diff --git a/mapgen.lua b/mapgen.lua index ad18728..86014a1 100644 --- a/mapgen.lua +++ b/mapgen.lua @@ -447,8 +447,8 @@ function vmg.generate(minp, maxp, seed) y = y - 1 end elseif above <= 0 then - if do_cave_stuff and x == last_cave_block[1] and z == last_cave_block[3] and y == last_cave_block[2] + 1 and math.random() < 0.15 then - if data[ivm - ystride] == c_air and math.random() < 0.66 then + if do_cave_stuff and x == last_cave_block[1] and z == last_cave_block[3] and y == last_cave_block[2] + 1 and math.random() < 0.13 then + if data[ivm - ystride] == c_air and math.random() < 0.75 then data[ivm] = c_stone data[ivm - ystride] = c_stalactite else @@ -493,22 +493,22 @@ function vmg.generate(minp, maxp, seed) end end - if air_to_stone == 1 and math.random() < 0.1 then - data[ivm] = c_stalagmite - elseif air_to_stone == 1 and math.random() < 0.08 then + if air_to_stone == 1 and math.random() < 0.18 then local r = math.random() - if r < 0.03 then + if r < 0.015 then data[ivm] = c_riverwater - elseif r < 0.1 then + elseif r < 0.04 then -- reserved - elseif r < 0.3 then + elseif r < 0.13 then data[ivm - ystride] = c_dirt data[ivm] = c_mushroom_fertile_red - elseif r < 0.5 then + elseif r < 0.22 then data[ivm - ystride] = c_dirt data[ivm] = c_mushroom_fertile_brown - else -- leave some extra dirt, for appearances sake + elseif r < 0.44 then -- leave some extra dirt, for appearances sake data[ivm - ystride] = c_dirt + else + data[ivm] = c_stalagmite end elseif air_to_stone == 2 and math.random() < 0.015 then data[ivm] = c_huge_mushroom_cap diff --git a/vmg.conf.example b/vmg.conf.example index ae076f7..a654e4c 100644 --- a/vmg.conf.example +++ b/vmg.conf.example @@ -56,7 +56,7 @@ #tree_density = 5 # Percent of the lawn nodes that are covered by trees. #plant_density = 32 -#cave_stuff = true +#cave_stuff = false # Add mushrooms and water features to caves.