Change tree spacing.
parent
8a7c9d5832
commit
1edd6530af
1
init.lua
1
init.lua
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@ -152,6 +152,7 @@ end
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--dofile(loud_walking.path .. "/recipe_list.lua")
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dofile(loud_walking.path .. "/chat.lua")
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dofile(loud_walking.path .. "/nodes.lua")
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dofile(loud_walking.path .. "/deco.lua")
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dofile(loud_walking.path .. "/deco_caves.lua")
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20
mapgen.lua
20
mapgen.lua
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@ -59,7 +59,10 @@ do
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for i, obiome in pairs(minetest.registered_biomes) do
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local biome = table.copy(obiome)
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biome.special_tree_prob = 2
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biome.special_tree_prob = 5
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if biome.name == "rainforest" or biome.name == 'rainforest_swamp' then
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biome.special_tree_prob = 2
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end
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if biome.name == "savanna" then
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biome.special_tree_prob = 30
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end
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@ -148,6 +151,7 @@ local room_size = 20
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local control_off = math_floor(room_size / 4)
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local biome_look = {}
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local cave_look = {}
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local tree_space = 3
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local function place_schematic(pos, schem, center)
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@ -220,7 +224,7 @@ local function get_biome(x, y, z)
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math.randomseed(seed_noise:get3d({x=px, y=py, z=pz}))
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local rarity = "common"
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if math.random(5) > 4 then
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if math.random(5) == 1 then
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rarity = "uncommon"
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end
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biome_look[hash] = biome_names[rarity][math.random(#biome_names[rarity])]
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@ -232,8 +236,8 @@ local function get_biome(x, y, z)
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cave_look[hash] = cave_lining
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end
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return 'rainforest', cave_look[hash]
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--return biome_look[hash], cave_look[hash]
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--return 'rainforest', cave_look[hash]
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return biome_look[hash], cave_look[hash]
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end
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end
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@ -281,8 +285,6 @@ local function generate(p_minp, p_maxp, seed)
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a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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csize = vector.add(vector.subtract(maxp, minp), 1)
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vm:set_lighting({day = 0, night = 0}, minp, maxp)
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local ground = half_pod.y
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local heights = {}
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cloud = minetest.get_perlin_map(cloud_noise, csize):get2dMap_flat(minp)
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@ -480,7 +482,7 @@ local function generate(p_minp, p_maxp, seed)
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index = index + 1
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last_py = nil
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for y = minp.y, maxp.y do
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if fdz % 5 == 0 and fdx % 5 == 0 then
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if fdz % tree_space == 0 and fdx % tree_space == 0 then
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local fdy = y % fcsize.y
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local py = math_floor(y / fcsize.y)
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local pod = fdz < pod_size.z and fdx < pod_size.x and fdy < pod_size.y
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@ -495,8 +497,8 @@ local function generate(p_minp, p_maxp, seed)
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end
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if biome ~= 'control' and pod and fdy == height + ground and biomes[biome].special_tree_prob and math.random(biomes[biome].special_tree_prob) == 1 then
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local rx = x + math.random(5) - 1
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local rz = z + math.random(5) - 1
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local rx = x + math.random(tree_space) - 1
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local rz = z + math.random(tree_space) - 1
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local ivm = a:index(rx, y, rz)
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if (swamp or data[ivm + a.ystride] ~= node["default:water_source"]) and (data[ivm] == node[node_top]) then
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@ -48,6 +48,7 @@ minetest.register_node("loud_walking:control_floor", {
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description = "Floor",
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paramtype = "light",
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tiles = {"loud_walking_control_floor.png"},
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light_source = 16,
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use_texture_alpha = true,
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is_ground_content = false,
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groups = {},
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@ -69,6 +70,7 @@ minetest.register_node("loud_walking:control_wall", {
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paramtype = "light",
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tiles = {"loud_walking_control_wall.png"},
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use_texture_alpha = true,
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light_source = 16,
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is_ground_content = false,
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groups = {},
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sounds = default.node_sound_stone_defaults(),
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