forked from mtcontrib/watershed
Add snowy plains biome to make grid of 9 biomes
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@ -1,4 +1,4 @@
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watershed 0.2.16 by paramat
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watershed 0.3.0 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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@ -29,7 +29,7 @@ function watershed_pinetree(x, y, z, area, data)
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for i = -2, 2 do
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for k = -2, 2 do
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if math.abs(i) == 2 or math.abs(k) == 2 then
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if math.random(5) ~= 2 then
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if math.random(7) ~= 2 then
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local vil = area:index(x + i, y + j, z + k)
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data[vil] = c_wsneedles
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local vila = area:index(x + i, y + j + 1, z + k)
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@ -42,7 +42,7 @@ function watershed_pinetree(x, y, z, area, data)
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for i = -1, 1 do
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for k = -1, 1 do
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if not (i == 0 and j == 0) then
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if math.random(7) ~= 2 then
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if math.random(11) ~= 2 then
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local vil = area:index(x + i, y + j, z + k)
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data[vil] = c_wsneedles
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local vila = area:index(x + i, y + j + 1, z + k)
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@ -55,14 +55,12 @@ function watershed_pinetree(x, y, z, area, data)
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for i = -1, 1 do
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for k = -1, 1 do
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if not (i == 0 and j == 0) then
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if math.random(7) ~= 2 then
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local vil = area:index(x + i, y + j, z + k)
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data[vil] = c_wsneedles
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local vil = area:index(x + i, y + j + 1, z + k)
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data[vil] = c_wsneedles
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local vila = area:index(x + i, y + j + 2, z + k)
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data[vila] = c_snowblock
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end
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local vil = area:index(x + i, y + j, z + k)
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data[vil] = c_wsneedles
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local vila = area:index(x + i, y + j + 1, z + k)
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data[vila] = c_wsneedles
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local vilaa = area:index(x + i, y + j + 2, z + k)
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data[vilaa] = c_snowblock
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end
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end
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end
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@ -129,7 +127,7 @@ function watershed_acaciatree(x, y, z, area, data)
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for i = -4, 4 do
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for k = -4, 4 do
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if not (i == 0 or k == 0) then
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if math.random(5) ~= 2 then
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if math.random(7) ~= 2 then
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local vil = area:index(x + i, y + j, z + k)
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data[vil] = c_wsaccleaf
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end
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@ -227,7 +225,7 @@ minetest.register_craft({
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replacements = {{"watershed:bucket_lava", "bucket:bucket_empty"}},
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})
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-- ABM
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-- Lavacooling
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minetest.register_abm({
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nodenames = {"watershed:lavaflow"},
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@ -310,13 +308,10 @@ function spawnplayer(player)
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octaves = 3,
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persist = 0.4
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}
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for chunk = 1, 64 do
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local xr = math.random(-2000, 2000)
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local zr = math.random(-2000, 2000)
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print ("[watershed] xr "..xr)
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print ("[watershed] zr "..zr)
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local x0 = math.floor((80 * math.floor((xr + 32) / 80)) - 32)
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local z0 = math.floor((80 * math.floor((zr + 32) / 80)) - 32)
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for chunk = 1, 32 do
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print ("[watershed] chunk "..chunk)
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local x0 = 80 * math.random(-24, 24) - 32
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local z0 = 80 * math.random(-24, 24) - 32
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local y0 = -32
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local x1 = x0 + 79
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local z1 = z0 + 79
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@ -354,7 +349,7 @@ function spawnplayer(player)
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- nvals_smooth[nixyz] * (1 - terblen)) ^ CANEXP * CANAMP
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end
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if y >= 1 and density > -0.01 and density < 0 then
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ysp = y + 2
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ysp = y
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xsp = x
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zsp = z
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break
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@ -376,9 +371,7 @@ function spawnplayer(player)
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break
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end
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end
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print ("[watershed] xsp "..xsp)
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print ("[watershed] ysp "..ysp)
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print ("[watershed] zsp "..zsp)
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print ("[watershed] spawn player ("..xsp.." "..ysp.." "..zsp..")")
