forked from nalc/nalc_game
		
	Generate clay
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		@@ -40,7 +40,37 @@ end
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minetest.register_on_generated(function(minp, maxp, seed)
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	generate_ore("default:stone_with_coal", "default:stone", minp, maxp, seed,   1/8/8/8, 5, -64, 64)
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	generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+1, 1/16/16/16, 5, 3, 7)
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	generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+1, 1/12/12/12, 5, -16, 2)
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	generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+1, 1/9/9/9, 5, -64, -17)
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	generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+2, 1/12/12/12, 5, -16, 2)
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	generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+3, 1/9/9/9, 5, -64, -17)
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	-- Generate clay
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	if maxp.y >= 2 and minp.y <= 0 then
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		-- Assume X and Z lengths are equal
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		local divlen = 4
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		local divs = (maxp.x-minp.x)/divlen+1;
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		for divx=1,divs do
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		for divz=1,divs do
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			local cx = minp.x + math.floor((divx+0.5)*divlen)
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			local cz = minp.z + math.floor((divz+0.5)*divlen)
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			local is_shallow = true
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			if minetest.env:get_node({x=cx-divlen*2,y=1,z=cz+0}).name == "default:water_source" or
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					minetest.env:get_node({x=cx+divlen*2,y=1,z=cz+0}).name == "default:water_source" or
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					minetest.env:get_node({x=cx,y=1,z=cz-divlen*2}).name == "default:water_source" or
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					minetest.env:get_node({x=cx,y=1,z=cz+divlen*2}).name == "default:water_source" then
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				is_shallow = false
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			end	
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			if is_shallow and
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					minetest.env:get_node({x=cx,y=1,z=cz}).name == "default:water_source" and
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					minetest.env:get_node({x=cx,y=0,z=cz}).name == "default:sand" then
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				for x1=-divlen,divlen do
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				for z1=-divlen,divlen do
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					if minetest.env:get_node({x=cx+x1,y=0,z=cz+z1}).name == "default:sand" then
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						minetest.env:set_node({x=cx+x1,y=0,z=cz+z1}, {name="default:clay"})
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					end
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				end
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				end
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			end
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		end
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		end
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	end
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end)
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