Sometimes, pools would spawn deep underground and then produce deep holes.
I noticed that such pools would be at +48, at the block boundary.
IMHO this may be an error in minetest surface detection.
Nevertheless, here is a workaround: require air above pool spawns.
Also clean up the pool code
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4571
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
As spawning happens via gennotify anyway, we can omit placing a
structblock right away.
This also avoids certain cases of holes in snow cover or water.
Plus, the code is simpler.
Isolated from the big mapgen overhaul, for the main branch.
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4619
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
As witch huts use flag "liquid_surface", place_on only can be water. If we want on-shore witch huts, this needs to be solved differently.
Also, probably no witch huts in deep ocean swamp water?
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4605
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
- breaking cactus will drop randomly in x=-0.75..+0.75, z=-0.75..+0.75
- breaking cactus will have an initial velocity in this direction
- if a larger cactus break, they break into the same direction
- cactus growth rate reduced 4x, to debuff farm efficiency (will need a larger rebalancing)
- cactus only spawns when there is air surrounding it and above, so it does not immediately break
- slightly increase the frequency of cactus to counter this
The first changes make cactus farms possible.
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4581
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
Mangrove tree variants 4, 5 and bees nest were not post processed with root growth.
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4584
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
Some mapgen settings used to crash the game.
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/4276
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: Bram van den Heuvel <bram.vdh1999@gmail.com>
Co-committed-by: Bram van den Heuvel <bram.vdh1999@gmail.com>
This commit adds back the old `set_node` method for the foliage, since the foliage is much more difficult to work with via the VoxelManip method due to them being part of schematics that could span across mapblocks in some cases.
The old method will complement the new one by running after the VoxelManip has done its job, and fixes any foliage that the VoxelManip had missed.
This commit adds some code to the `set_foliage_palette` function which checks for the `param2` of the foliage node in question to see whether or not said `param2` value is `0` upon first being generated.
If it isn't, then it's safe to assume that said foliage is a vine, and therefore needs to use the other method of calculating the final `param2` value.
This commit fixes an issue where villages would generate with water which wasn't of the correct biome.
The new function simply looks for water source nodes around the entire village and replaces any it finds with the same node, except with blank params so that the `on_construct` of the newly placed water source node gets called.
This commit adds a couple of lines to the `mcl_mapgen_core:fix_foliage_palette_indexes"` LBM, which ensures that player leaves which were placed before this update get converted into the new player leaves.
I would have included mangrove leaves, but decided against it because of an issue where the `param2` of mangrove leaves was accidentally set to 1 (in the schematics?). This meant that if I included mangrove leaves, the LBM would have converted the natural leaves as well.
This would have made it very tedious to clean up the leaves after chopping down a mangrove tree, since these would not rot by themselves.
This commit makes it so the LBMs don't run at every load.
This commit also adds some new `minetest.register_on_generated()` code, which should ensure that any newly generated mapblocks have the correct foliage colours.
This commit adds 1 new LBM (for foliage) and 2 new ABMs (one for foliage, and one for grass).
This also adds a new generator so any new maps created will have biome coloured leaves with a faster method. (Vines are excluded from this generator since I don't know yet how to get those to work with this.)
Since some people complained about the LBM running at every load, I changed it so it only runs once instead. It shouldn't even need to run more than once anyways, unless somebody could prove the contrary.