Fungus Biome Addition
New crystal color and two more additions: lichen covered cobble and fungus.
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168
init.lua
168
init.lua
@ -36,6 +36,7 @@ local CRYSTAL = 0.007 --chance of glow crystal formations
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local H_CRY = 9 --max height of glow crystals
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local H_CLAC = 13 --max height of glow crystal stalactites
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local GEMCHA = 0.03 --chance of small glow gems
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local MUSHCHA = 0.04 --chance of mushrooms
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-- 3D noise for caverns
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@ -71,6 +72,17 @@ local np_wave = {
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persist = 0.5
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}
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-- 2D noise for biome
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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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seed = 9130,
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octaves = 3,
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persist = 0.5
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}
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-- Nodes
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--glowing crystal
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@ -87,6 +99,20 @@ minetest.register_node("caverealms:glow_crystal", {
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sunlight_propagates = true,
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})
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--glowing emerald
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minetest.register_node("caverealms:glow_emerald", {
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description = "Glow Emerald",
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tiles = {"caverealms_glow_emerald.png"},
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is_ground_content = true,
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groups = {cracky=3},
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sounds = default.node_sound_glass_defaults(),
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light_source = 13,
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paramtype = "light",
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use_texture_alpha = true,
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drawtype = "glasslike",
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sunlight_propagates = true,
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})
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--embedded crystal
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minetest.register_node("caverealms:glow_ore", {
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description = "Glow Crystal Ore",
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@ -98,7 +124,18 @@ minetest.register_node("caverealms:glow_ore", {
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paramtype = "light",
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})
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--glowing crystal
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--embedded emerald
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minetest.register_node("caverealms:glow_emerald_ore", {
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description = "Glow Emerald Ore",
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tiles = {"caverealms_glow_emerald_ore.png"},
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is_ground_content = true,
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groups = {cracky=2},
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sounds = default.node_sound_glass_defaults(),
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light_source = 10,
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paramtype = "light",
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})
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--glowing crystal gem
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minetest.register_node("caverealms:glow_gem", {
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description = "Glow Gem",
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tiles = {"caverealms_glow_gem.png"},
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@ -118,6 +155,7 @@ minetest.register_node("caverealms:glow_gem", {
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fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
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},
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})
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--cave mossy cobble - bluish?
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minetest.register_node("caverealms:stone_with_moss", {
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description = "Cave Stone with Moss",
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@ -130,8 +168,39 @@ minetest.register_node("caverealms:stone_with_moss", {
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}),
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})
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--cave lichen-covered cobble - purple-ish
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minetest.register_node("caverealms:stone_with_lichen", {
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description = "Cave Stone with Lichen",
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tiles = {"default_cobble.png^caverealms_lichen.png", "default_cobble.png", "default_cobble.png^caverealms_lichen_side.png"},
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is_ground_content = true,
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groups = {crumbly=3},
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drop = 'default:cobblestone',
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sounds = default.node_sound_dirt_defaults({
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footstep = {name="default_grass_footstep", gain=0.25},
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}),
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})
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--cave plants go here
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--glowing fungi
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minetest.register_node("caverealms:fungus", {
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description = "Glowing Fungus",
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tiles = {"caverealms_fungi.png"},
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inventory_image = "caverealms_fungi.png",
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wield_image = "caverealms_fungi.png",
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is_ground_content = true,
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groups = {oddly_breakable_by_hand=3},
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light_source = 5,
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paramtype = "light",
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drawtype = "plantlike",
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walkable = false,
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buildable_to = true,
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visual_scale = 1.0,
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selection_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
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},
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})
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--FUNCTIONS--
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@ -202,11 +271,14 @@ function caverealms:stalactite(x,y,z, area, data)
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end
