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Add the Mantle
Adds a magma oceans region to the nether outside the existing nether caverns, which can be reached via tunnels. Other misc changes: * chatcomment nether_whereami, a debug aid for knowing which perlin-noise region you are in * Nether ores no longer obtainable on the ceiling * Move crafts into crafts.lua * Add steam to lava cooling, and play bubbling lava upon death by lava * Add cracked netherbrick a decorative node which can only be obtained from dungeons or structures I encourage someone to improve or replace the cracked netherbrick texture. For copyright purposes it's currently a derivative work (by me, 2020) from nether_brick.png, which is licensed under CC BY-SA 3.0 by PilzAdam, so it can fall under the "All other media" PilzAdam's credit in readme.md rather than need its own entry.
This commit is contained in:
260
mapgen.lua
260
mapgen.lua
@ -2,6 +2,12 @@
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Nether mod for minetest
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"mapgen.lua" is the modern biomes-based Nether mapgen, which
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requires Minetest v5.1 or greater
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"mapgen_nobiomes.lua" is the legacy version of the mapgen, only used
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in older versions of Minetest or in v6 worlds.
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Copyright (C) 2013 PilzAdam
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Permission to use, copy, modify, and/or distribute this software for
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@ -27,10 +33,32 @@ local NETHER_FLOOR = nether.DEPTH_FLOOR
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local TCAVE = 0.6
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local BLEND = 128
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-- parameters for central region
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local REGION_BUFFER_THICKNESS = 0.2
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local CENTER_REGION_LIMIT = TCAVE - REGION_BUFFER_THICKNESS -- Netherrack gives way to Deep-Netherrack here
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local CENTER_CAVERN_LIMIT = CENTER_REGION_LIMIT - 0.1 -- Deep-Netherrack gives way to air here
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local SURFACE_CRUST_LIMIT = CENTER_CAVERN_LIMIT * 0.25 -- Crusted-lava at the surface of the lava ocean gives way to liquid lava here
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local CRUST_LIMIT = CENTER_CAVERN_LIMIT * 0.85 -- Crusted-lava under the surface of the lava ocean gives way to liquid lava here
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local BASALT_COLUMN_UPPER_LIMIT = CENTER_CAVERN_LIMIT * 0.9 -- Basalt columns may appear between these upper and lower limits
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local BASALT_COLUMN_LOWER_LIMIT = CENTER_CAVERN_LIMIT * 0.25 -- This value is close to SURFACE_CRUST_LIMIT so basalt columns give way to "flowing" lava rivers
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-- Stuff
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local math_max, math_min = math.max, math.min -- avoid needing table lookups each time a common math function is invoked
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-- Shared Nether mapgen namespace
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-- For mapgen files to share functions and constants
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nether.mapgen = {}
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local mapgen = nether.mapgen
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mapgen.TCAVE = TCAVE -- const needed in mapgen_mantle.lua
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mapgen.BLEND = BLEND -- const needed in mapgen_mantle.lua
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mapgen.CENTER_REGION_LIMIT = CENTER_REGION_LIMIT -- const needed in mapgen_mantle.lua
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mapgen.CENTER_CAVERN_LIMIT = CENTER_CAVERN_LIMIT -- const needed in mapgen_mantle.lua
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mapgen.BASALT_COLUMN_UPPER_LIMIT = BASALT_COLUMN_UPPER_LIMIT -- const needed in mapgen_mantle.lua
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mapgen.BASALT_COLUMN_LOWER_LIMIT = BASALT_COLUMN_LOWER_LIMIT -- const needed in mapgen_mantle.lua
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mapgen.ore_ceiling = NETHER_CEILING - BLEND -- leave a solid 128 node cap of netherrack before introducing ores
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mapgen.ore_floor = NETHER_FLOOR + BLEND
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local debugf = nether.debug
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if minetest.read_schematic == nil then
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-- Using biomes to create the Nether requires the ability for biomes to set "node_cave_liquid = air".
