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Spawn clay as ore
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d2bf912f94
commit
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2 changed files with 22 additions and 63 deletions
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@ -10,6 +10,28 @@ local mountains = {
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"ExtremeHillsM", "ExtremeHillsM_ocean", "ExtremeHillsM_deep_ocean", "ExtremeHillsM_underground",
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"ExtremeHillsM", "ExtremeHillsM_ocean", "ExtremeHillsM_deep_ocean", "ExtremeHillsM_underground",
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}
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}
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--Clay
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minetest.register_ore({
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ore_type = "blob",
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ore = node,
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wherein = {"mcl_core:sand","mcl_core:stone","mcl_core:gravel"},
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clust_scarcity = 15*15*15,
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clust_num_ores = 33,
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clust_size = 5,
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y_min = -5,
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y_max = 0,
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noise_params = {
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offset = 0,
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scale = 1,
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spread = {x=250, y=250, z=250},
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seed = 3245123,
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octaves = 3,
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persist = 0.6,
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lacunarity = 2,
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flags = "defaults",
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}
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})
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-- Diorite, andesite and granite
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-- Diorite, andesite and granite
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local specialstones = { "mcl_core:diorite", "mcl_core:andesite", "mcl_core:granite" }
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local specialstones = { "mcl_core:diorite", "mcl_core:andesite", "mcl_core:granite" }
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for s=1, #specialstones do
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for s=1, #specialstones do
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@ -53,63 +53,6 @@ local function xz_to_biomemap_index(x, z, minp, maxp)
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return (minix + miniz * zwidth) + 1
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return (minix + miniz * zwidth) + 1
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end
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end
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-- Perlin noise objects
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local perlin_structures
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local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density
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local perlin_clay
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local function generate_clay(minp, maxp, blockseed, voxelmanip_data, voxelmanip_area, lvm_used)
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-- TODO: Make clay generation reproducible for same seed.
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if maxp.y < -5 or minp.y > 0 then
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return lvm_used
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end
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local pr = PseudoRandom(blockseed)
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perlin_clay = perlin_clay or minetest.get_perlin({
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offset = 0.5,
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scale = 0.2,
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spread = {x = 5, y = 5, z = 5},
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seed = -316,
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octaves = 1,
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persist = 0.0
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})
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for y=math.max(minp.y, 0), math.min(maxp.y, -8), -1 do
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-- Assume X and Z lengths are equal
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local divlen = 4
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local divs = (maxp.x-minp.x)/divlen+1;
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for divx=0+1,divs-2 do
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for divz=0+1,divs-2 do
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-- Get position and shift it a bit randomly so the clay do not obviously appear in a grid
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local cx = minp.x + math.floor((divx+0.5)*divlen) + pr:next(-1,1)
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local cz = minp.z + math.floor((divz+0.5)*divlen) + pr:next(-1,1)
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local water_pos = voxelmanip_area:index(cx, y+1, cz)
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local waternode = voxelmanip_data[water_pos]
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local surface_pos = voxelmanip_area:index(cx, y, cz)
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local surfacenode = voxelmanip_data[surface_pos]
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local genrnd = pr:next(1, 20)
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if genrnd == 1 and perlin_clay:get_3d({x=cx,y=y,z=cz}) > 0 and waternode == c_water and
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(surfacenode == c_dirt or minetest.get_item_group(minetest.get_name_from_content_id(surfacenode), "sand") == 1) then
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local diamondsize = pr:next(1, 3)
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for x1 = -diamondsize, diamondsize do
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for z1 = -(diamondsize - math.abs(x1)), diamondsize - math.abs(x1) do
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local ccpos = voxelmanip_area:index(cx+x1, y, cz+z1)
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local claycandidate = voxelmanip_data[ccpos]
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if voxelmanip_data[ccpos] == c_dirt or minetest.get_item_group(minetest.get_name_from_content_id(claycandidate), "sand") == 1 then
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voxelmanip_data[ccpos] = c_clay
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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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end
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end
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return lvm_used
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end
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local function generate_end_exit_portal(pos)
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local function generate_end_exit_portal(pos)
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local obj = minetest.add_entity(vector.add(pos, vector.new(3, 11, 3)), "mobs_mc:enderdragon")
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local obj = minetest.add_entity(vector.add(pos, vector.new(3, 11, 3)), "mobs_mc:enderdragon")
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@ -239,12 +182,6 @@ local function basic(vm, data, data2, emin, emax, area, minp, maxp, blockseed)
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lvm_used = set_layers(data, area, c_lava, c_air, mcl_vars.mg_overworld_min, mcl_vars.mg_lava_overworld_max, minp, maxp, lvm_used, pr)
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lvm_used = set_layers(data, area, c_lava, c_air, mcl_vars.mg_overworld_min, mcl_vars.mg_lava_overworld_max, minp, maxp, lvm_used, pr)
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lvm_used = set_layers(data, area, c_nether_lava, c_air, mcl_vars.mg_nether_min, mcl_vars.mg_lava_nether_max, minp, maxp, lvm_used, pr)
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lvm_used = set_layers(data, area, c_nether_lava, c_air, mcl_vars.mg_nether_min, mcl_vars.mg_lava_nether_max, minp, maxp, lvm_used, pr)
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end
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end
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-- Clay, vines, cocoas
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lvm_used = generate_clay(minp, maxp, blockseed, data, area, lvm_used)
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biomemap = minetest.get_mapgen_object("biomemap")
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----- Interactive block fixing section -----
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----- Interactive block fixing section -----
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----- The section to perform basic block overrides of the core mapgen generated world. -----
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----- The section to perform basic block overrides of the core mapgen generated world. -----
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