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--glowing crystal stalagmite spawner
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function caverealms:crystal_stalagmite(x,y,z, area, data)
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function caverealms:crystal_stalagmite(x,y,z, area, data, biome)
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--contest ids
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local c_stone = minetest.get_content_id("default:stone")
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local c_crystal = minetest.get_content_id("caverealms:glow_crystal")
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local c_crystore = minetest.get_content_id("caverealms:glow_ore")
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local c_emerald = minetest.get_content_id("caverealms:glow_emerald")
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local c_emore = minetest.get_content_id("caverealms:glow_emerald_ore")
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local top = math.random(5,H_CRY) --grab a random height for the stalagmite
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for j = 0, top do --y
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@ -220,16 +292,28 @@ function caverealms:crystal_stalagmite(x,y,z, area, data)
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elseif j <= top/5 then
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if k*k + l*l <= 4 then
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local vi = area:index(x+k, y+j, z+l-3)
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data[vi] = c_crystore
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if biome == 1 then
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data[vi] = c_crystore
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elseif biome == 2 then
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data[vi] = c_emore
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end
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end
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elseif j <= top/5 * 3 then
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if k*k + l*l <= 1 then
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local vi = area:index(x+k, y+j, z+l-3)
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data[vi] = c_crystal
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if biome == 1 then
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data[vi] = c_crystal
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elseif biome == 2 then
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data[vi] = c_emerald
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end
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end
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else
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local vi = area:index(x, y+j, z-3)
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data[vi] = c_crystal
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if biome == 1 then
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data[vi] = c_crystal
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elseif biome == 2 then
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data[vi] = c_emerald
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end
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end
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end
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end
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@ -237,11 +321,13 @@ function caverealms:crystal_stalagmite(x,y,z, area, data)
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end
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--crystal stalactite spawner
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function caverealms:crystal_stalactite(x,y,z, area, data)
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function caverealms:crystal_stalactite(x,y,z, area, data, biome)
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--contest ids
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local c_stone = minetest.get_content_id("default:stone")
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local c_crystore = minetest.get_content_id("caverealms:glow_ore")
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local c_crystal = minetest.get_content_id("caverealms:glow_crystal")
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local c_emerald = minetest.get_content_id("caverealms:glow_emerald")
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local c_emore = minetest.get_content_id("caverealms:glow_emerald_ore")
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local bot = math.random(-H_CLAC, -6) --grab a random height for the stalagmite
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for j = bot, 0 do --y
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@ -255,16 +341,29 @@ function caverealms:crystal_stalactite(x,y,z, area, data)
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elseif j >= bot/5 then
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if k*k + l*l <= 4 then
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local vi = area:index(x+k, y+j, z+l-3)
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data[vi] = c_crystore
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if biome == 1 then
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data[vi] = c_crystore
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elseif biome == 2 then
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data[vi] = c_emore
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end
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end
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elseif j >= bot/5 * 3 then
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if k*k + l*l <= 1 then
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local vi = area:index(x+k, y+j, z+l-3)
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data[vi] = c_crystal
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if biome == 1 then
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data[vi] = c_crystal
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elseif biome == 2 then
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data[vi] = c_emerald
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end
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end
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else
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local vi = area:index(x, y+j, z-3)
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data[vi] = c_crystal
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local vi = area:index(x, y+j, z-3)
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if biome == 1 then
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data[vi] = c_crystal
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elseif biome == 2 then
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data[vi] = c_emerald
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end
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end
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end
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end
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@ -310,6 +409,8 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local c_crystal = minetest.get_content_id("caverealms:glow_crystal")
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local c_gem = minetest.get_content_id("caverealms:glow_gem")
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local c_moss = minetest.get_content_id("caverealms:stone_with_moss")
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local c_lichen = minetest.get_content_id("caverealms:stone_with_lichen")
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local c_fungus = minetest.get_content_id("caverealms:fungus")
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--some mandatory values
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local sidelen = x1 - x0 + 1 --usually equals 80 with default mapgen values. Always a multiple of 16.