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@ -41,6 +69,18 @@ if minetest.read_schematic == nil then
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error("This " .. nether.modname .. " mapgen requires Minetest v5.1 or greater, use mapgen_nobiomes.lua instead.", 0)
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end
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-- Load helper functions for generating the mantle / center region
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dofile(nether.path .. "/mapgen_mantle.lua")
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-- Misc math functions
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-- avoid needing table lookups each time a common math function is invoked
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local math_max, math_min, math_abs, math_floor = math.max, math.min, math.abs, math.floor
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-- Inject nether_caverns biome
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local function override_underground_biomes()
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-- https://forum.minetest.net/viewtopic.php?p=257522#p257522
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-- Q: Is there a way to override an already-registered biome so I can get it out of the
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@ -123,7 +163,7 @@ minetest.register_biome({
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node_stone = "nether:native_mapgen", -- nether:native_mapgen is used here to prevent the native mapgen from placing ores and decorations.
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node_filler = "nether:native_mapgen", -- The lua on_generate will transform nether:rack_native into nether:rack then decorate and add ores.
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node_dungeon = "nether:brick",
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--node_dungeon_alt = "default:mossycobble",
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node_dungeon_alt = "nether:brick_cracked",
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node_dungeon_stair = "stairs:stair_nether_brick",
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-- Setting node_cave_liquid to "air" avoids the need to filter lava and water out of the mapchunk and
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-- surrounding shell (overdraw nodes beyond the mapchunk).
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@ -152,19 +192,30 @@ minetest.register_ore({
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clust_scarcity = 11 * 11 * 11,
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clust_num_ores = 3,
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clust_size = 2,
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y_max = NETHER_CEILING,
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y_min = NETHER_FLOOR,
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y_max = mapgen.ore_ceiling,
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y_min = mapgen.ore_floor
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})
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minetest.register_ore({
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ore_type = "scatter",
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ore = "nether:lava_crust", -- crusted lava replaces of scattered glowstone in the mantle
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wherein = "nether:rack_deep",
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clust_scarcity = 16 * 16 * 16,
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clust_num_ores = 4,
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clust_size = 2,
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y_max = mapgen.ore_ceiling,
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y_min = mapgen.ore_floor
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})
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minetest.register_ore({
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ore_type = "scatter",
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ore = "default:lava_source",
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wherein = "nether:rack",
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wherein = {"nether:rack", "nether:rack_deep"},
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clust_scarcity = 36 * 36 * 36,
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clust_num_ores = 4,
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clust_size = 2,
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y_max = NETHER_CEILING,
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y_min = NETHER_FLOOR,
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y_max = mapgen.ore_ceiling,
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y_min = mapgen.ore_floor
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})
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minetest.register_ore({
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@ -173,8 +224,8 @@ minetest.register_ore({
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wherein = "nether:rack",
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clust_scarcity = 14 * 14 * 14,
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clust_size = 8,
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y_max = NETHER_CEILING,
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y_min = NETHER_FLOOR
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y_max = mapgen.ore_ceiling,
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y_min = mapgen.ore_floor
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})
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@ -182,7 +233,7 @@ minetest.register_ore({
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-- 3D noise
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local np_cave = {
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mapgen.np_cave = {
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offset = 0,
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scale = 1,
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spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
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@ -199,23 +250,29 @@ local nobj_cave = nil
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local nbuf_cave = {}
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local dbuf = {}
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local yblmin = NETHER_FLOOR + BLEND * 2
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local yblmax = NETHER_CEILING - BLEND * 2
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-- Content ids
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local c_air = minetest.get_content_id("air")
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local c_netherrack = minetest.get_content_id("nether:rack")
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local c_netherbrick = minetest.get_content_id("nether:brick")
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local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
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local c_dungeonbrick = minetest.get_content_id("nether:brick")
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local c_dungeonbrick_alt = minetest.get_content_id("nether:brick_cracked")
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local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick")
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local c_netherfence = minetest.get_content_id("nether:fence_nether_brick")
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local c_glowstone = minetest.get_content_id("nether:glowstone")
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local c_lava_source = minetest.get_content_id("default:lava_source")
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local c_lavasea_source = minetest.get_content_id("nether:lava_source") -- same as lava but with staggered animation to look better as an ocean
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local c_lava_crust = minetest.get_content_id("nether:lava_crust")
