make nether cap biome wintery
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@ -12,6 +12,10 @@ local c_cobble = minetest.get_content_id("default:cobble")
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local c_dirt = minetest.get_content_id("default:dirt")
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local c_sand = minetest.get_content_id("default:sand")
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local c_silver_sand = minetest.get_content_id("default:silver_sand")
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local c_snow = minetest.get_content_id("default:snow")
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local c_ice = minetest.get_content_id("default:ice")
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local c_dirt_moss = minetest.get_content_id("dfcaverns:dirt_with_cave_moss")
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local c_cobble_fungus = minetest.get_content_id("dfcaverns:cobble_with_floor_fungus")
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local c_dead_fungus = minetest.get_content_id("dfcaverns:dead_fungus") -- param2 = 0
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@ -34,7 +38,6 @@ local level_3_blood_thorn_floor = function(area, data, ai, vi, bi, param2_data)
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if math.random() < 0.1 then
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dfcaverns.place_shrub(data, vi, param2_data)
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elseif drip_rand < 0.05 then
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--subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone)
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local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
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local height = math.floor(drip_rand/0.05 * 5)
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subterrane:stalagmite(vi, area, data, param2_data, param2, height, false)
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@ -49,7 +52,6 @@ local level_3_moist_ceiling = function(area, data, ai, vi, bi, param2_data)
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end
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local drip_rand = subterrane:vertically_consistent_random(vi, area)
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if drip_rand < 0.075 then
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--subterrane:stalactite(ai, area, data, 6, 20, c_stone, c_stone, c_stone)
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local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
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local height = math.floor(drip_rand/0.075 * 5)
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subterrane:stalagmite(vi, area, data, param2_data, param2, -height, true)
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@ -74,7 +76,6 @@ local level_3_dry_floor = function(area, data, ai, vi, bi, param2_data)
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local drip_rand = subterrane:vertically_consistent_random(vi, area)
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if drip_rand < 0.05 then
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--subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone)
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local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
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local height = math.floor(drip_rand/0.05 * 5)
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subterrane:stalagmite(vi, area, data, param2_data, param2, height, false)
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@ -100,7 +101,6 @@ local level_3_wet_floor = function(area, data, ai, vi, bi, param2_data)
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local drip_rand = subterrane:vertically_consistent_random(vi, area)
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if drip_rand < 0.05 then
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--subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone)
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local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
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local height = math.floor(drip_rand/0.05 * 5)
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subterrane:stalagmite(vi, area, data, param2_data, param2, height, true)
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@ -121,7 +121,6 @@ local level_3_dry_ceiling = function(area, data, ai, vi, bi, param2_data)
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end
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local drip_rand = subterrane:vertically_consistent_random(vi, area)
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if drip_rand < 0.075 then
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--subterrane:stalactite(ai, area, data, 6, 20, c_stone, c_stone, c_stone)
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local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
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local height = math.floor(drip_rand/0.075 * 5)
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subterrane:stalagmite(vi, area, data, param2_data, param2, -height, false)
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@ -134,21 +133,25 @@ local level_3_nether_cap_floor = function(area, data, ai, vi, bi, param2_data)
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return
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end
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if math.random() < 0.25 then
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data[bi] = c_dirt
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else
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data[bi] = c_dirt_moss
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local ground = math.random()
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if ground < 0.25 then
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data[bi] = c_silver_sand
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elseif ground < 0.5 then
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data[bi] = c_ice
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data[vi] = c_snow
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elseif ground < 0.75 then
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data[vi] = c_snow
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end
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local drip_rand = subterrane:vertically_consistent_random(vi, area)
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if math.random() < 0.1 then
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if math.random() < 0.01 then
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dfcaverns.place_shrub(data, vi, param2_data)
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elseif drip_rand < 0.1 then
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--subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone)
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local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
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local height = math.floor(drip_rand/0.1 * 5)
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subterrane:stalagmite(vi, area, data, param2_data, param2, height, true)
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subterrane:stalagmite(vi, area, data, param2_data, param2, height, false)
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elseif math.random() < 0.005 then
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dfcaverns.spawn_nether_cap_vm(vi, area, data)
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end
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@ -334,7 +337,7 @@ minetest.register_biome({
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y_max = subsea_level,
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heat_point = 80,
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humidity_point = 50,
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_subterrane_ceiling_decor = level_3_moist_ceiling,
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_subterrane_ceiling_decor = level_3_dry_ceiling,
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_subterrane_floor_decor = level_3_nether_cap_floor,
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_subterrane_fill_node = c_air,
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_subterrane_cave_floor_decor = level_3_cave_floor,
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@ -348,7 +351,7 @@ minetest.register_biome({
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y_max = dfcaverns.config.level2_min,
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heat_point = 80,
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humidity_point = 50,
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_subterrane_ceiling_decor = level_3_moist_ceiling,
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_subterrane_ceiling_decor = level_3_dry_ceiling,
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_subterrane_floor_decor = level_3_nether_cap_floor,
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_subterrane_fill_node = c_air,
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_subterrane_cave_floor_decor = level_3_cave_floor,
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@ -238,7 +238,7 @@ dfcaverns.spawn_blood_thorn_vm = function(vi, area, data, data_param2, height)
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local dir = spike_directions[math.random(1,4)]
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local spike_pos = {x = pos.x + dir.dir.x, y = yy, z = pos.z + dir.dir.z}
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vi = area:indexp(spike_pos)
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if data[vi] == c_air or data[vi] == c_c_ignore then
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if data[vi] == c_air or data[vi] == c_ignore then
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data[vi] = c_blood_thorn_spike
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data_param2[vi] = dir.facedir
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end
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@ -246,7 +246,7 @@ dfcaverns.spawn_blood_thorn_vm = function(vi, area, data, data_param2, height)
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dir = spike_directions[math.random(1,4)]
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spike_pos = {x = pos.x + dir.dir.x, y = yy, z = pos.z + dir.dir.z}
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vi = area:indexp(spike_pos)
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if data[vi] == c_air or data[vi] == c_c_ignore then
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if data[vi] == c_air or data[vi] == c_ignore then
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data[vi] = c_blood_thorn_spike
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data_param2[vi] = dir.facedir
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end
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