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README.txt
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README.txt
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noise23 0.1.1 by paramat
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For latest stable Minetest back to 0.4.8
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Depends default
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Licenses: code WTFPL
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Enable fly, teleport to y = 7000 then fly up or down to find the surface.
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1
depends.txt
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depends.txt
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default
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172
init.lua
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172
init.lua
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-- noise23 0.1.1 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default
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-- License: code WTFPL
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-- Parameters
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local YMIN = 6000
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local YMAX = 8000
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local TERCEN = 7000 -- Terrain centre. Average terrain level
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local YWATER = 7000 -- Approximate water surface y, is rounded down to near base of chunk
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local TERSCA = 128 -- Terrain scale in nodes, typical height of mountains
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local TSTONE = 0.04 -- Density threshold for stone, depth of stone below surface
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local STABLE = 2 -- Minimum number of stacked stone nodes in column required to support sand
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-- 3D noise for terrain
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local np_terrain = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=256, z=512}, -- squashed perlin noise, y spread is half
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seed = 5900033,
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octaves = 6,
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persist = 0.67
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}
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-- 2D noise for biomes
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local np_biome = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512}, -- spread is still stated with xyz values
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seed = -188900,
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octaves = 4,
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persist = 0.5
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}
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-- Stuff
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noise23 = {}
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waty = (80 * math.floor((WATY + 32) / 80)) - 32 + 15 -- sets water surface to 16 nodes above chunk base
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-- Nodes
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minetest.register_node("noise23:flosand", {
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description = "Turquoise Float Sand",
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tiles = {"noise23_flosand.png"},
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groups = {crumbly=3, falling_node=1},
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sounds = default.node_sound_sand_defaults(),
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})
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minetest.register_node("noise23:stone", {
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description = "N23 Stone",
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tiles = {"default_stone.png"},
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groups = {cracky=3},
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drop = "default:stone",
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("noise23:desertstone", {
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description = "N23 Desert Stone",
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tiles = {"default_desert_stone.png"},
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groups = {cracky=3},
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drop = "default:desert_stone",
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sounds = default.node_sound_stone_defaults(),
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})
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.y < YMIN or maxp.y > YMAX then
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return
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end
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local t1 = os.clock()
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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print ("[noise23] chunk minp ("..x0.." "..y0.." "..z0..")")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local c_air = minetest.get_content_id("air")
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local c_n23stone = minetest.get_content_id("noise23:stone")
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local c_n23destone = minetest.get_content_id("noise23:desertstone")
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local c_sand = minetest.get_content_id("default:sand")
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local c_desand = minetest.get_content_id("default:desert_sand")
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local c_flosand = minetest.get_content_id("noise23:flosand")
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local c_water = minetest.get_content_id("default:water_source")
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minposxyz = {x=x0, y=y0, z=z0}
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local minposxz = {x=x0, y=z0}
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local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minposxyz)
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local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat(minposxz)
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local nixyz = 1 -- 3D noise index
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local nixz = 1 -- 2D noise index
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local stable = {}
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for z = z0, z1 do -- for each xy plane progressing northwards
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for x = x0, x1 do
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local si = x - x0 + 1
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local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
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if nodename == "air"
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or nodename == "default:water_source" then
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stable[si] = 0
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else
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stable[si] = STABLE
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end
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end
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for y = y0, y1 do -- for each x row progressing upwards
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local vi = area:index(x0, y, z)
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for x = x0, x1 do -- for each node do
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local si = x - x0 + 1
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local grad = (TCEN - y) / GRAD
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local density = nvals_terrain[nixyz] + grad
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local n_biome = nvals_biome[nixz] -- biome noise for node
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local biome = false -- set biome id to undefined
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if n_biome > 0.46 + math.random() * 0.04 then -- set biome id
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biome = 3
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elseif n_biome < -0.5 + math.random() * 0.04 then
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biome = 1
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else
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biome = 2
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end
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if density >= STOT then
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if biome == 3 then
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data[vi] = c_n23destone
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else -- biomes 1 and 2
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data[vi] = c_n23stone
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end
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stable[si] = stable[si] + 1
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elseif density >= 0 and density < STOT and stable[si] >= 2 then
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if biome == 3 then
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data[vi] = c_desand
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elseif biome == 1 then
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data[vi] = c_flosand
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else -- biome = 2
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data[vi] = c_sand
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end
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elseif y <= waty then
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data[vi] = c_water
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stable[si] = 0
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else
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data[vi] = c_air
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stable[si] = 0
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end
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nixyz = nixyz + 1 -- increment 3D noise index
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nixz = nixz + 1 -- increment 2D noise index
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vi = vi + 1
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end
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nixz = nixz - 80 -- rewind 2D noise index by 80 nodes for next x row above
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end
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nixz = nixz + 80 -- fast-forward 2D noise index by 80 nodes for next northward xy plane
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end
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vm:set_data(data)
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vm:set_lighting({day=0, night=0})
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vm:calc_lighting()
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vm:write_to_map(data)
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local chugent = math.ceil((os.clock() - t1) * 1000)
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print ("[noise23] "..chugent.." ms")
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end)
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14
license.txt
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14
license.txt
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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Everyone is permitted to copy and distribute verbatim or modified
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copies of this license document, and changing it is allowed as long
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as the name is changed.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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BIN
textures/noise23_flosand.png
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BIN
textures/noise23_flosand.png
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