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local c_native_mapgen = minetest.get_content_id("nether:native_mapgen")
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-- Dungeon excavation functions
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function is_dungeon_brick(node_id)
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return node_id == c_dungeonbrick or node_id == c_dungeonbrick_alt
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end
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function build_dungeon_room_list(data, area)
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local result = {}
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@ -310,6 +367,8 @@ end
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-- (Corridors and the parts of rooms which extend beyond the emerge boundary will remain filled)
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function excavate_dungeons(data, area, rooms)
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local vi, node_id
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-- any air from the native mapgen has been replaced by netherrack, but
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-- we don't want this inside dungeons, so fill dungeon rooms with air
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for _, roomInfo in ipairs(rooms) do
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@ -319,9 +378,10 @@ function excavate_dungeons(data, area, rooms)
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for z = room_min.z, room_max.z do
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for y = room_min.y, room_max.y do
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local vi = area:index(room_min.x, y, z)
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vi = area:index(room_min.x, y, z)
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for x = room_min.x, room_max.x do
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if data[vi] == c_netherrack then data[vi] = c_air end
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node_id = data[vi]
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if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
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vi = vi + 1
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end
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end
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@ -346,20 +406,22 @@ function decorate_dungeons(data, area, rooms)
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local window_y = roomInfo.y + math_min(2, room_max.y - roomInfo.y - 1)
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if room_seed % 3 == 0 and room_max.y < maxEdge.y then
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-- Glowstone chandelier
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-- Glowstone chandelier (feel free to replace with a fancy schematic)
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local vi = area:index(roomInfo.x, room_max.y + 1, roomInfo.z)
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if data[vi] == c_netherbrick then data[vi] = c_glowstone end
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if is_dungeon_brick(data[vi]) then data[vi] = c_glowstone end
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elseif room_seed % 4 == 0 and room_min.y > minEdge.y
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and room_min.x > minEdge.x and room_max.x < maxEdge.x
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and room_min.z > minEdge.z and room_max.z < maxEdge.z then
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-- lava well (feel free to replace with a fancy schematic)
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local vi = area:index(roomInfo.x, room_min.y, roomInfo.z)
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if data[vi - yStride] == c_netherbrick then data[vi - yStride] = c_lava_source end
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if data[vi - zStride] == c_air then data[vi - zStride] = c_netherbrick_slab end
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if data[vi + zStride] == c_air then data[vi + zStride] = c_netherbrick_slab end
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if data[vi - xStride] == c_air then data[vi - xStride] = c_netherbrick_slab end
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if data[vi + xStride] == c_air then data[vi + xStride] = c_netherbrick_slab end
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if is_dungeon_brick(data[vi - yStride]) then
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data[vi - yStride] = c_lava_source
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if data[vi - zStride] == c_air then data[vi - zStride] = c_netherbrick_slab end
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if data[vi + zStride] == c_air then data[vi + zStride] = c_netherbrick_slab end
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if data[vi - xStride] == c_air then data[vi - xStride] = c_netherbrick_slab end
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if data[vi + xStride] == c_air then data[vi + xStride] = c_netherbrick_slab end
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end
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end
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-- Barred windows
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@ -377,15 +439,15 @@ function decorate_dungeons(data, area, rooms)
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local vi_max = area:index(room_max.x + 1, window_y, roomInfo.z)
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local locations = {-zStride, zStride, -zStride + yStride, zStride + yStride}
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for _, offset in ipairs(locations) do
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if data[vi_min + offset] == c_netherbrick then data[vi_min + offset] = window_node end
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if data[vi_max + offset] == c_netherbrick then data[vi_max + offset] = window_node end
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if is_dungeon_brick(data[vi_min + offset]) then data[vi_min + offset] = window_node end
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if is_dungeon_brick(data[vi_max + offset]) then data[vi_max + offset] = window_node end
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end
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vi_min = area:index(roomInfo.x, window_y, room_min.z - 1)
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vi_max = area:index(roomInfo.x, window_y, room_max.z + 1)
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locations = {-xStride, xStride, -xStride + yStride, xStride + yStride}
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for _, offset in ipairs(locations) do
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if data[vi_min + offset] == c_netherbrick then data[vi_min + offset] = window_node end
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if data[vi_max + offset] == c_netherbrick then data[vi_max + offset] = window_node end
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if is_dungeon_brick(data[vi_min + offset]) then data[vi_min + offset] = window_node end
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if is_dungeon_brick(data[vi_max + offset]) then data[vi_max + offset] = window_node end
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end
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end
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@ -395,8 +457,43 @@ function decorate_dungeons(data, area, rooms)
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end
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local yblmin = NETHER_FLOOR + BLEND * 2
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local yblmax = NETHER_CEILING - BLEND * 2
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-- At both the top and bottom of the Nether, as set by NETHER_CEILING and NETHER_FLOOR,
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-- there is a 128 deep cap of solid netherrack, followed by a 128-deep blending zone
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-- where Nether caverns may start to appear.
