Add sub-ranges for biome selection
Sub-ranges for noise (biome selection). This is to mitigate straight lines occurring at edges of chunks for deep biomes when a "non-deep" biome is chosen Tweak biome noise values (spread)
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26
init.lua
26
init.lua
@ -49,7 +49,7 @@ local DEEP_CAVE = caverealms.config.deep_cave -- -7000 --level at which deep cav
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local np_biome = {
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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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spread = {x=200, y=200, z=200},
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seed = 9130,
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octaves = 3,
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persist = 0.5
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@ -127,13 +127,6 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local nixz = 1 --2D node index
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local nixyz2 = 1 --second 3D index for second loop
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local allow_deep_caves
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if (math.random() <= 0.5) then
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allow_deep_caves = true
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else
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allow_deep_caves = false
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end
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for z = z0, z1 do -- for each xy plane progressing northwards
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--increment indices
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@ -146,7 +139,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local c_selected_worm = c_worm
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local is_deep = false
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if allow_deep_caves and y < DEEP_CAVE then
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if y < DEEP_CAVE then
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is_deep = true
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end
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@ -160,31 +153,36 @@ minetest.register_on_generated(function(minp, maxp, seed)
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--compare noise values to determine a biome
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if n_biome <= -0.5 then
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if is_deep then
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if is_deep and n_biome <= -0.25 then
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biome = 8 --glow obsidian
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else
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biome = 2 --fungal
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c_selected_worm = c_worm_green
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end
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elseif n_biome < 0 then
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biome = 0 -- none
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elseif n_biome < 0.5 then
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if is_deep then
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if is_deep and n_biome <= 0.25 then
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biome = 7 --salt crystal
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else
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biome = 1 --moss
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end
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elseif n_biome < 0.65 then
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biome = 0
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elseif n_biome < 0.8 then
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if is_deep then
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elseif n_biome < 0.85 then
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if is_deep and n_biome <= 0.75 then
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biome = 9 --coal dust
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else
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biome = 3 --algae
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c_selected_worm = c_worm_green
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end
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else
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if is_deep then
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if is_deep and n_biome <= .95 then
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biome = 5 --deep glaciated
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else
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biome = 4 --glaciated
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