-- minetest.clear_registered_biomes() -- do not regenerate, we want to combine it! -- Get setting or default local mgv7 = minetest.get_mapgen_setting("mg_name") or nil local mgv7_spflags = minetest.get_mapgen_setting("mgv7_spflags") or "mountains, ridges, floatlands, caverns" local captures_float = string.match(mgv7_spflags, "floatlands") local captures_nofloat = string.match(mgv7_spflags, "nofloatlands") local floatland_y = minetest.get_mapgen_setting("mgv7_floatland_level") or 2280 local worldlimit = minetest.get_mapgen_setting("mapgen_limit") or 31000 local mount_height = minetest.get_mapgen_setting("mgv7_float_mount_height") or 256 local mount_dens = minetest.get_mapgen_setting("mgv7_float_mount_density") or 0.6 -- Make global for mods to use to register floatland biomes default.mgv7_floatland_level = floatland_y default.mgv7_shadow_limit = minetest.get_mapgen_setting("mgv7_shadow_limit") or 1024 -- Registering of the nodes if mgv7 then minetest.register_node("floatland:grass", { description = "High Grass", tiles = {"floatland_realm_grass.png", "floatland_realm_dirt.png", {name = "floatland_realm_dirt.png^floatland_realm_grass_side.png", tileable_vertical = false}}, groups = {crumbly = 2, soil = 1, spreading_dirt_type = 1}, drop = 'floatland:dirt', sounds = default.node_sound_dirt_defaults({ footstep = {name = "default_grass_footstep", gain = 0.25}, }), }) minetest.register_node("floatland:sand", { description = "High Sand", tiles = {"floatland_realm_sand.png"}, drop = 'floatland:sand', groups = {crumbly = 2, falling_node = 1, sand = 1}, sounds = default.node_sound_sand_defaults(), }) minetest.register_node("floatland:dirt", { description = "High Dirt", tiles = {"floatland_realm_dirt.png"}, drop = 'default:dirt', groups = {crumbly = 2, soil = 1}, sounds = default.node_sound_dirt_defaults(), }) minetest.register_node("floatland:stone", { description = "High Stone", tiles = {"floatland_realm_stone.png"}, groups = {cracky = 2, stone = 1}, drop = 'floatland:stone', legacy_mineral = true, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("floatland:rare_sand", { description = "High Rare Sand", tiles = {"floatland_rare_sand.png"}, drop = "floatland:salt 6", groups = {crumbly = 3, soil = 1, spreading_dirt_type = 1}, sounds = default.node_sound_dirt_defaults({ footstep = {name = "default_grass_footstep", gain = 0.25}, }), }) minetest.register_node("floatland:sand_crystal_block", { description = "High Crystal Block", drawtype = "glasslike_framed_optional", tiles = {"floatland_sand_crystal_block.png"}, paramtype = "light", paramtype2 = "glasslikeliquidlevel", param2 = 255, use_texture_alpha = "blend", sunlight_propagates = false, groups = {cracky = 2}, sounds = default.node_sound_glass_defaults(), walkable = true, drop = "floatland:sand_crystals 6" }) -- Registering of items minetest.register_craftitem("floatland:sand_crystals", { description = "High Sand Crystals", wield_image = "floatland_sand_crystals.png", inventory_image = "floatland_sand_crystals.png", groups = {salt= 1}, }) minetest.register_craftitem("floatland:salt", { description = "High Salt", wield_image = "floatland_salt.png", inventory_image = "floatland_salt.png", groups = {salt= 1}, }) minetest.register_craft({ type = "shapeless", output = "floatland:salt", recipe = {"floatland:sand_crystals"}, }) -- Registering of the biomes minetest.register_biome({ name = "floatland_nicegrass", node_top = "floatland:grass", depth_top = 1, node_filler = "floatland:dirt", depth_filler = 2, node_riverbed = "floatland:rare_sand", depth_riverbed = 2, node_water = "default:water_source", node_river_water = "default:river_water", depth_water_top = 15, node_water_top = "default:water_source", node_stone = "floatland:stone", y_min = floatland_y + 40, y_max = worldlimit, heat_point = 50, humidity_point = 50, }) minetest.register_biome({ name = "floatland_nicebeach", node_top = "floatland:sand", depth_top = 3, node_filler = "floatland:sand_crystal_block", depth_filler = 3, node_riverbed = "floatland:rare_sand", depth_riverbed = 2, node_water = "default:water_source", node_river_water = "default:river_water", depth_water_top = 5, node_water_top = "default:water_source", node_stone = "floatland:stone", y_min = default.mgv7_shadow_limit, y_max = floatland_y + 40, heat_point = 50, humidity_point = 50, }) minetest.register_decoration({ deco_type = "simple", place_on = {"floatland:grass"}, sidelen = 16, fill_ratio = 0.5, biomes = {"floatland_nicegrass"}, y_min = floatland_y + 40, y_max = worldlimit, decoration = "default:bush_sapling", }) end