-- mods/australia/biome_goldfields_esperence.lua minetest.register_biome({ name = "goldfields_esperence", --node_dust = "", node_top = "default:desert_sand", depth_top = 2, node_filler = "default:sandstone", depth_filler = 2, --node_stone = "", --node_water_top = "", --depth_water_top = , --node_water = "", node_river_water = "default:dirt_with_dry_grass", y_min = 4, y_max = 35, heat_point = 60, humidity_point = 20, }) -- -- Register ores -- -- All mapgens except singlenode -- Blob ore first to avoid other ores inside blobs -- Gold minetest.register_ore({ ore_type = "blob", ore = "default:stone_with_gold", wherein = {"default:stone"}, clust_scarcity = 36 * 36 * 36, clust_size = 8, biomes = {"goldfields_esperence"}, y_min = -64, y_max = 0, noise_threshold = 0.8, noise_params = { offset = 0, scale = 3, spread = {x = 16, y = 16, z = 16}, seed = 891, octaves = 3, persist = 0.6 }, }) -- -- Decorations -- local function register_dry_grass_decoration(offset, scale, length) minetest.register_decoration({ deco_type = "simple", place_on = {"default:desert_sand"}, sidelen = 16, noise_params = { offset = offset, scale = scale, spread = {x = 200, y = 200, z = 200}, seed = 329, octaves = 3, persist = 0.6 }, biomes = {"goldfields_esperence"}, y_min = 5, y_max = 35, decoration = "default:dry_grass_"..length, }) end -- Dry grasses register_dry_grass_decoration(0.01, 0.05, 5) register_dry_grass_decoration(0.03, 0.03, 4) register_dry_grass_decoration(0.05, 0.01, 3) register_dry_grass_decoration(0.07, -0.01, 2) register_dry_grass_decoration(0.09, -0.03, 1) -- Spinifex minetest.register_decoration({ deco_type = "simple", place_on = {"default:desert_sand"}, sidelen = 80, fill_ratio = 0.05, biomes = {"goldfields_esperence"}, y_min = 6, y_max = 35, decoration = "australia:spinifex", }) -- -- Trees -- -- Desert Quandong aus.schematics.quandong_tree = {} local max_r = 4 local ht = 4 local fruit = "australia:quandong" local limbs = false local tree = "australia:quandong_tree" local leaves = "australia:quandong_leaves" for r = 3,max_r do local schem = aus.generate_tree_schematic(2, {x=r, y=ht, z=r}, tree, leaves, fruit, limbs) push(aus.schematics.quandong_tree, schem) minetest.register_decoration({ deco_type = "schematic", sidelen = 80, place_on = {"default:desert_sand"}, y_min = 6, y_max = 35, fill_ratio = (max_r-r+1)/15000, biomes = {"goldfields_esperence"}, schematic = schem, flags = "place_center_x, place_center_z", rotation = "random", }) end