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player:setpos({x=xsp, y=ysp, z=zsp})
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end
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137
init.lua
137
init.lua
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@ -1,13 +1,13 @@
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-- watershed 0.2.16 by paramat
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-- watershed 0.3.0 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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-- acacialeaf
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-- add snowy plains biome
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-- TODO
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-- all tree heights vary
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-- lava at surface: volcanic cone?
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-- tree heights vary
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-- fog
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-- singlenode and then game version
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-- Parameters
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@ -38,7 +38,6 @@ local HITET = 0.4 -- High temperature threshold
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local LOTET = -0.4 -- Low ..
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local ICETET = -0.8 -- Ice ..
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local HIHUT = 0.4 -- High humidity threshold
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local MIDHUT = 0 -- Mid ..
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local LOHUT = -0.4 -- Low ..
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local CLOHUT = 0 -- Cloud humidity threshold
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local DCLOHUT = 1 -- Dark cloud ..
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@ -365,26 +364,28 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local n_humid = nvals_humid[nixyz]
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local biome = false -- select biome for node
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if n_temp < LOTET then
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if n_humid < MIDHUT then
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if n_humid < LOHUT then
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biome = 1 -- tundra
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elseif n_humid > HIHUT then
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biome = 3 -- taiga
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else
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biome = 2 -- taiga
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biome = 2 -- snowy plains
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end
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elseif n_temp > HITET then
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if n_humid < LOHUT then
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biome = 6 -- desert
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biome = 7 -- desert
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elseif n_humid > HIHUT then
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biome = 8 -- rainforest
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biome = 9 -- rainforest
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else
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biome = 7 -- savanna
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biome = 8 -- savanna
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end
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else
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if n_humid < LOHUT then
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biome = 3 -- dry grassland
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biome = 4 -- dry grassland
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elseif n_humid > HIHUT then
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biome = 5 -- deciduous forest
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biome = 6 -- deciduous forest
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else
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biome = 4 -- grassland
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biome = 5 -- grassland
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end
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end
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@ -405,7 +406,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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or (densityper >= 0.84 and densityper <= 0.87)
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or (densityper >= 0.92 and densityper <= 0.95) then
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data[vi] = c_sandstone
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elseif biome == 6 and density < TSTONE * 3 then -- desert stone
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elseif biome == 7 and density < TSTONE * 3 then -- desert stone
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data[vi] = c_wsredstone
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elseif math.abs(nvals_ore[nixyz]) < ORET then -- if seam
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if densityper >= 0.9 and densityper <= 0.9 + ORETHI
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@ -442,30 +443,33 @@ minetest.register_on_generated(function(minp, maxp, seed)
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or y <= YWAT + 1 + math.random(2) then
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data[vi] = c_sand
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elseif nofis then -- fine materials cut by fissures
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if biome == 6 then
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data[vi] = c_desand
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under[si] = 6 -- desert
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elseif biome == 7 then
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data[vi] = c_wsdirt
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under[si] = 7 -- savanna
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elseif biome == 8 then
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data[vi] = c_wsdirt
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under[si] = 8 -- rainforest
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elseif biome == 3 then
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data[vi] = c_wsdirt
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under[si] = 3 -- dry grassland
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elseif biome == 4 then
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data[vi] = c_wsdirt
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under[si] = 4 -- grassland
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elseif biome == 5 then
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data[vi] = c_wsdirt
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under[si] = 5 -- forest
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elseif biome == 1 then
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if biome == 1 then
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data[vi] = c_wspermafrost
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under[si] = 1 -- tundra
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elseif biome == 2 then
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data[vi] = c_wsdirt
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under[si] = 2 -- taiga
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under[si] = 2 -- snowy plains
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elseif biome == 3 then
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data[vi] = c_wsdirt
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under[si] = 3 -- taiga
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elseif biome == 4 then
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data[vi] = c_wsdirt
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under[si] = 4 -- dry grassland
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elseif biome == 5 then
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data[vi] = c_wsdirt
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under[si] = 5 -- grassland
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elseif biome == 6 then
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data[vi] = c_wsdirt
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under[si] = 6 -- forest
