Change tree spacing.

master
Duane Robertson 2016-10-01 17:42:03 -05:00
parent 8a7c9d5832
commit 1edd6530af
3 changed files with 14 additions and 9 deletions

View File

@ -152,6 +152,7 @@ end
--dofile(loud_walking.path .. "/recipe_list.lua")
dofile(loud_walking.path .. "/chat.lua")
dofile(loud_walking.path .. "/nodes.lua")
dofile(loud_walking.path .. "/deco.lua")
dofile(loud_walking.path .. "/deco_caves.lua")

View File

@ -59,7 +59,10 @@ do
for i, obiome in pairs(minetest.registered_biomes) do
local biome = table.copy(obiome)
biome.special_tree_prob = 2
biome.special_tree_prob = 5
if biome.name == "rainforest" or biome.name == 'rainforest_swamp' then
biome.special_tree_prob = 2
end
if biome.name == "savanna" then
biome.special_tree_prob = 30
end
@ -148,6 +151,7 @@ local room_size = 20
local control_off = math_floor(room_size / 4)
local biome_look = {}
local cave_look = {}
local tree_space = 3
local function place_schematic(pos, schem, center)
@ -220,7 +224,7 @@ local function get_biome(x, y, z)
math.randomseed(seed_noise:get3d({x=px, y=py, z=pz}))
local rarity = "common"
if math.random(5) > 4 then
if math.random(5) == 1 then
rarity = "uncommon"
end
biome_look[hash] = biome_names[rarity][math.random(#biome_names[rarity])]
@ -232,8 +236,8 @@ local function get_biome(x, y, z)
cave_look[hash] = cave_lining
end
return 'rainforest', cave_look[hash]
--return biome_look[hash], cave_look[hash]
--return 'rainforest', cave_look[hash]
return biome_look[hash], cave_look[hash]
end
end
@ -281,8 +285,6 @@ local function generate(p_minp, p_maxp, seed)
a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
csize = vector.add(vector.subtract(maxp, minp), 1)
vm:set_lighting({day = 0, night = 0}, minp, maxp)
local ground = half_pod.y
local heights = {}
cloud = minetest.get_perlin_map(cloud_noise, csize):get2dMap_flat(minp)
@ -480,7 +482,7 @@ local function generate(p_minp, p_maxp, seed)
index = index + 1
last_py = nil
for y = minp.y, maxp.y do
if fdz % 5 == 0 and fdx % 5 == 0 then
if fdz % tree_space == 0 and fdx % tree_space == 0 then
local fdy = y % fcsize.y
local py = math_floor(y / fcsize.y)
local pod = fdz < pod_size.z and fdx < pod_size.x and fdy < pod_size.y
@ -495,8 +497,8 @@ local function generate(p_minp, p_maxp, seed)
end
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
local rx = x + math.random(5) - 1
local rz = z + math.random(5) - 1
local rx = x + math.random(tree_space) - 1
local rz = z + math.random(tree_space) - 1
local ivm = a:index(rx, y, rz)
if (swamp or data[ivm + a.ystride] ~= node["default:water_source"]) and (data[ivm] == node[node_top]) then

View File

@ -48,6 +48,7 @@ minetest.register_node("loud_walking:control_floor", {
description = "Floor",
paramtype = "light",
tiles = {"loud_walking_control_floor.png"},
light_source = 16,
use_texture_alpha = true,
is_ground_content = false,
groups = {},
@ -69,6 +70,7 @@ minetest.register_node("loud_walking:control_wall", {
paramtype = "light",
tiles = {"loud_walking_control_wall.png"},
use_texture_alpha = true,
light_source = 16,
is_ground_content = false,
groups = {},
sounds = default.node_sound_stone_defaults(),