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Dungeons: Use biome 'node_stone' if normal stone types not detected
Construct dungeons from the node defined as biome 'node_stone' if 'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not detected. Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
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@@ -308,7 +308,10 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes(biome_zero_level);
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MgStoneType mgstone_type;
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content_t biome_stone;
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generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
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// Generate caverns, tunnels and classic caves
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if (flags & MG_CAVES) {
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@@ -328,7 +331,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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// Generate dungeons
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if (flags & MG_DUNGEONS)
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generateDungeons(stone_surface_max_y, stone_type);
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generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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