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@ -318,10 +419,11 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local minposxz = {x=x0, y=z0}
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--generate the all important perlin that makes nice terrains
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local nvals_cave = minetest.get_perlin_map(np_cave, chulens):get3dMap_flat(minposxyz)
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local nvals_cluster = minetest.get_perlin_map(np_cluster, chulens):get3dMap_flat(minposxyz)
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local nvals_cave = minetest.get_perlin_map(np_cave, chulens):get3dMap_flat(minposxyz) --obviously for caves
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local nvals_cluster = minetest.get_perlin_map(np_cluster, chulens):get3dMap_flat(minposxyz) --how large of clusters of caverns?
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local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get2dMap_flat(minposxz)
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local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get2dMap_flat(minposxz) --wavy structure of cavern ceilings and floors
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local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat({x=x0+150, y=z0+50}) --2D noise for biomes (will be 3D humidity/temp later)
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--more values
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local nixyz = 1 --short for node index xyz
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@ -373,21 +475,39 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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elseif dirt[si] >= 1 then -- node above surface
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--determine biome
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local biome = false --preliminary declaration
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n_biome = nvals_biome[nixz] --make an easier reference to the noise
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if n_biome >= 0 then
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biome = 1
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elseif n_biome < 0 then
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biome = 2
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else
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biome = 1 --not necessary, just to prevent bugs
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end
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--place dirt on floor, add plants
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data[vi] = c_moss
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if biome == 1 then
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data[vi] = c_moss
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elseif biome == 2 then
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data[vi] = c_lichen
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end
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--on random chance, place glow crystal formations
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if math.random() <= CRYSTAL then
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caverealms:crystal_stalagmite(x, y, z, area, data)
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caverealms:crystal_stalagmite(x, y, z, area, data, biome)
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end
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--randomly place stalagmites
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if math.random() <= STAGCHA then
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caverealms:stalagmite(x, y, z, area, data)
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caverealms:stalagmite(x, y, z, area, data, biome)
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end
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--randomly place glow gems
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if math.random() < GEMCHA then
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if math.random() < GEMCHA and biome == 1 then
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local gi = area:index(x,y+1,z)
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data[gi] = c_gem
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end
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if math.random() < MUSHCHA and biome == 2 then
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local gi = area:index(x,y+1,z)
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data[gi] = c_fungus
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end
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dirt[si] = 0
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else -- solid rock
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stable[si] = 0
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@ -421,17 +541,27 @@ minetest.register_on_generated(function(minp, maxp, seed)
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stable2[si] = stable2[si] + 1
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end
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elseif roof[si] >= 1 then --and stable2[si] >= 2 then -- node above surface
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elseif roof[si] >= 1 then --and stable2[si] >= 2 then -- node at roof
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--determine biome
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local biome = false --preliminary declaration
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n_biome = nvals_biome[nixz2] --make an easier reference to the noise
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if n_biome >= 0 then
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biome = 1
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elseif n_biome < 0 then
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biome = 2
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else
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biome = 1 --not necessary, just to prevent bugs
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end
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if math.random() <= STALCHA then
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local ai = area:index(x,y+1,z)
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if data[ai] ~= c_air then
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caverealms:stalactite(x, y, z, area, data)
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caverealms:stalactite(x, y, z, area, data, biome)
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end
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end
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if math.random() <= CRYSTAL then
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local ai = area:index(x,y+1,z)
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if data[ai] ~= c_air then
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caverealms:crystal_stalactite(x,y,z, area, data)
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caverealms:crystal_stalactite(x,y,z, area, data, biome)
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end
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end
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roof[si] = 0
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textures/caverealms_fungi.png
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textures/caverealms_fungi.png
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After Width: | Height: | Size: 249 B |
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textures/caverealms_glow_emerald.png
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textures/caverealms_glow_emerald.png
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textures/caverealms_glow_emerald_ore.png
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textures/caverealms_glow_emerald_ore.png
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After Width: | Height: | Size: 686 B |
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textures/caverealms_lichen.png
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textures/caverealms_lichen.png
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After Width: | Height: | Size: 925 B |
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textures/caverealms_lichen_side.png
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textures/caverealms_lichen_side.png
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After Width: | Height: | Size: 533 B |
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