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-- The solid zones and blending zones are achieved by adjusting the np_cave noise to be
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-- outside the range where caverns form, this function returns that adjustment.
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--
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-- Returns two values: the noise limit adjustment for nether caverns, and the
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-- noise limit adjustment for the central region / mantle caverns
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mapgen.get_mapgenblend_adjustments = function(y)
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-- floorAndCeilingBlend will normally be 0, but shifts toward 1 in the
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-- blending zone, and goes higher than 1 in the solid zone between the
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-- blending zone and the end of the nether.
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local floorAndCeilingBlend = 0
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if y > yblmax then floorAndCeilingBlend = ((y - yblmax) / BLEND) ^ 2 end
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if y < yblmin then floorAndCeilingBlend = ((yblmin - y) / BLEND) ^ 2 end
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-- the nether caverns exist when np_cave noise is greater than TCAVE, so
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-- to fade out the nether caverns, adjust TCAVE upward.
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local tcave_adj = floorAndCeilingBlend
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-- the central regions exists when np_cave noise is below CENTER_REGION_LIMIT,
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-- so to fade out the mantle caverns adjust CENTER_REGION_LIMIT downward.
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local centerRegionLimit_adj = -(CENTER_REGION_LIMIT * floorAndCeilingBlend)
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return tcave_adj, centerRegionLimit_adj
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end
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-- On-generated function
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local tunnelCandidate_count = 0
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local tunnel_count = 0
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local total_chunk_count = 0
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local function on_generated(minp, maxp, seed)
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if minp.y > NETHER_CEILING or maxp.y < NETHER_FLOOR then
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@ -414,38 +511,120 @@ local function on_generated(minp, maxp, seed)
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local zCaveStride = yCaveStride * yCaveStride
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local chulens = {x = yCaveStride, y = yCaveStride, z = yCaveStride}
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nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chulens)
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nobj_cave = nobj_cave or minetest.get_perlin_map(mapgen.np_cave, chulens)
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local nvals_cave = nobj_cave:get_3d_map_flat(minp, nbuf_cave)
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local dungeonRooms = build_dungeon_room_list(data, area)
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local abs_cave_noise, abs_cave_noise_adjusted
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for y = y0, y1 do -- Y loop first to minimise tcave calculations
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local contains_nether = false
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local contains_shell = false
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local contains_mantle = false
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local contains_ocean = false
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local tcave = TCAVE
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if y > yblmax then tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2 end
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if y < yblmin then tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2 end
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for y = y0, y1 do -- Y loop first to minimise tcave & lava-sea calculations
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local sea_level, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(y)
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local above_lavasea = y > sea_level
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local below_lavasea = y < sea_level
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local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(y)
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local tcave = TCAVE + tcave_adj
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local tmantle = CENTER_REGION_LIMIT + centerRegionLimit_adj -- cavern_noise_adj already contains central_region_limit_adj, so tmantle is only for comparisons when cavern_noise_adj hasn't been added to the noise value
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local cavern_noise_adj =
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CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
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centerRegionLimit_adj -- cavern_noise_adj gets added to noise value instead of added to the limit np_noise is compared against, so subtract centerRegionLimit_adj so subtract centerRegionLimit_adj instead of adding
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for z = z0, z1 do
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local vi = area:index(x0, y, z) -- Initial voxelmanip index
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local ni = (z - z0) * zCaveStride + (y - y0) * yCaveStride + 1
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local noise2di = 1 + (z - z0) * yCaveStride
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for x = x0, x1 do
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local id = data[vi] -- Existing node
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local cave_noise = nvals_cave[ni]
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if nvals_cave[ni] > tcave then
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if cave_noise > tcave then
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-- Prime region
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-- This was the only region in initial versions of the Nether mod.
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-- It is the only region that portals from the surface will open into.
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data[vi] = c_air
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elseif id == c_air or id == c_native_mapgen then
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data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
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contains_nether = true
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elseif -cave_noise > tcave then
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-- Secondary/spare region
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-- This secondary region is unused until someone decides to do something cool or novel with it.
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-- Reaching here would require the player to first find and journey through the central region,
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-- as it's always separated from the Prime region by the central region.
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data[vi] = c_netherrack -- For now I've just left this region as solid netherrack instead of air.