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elseif biome == 7 then
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data[vi] = c_desand
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under[si] = 7 -- desert
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elseif biome == 8 then
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data[vi] = c_wsdirt
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under[si] = 8 -- savanna
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elseif biome == 9 then
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data[vi] = c_wsdirt
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under[si] = 9 -- rainforest
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end
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else -- fissure
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stable[si] = 0
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@ -476,7 +480,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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data[vi] = c_ice
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else
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data[vi] = c_water
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if y == YWAT and biome >= 6 and stable[si] >= 1
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if y == YWAT and biome >= 7 and stable[si] >= 1
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and math.random(PAPCHA) == 2 then -- papyrus in desert and rainforest
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watershed_papyrus(x, y, z, area, data)
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end
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@ -521,13 +525,32 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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end
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elseif under[si] == 2 then
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if n_humid > HIHUT and math.random(PINCHA) == 2 then
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data[viu] = c_dirtsnow
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data[vi] = c_snowblock
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elseif under[si] == 3 then
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if math.random(PINCHA) == 2 then
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watershed_pinetree(x, y, z, area, data)
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else
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data[viu] = c_dirtsnow
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data[vi] = c_snowblock
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end
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elseif under[si] == 4 then
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data[viu] = c_wsdrygrass
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if math.random(GRACHA) == 2 then
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if math.random(5) == 2 then
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data[vi] = c_wsgoldgrass
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else
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data[vi] = c_dryshrub
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end
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end
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elseif under[si] == 5 then
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data[viu] = c_wsgrass
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if math.random(FLOCHA) == 2 then
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watershed_flower(data, vi, fnoise)
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elseif math.random(GRACHA) == 2 then
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data[vi] = c_grass5
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end
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elseif under[si] == 6 then
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if math.random(APTCHA) == 2 then
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watershed_appletree(x, y, z, area, data)
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else
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@ -540,32 +563,13 @@ minetest.register_on_generated(function(minp, maxp, seed)
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data[vi] = c_grass5
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end
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end
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elseif under[si] == 3 then
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data[viu] = c_wsdrygrass
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if math.random(GRACHA) == 2 then
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if math.random(5) == 2 then
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data[vi] = c_wsgoldgrass
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else
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data[vi] = c_dryshrub
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end
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end
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elseif under[si] == 4 then
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data[viu] = c_wsgrass
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if math.random(FLOCHA) == 2 then
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watershed_flower(data, vi, fnoise)
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elseif math.random(GRACHA) == 2 then
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data[vi] = c_grass5
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elseif under[si] == 7 and n_temp < HITET + 0.1 then
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if math.random(CACCHA) == 2 then
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watershed_cactus(x, y, z, area, data)
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elseif math.random(DRYCHA) == 2 then
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data[vi] = c_dryshrub
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end
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elseif under[si] == 8 then
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if math.random(JUTCHA) == 2 then
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watershed_jungletree(x, y, z, area, data)
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else
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data[viu] = c_wsgrass
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if math.random(JUGCHA) == 2 then
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data[vi] = c_jungrass
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end
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end
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elseif under[si] == 7 then
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if math.random(ACACHA) == 2 then
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watershed_acaciatree(x, y, z, area, data)
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else
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@ -574,11 +578,14 @@ minetest.register_on_generated(function(minp, maxp, seed)
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data[vi] = c_wsgoldgrass
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end
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end
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elseif under[si] == 6 and n_temp < HITET + 0.1 then
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if math.random(CACCHA) == 2 then
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watershed_cactus(x, y, z, area, data)
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elseif math.random(DRYCHA) == 2 then
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data[vi] = c_dryshrub
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elseif under[si] == 9 then
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if math.random(JUTCHA) == 2 then
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watershed_jungletree(x, y, z, area, data)
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else
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data[viu] = c_wsgrass
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if math.random(JUGCHA) == 2 then
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data[vi] = c_jungrass
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end
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end
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end
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end
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