
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-- 66.666...%
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if math.random(1,3) <= 2 then setdata = c_bedrock end
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elseif y == BEDROCK_MAX -2 then
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-- 75%
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if math.random(1,4) <= 3 then setdata = c_bedrock end
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elseif y == BEDROCK_MAX -3 then
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-- 90%
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if math.random(1,10) <= 9 then setdata = c_bedrock end
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elseif y == BEDROCK_MAX -4 then
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-- 100%
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setdata = c_bedrock
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elseif y < BEDROCK_MIN then
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setdata = c_void
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end
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else
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-- Perfectly flat bedrock layer(s)
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if y >= BEDROCK_MIN and y <= BEDROCK_MAX then
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setdata = c_bedrock
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elseif y < BEDROCK_MIN then
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setdata = c_void
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end
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end
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if setdata then
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data[p_pos] = setdata
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lvm_used = true
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elseif mcl_vars.mg_lava and y <= mcl_vars.mg_lava_overworld_max then
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if data[p_pos] == c_air then
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data[p_pos] = c_lava
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end
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lvm_used = true
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end
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end
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end
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end
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end
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-- Put top snow on grassy snow blocks created by the v6 mapgen
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-- This is because the snowy grass block must only be used when it is below snow or top snow
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if mg_name == "v6" then
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local c_top_snow = minetest.get_content_id("mcl_core:snow")
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local snowdirt = minetest.find_nodes_in_area_under_air(minp, maxp, "mcl_core:dirt_with_grass_snow")
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for n = 1, #snowdirt do
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-- CHECKME: What happens at chunk borders?
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local p_pos = area:index(snowdirt[n].x, snowdirt[n].y + 1, snowdirt[n].z)
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if p_pos then
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data[p_pos] = c_top_snow
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end
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end
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if #snowdirt > 1 then
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lvm_used = true
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end
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end
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if lvm_used then
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vm:set_data(data)
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vm:calc_lighting()
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vm:update_liquids()
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vm:write_to_map()
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end
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generate_underground_mushrooms(minp, maxp)
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generate_jungle_tree_decorations(minp, maxp)
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end)
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