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-- Only set contains_nether to true here if you want tunnels created between the secondary region
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-- and the central region.
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--contains_nether = true
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--data[vi] = c_air
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else
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-- netherrack walls and/or center region/mantle
|
||||
abs_cave_noise = math_abs(cave_noise)
|
||||
|
||||
-- abs_cave_noise_adjusted makes the center region smaller as distance from the lava ocean
|
||||
-- increases, we do this by pretending the abs_cave_noise value is higher.
|
||||
abs_cave_noise_adjusted = abs_cave_noise + cavern_noise_adj
|
||||
|
||||
if abs_cave_noise_adjusted >= CENTER_CAVERN_LIMIT then
|
||||
|
||||
local id = data[vi] -- Check existing node to avoid removing dungeons
|
||||
if id == c_air or id == c_native_mapgen then
|
||||
if abs_cave_noise < tmantle then
|
||||
data[vi] = c_netherrack_deep
|
||||
else
|
||||
-- the shell seperating the mantle from the rest of the nether...
|
||||
data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
|
||||
contains_shell = true
|
||||
end
|
||||
end
|
||||
|
||||
elseif above_lavasea then
|
||||
data[vi] = c_air
|
||||
contains_mantle = true
|
||||
elseif abs_cave_noise_adjusted < SURFACE_CRUST_LIMIT or (below_lavasea and abs_cave_noise_adjusted < CRUST_LIMIT) then
|
||||
data[vi] = c_lavasea_source
|
||||
contains_ocean = true
|
||||
else
|
||||
data[vi] = c_lava_crust
|
||||
contains_ocean = true
|
||||
end
|
||||
end
|
||||
|
||||
ni = ni + 1
|
||||
vi = vi + 1
|
||||
noise2di = noise2di + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if contains_mantle or contains_ocean then
|
||||
mapgen.add_basalt_columns(data, area, minp, maxp) -- function provided by mapgen_mantle.lua
|
||||
end
|
||||
|
||||
if contains_nether and contains_mantle then
|
||||
tunnelCandidate_count = tunnelCandidate_count + 1
|
||||
local success = mapgen.excavate_tunnel_to_center_of_the_nether(data, area, nvals_cave, minp, maxp) -- function provided by mapgen_mantle.lua
|
||||
if success then tunnel_count = tunnel_count + 1 end
|
||||
end
|
||||
total_chunk_count = total_chunk_count + 1
|
||||
if total_chunk_count % 50 == 0 then
|
||||
debugf(
|
||||
"%s of %s chunks contain both nether and lava-sea (%s%%), %s chunks generated a pathway (%s%%)",
|
||||
tunnelCandidate_count,
|
||||
total_chunk_count,
|
||||
math_floor(tunnelCandidate_count * 100 / total_chunk_count),
|
||||
tunnel_count,
|
||||
math_floor(tunnel_count * 100 / total_chunk_count)
|
||||
)
|
||||
end
|
||||
|
||||
-- any air from the native mapgen has been replaced by netherrack, but we
|
||||
-- don't want netherrack inside dungeons, so fill known dungeon rooms with air.
|
||||
excavate_dungeons(data, area, dungeonRooms)
|
||||
@ -453,10 +632,9 @@ local function on_generated(minp, maxp, seed)
|
||||
|
||||
vm:set_data(data)
|
||||
|
||||
-- avoid generating decorations on the underside of the bottom of the nether
|
||||
if minp.y > NETHER_FLOOR and maxp.y < NETHER_CEILING then minetest.generate_decorations(vm) end
|
||||
|
||||
minetest.generate_ores(vm)
|
||||
minetest.generate_decorations(vm)
|
||||
|
||||
vm:set_lighting({day = 0, night = 0}, minp, maxp)
|
||||
vm:calc_lighting()
|
||||
vm:update_liquids()
|
||||
@ -467,7 +645,7 @@ end
|
||||
-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
|
||||
-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
|
||||
function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
|
||||
local nobj_cave_point = minetest.get_perlin(np_cave)
|
||||
local nobj_cave_point = minetest.get_perlin(mapgen.np_cave)
|
||||
local air = 0 -- Consecutive air nodes found
|
||||
|
||||
local minp_schem, maxp_schem = nether.get_schematic_volume({x = target_x, y = 0, z = target_z}, nil, "nether_portal")
|
||||
|
Reference in New Issue
Block a user