Tune mapgen a bit
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@ -1276,7 +1276,7 @@ bool get_have_beach(u64 seed, v2s16 p2d)
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{
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{
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// Determine whether to have sand here
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// Determine whether to have sand here
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double sandnoise = noise2d_perlin(
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double sandnoise = noise2d_perlin(
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0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
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0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
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seed+59420, 3, 0.50);
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seed+59420, 3, 0.50);
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return (sandnoise > 0.15);
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return (sandnoise > 0.15);
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@ -1755,7 +1755,7 @@ void make_block(BlockMakeData *data)
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MapNode addnode(c_dirt);
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MapNode addnode(c_dirt);
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// Randomize mud amount
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// Randomize mud amount
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s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
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s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
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// Find ground level
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// Find ground level
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s16 surface_y = find_stone_level(vmanip, p2d, ndef);
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s16 surface_y = find_stone_level(vmanip, p2d, ndef);
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