minetest.register_on_generated(function(minp, maxp, seed) if maxp.y >= 2 and minp.y <= 0 then -- Generate flowers local perlin1 = minetest.get_perlin(436, 3, 0.6, 100) -- Assume X and Z lengths are equal local divlen = 16 local divs = (maxp.x-minp.x)/divlen+1; for divx=0,divs-1 do for divz=0,divs-1 do local x0 = minp.x + math.floor((divx+0)*divlen) local z0 = minp.z + math.floor((divz+0)*divlen) local x1 = minp.x + math.floor((divx+1)*divlen) local z1 = minp.z + math.floor((divz+1)*divlen) -- Determine flowers amount from perlin noise local grass_amount = math.floor(perlin1:get2d({x=x0, y=z0}) ^ 3 * 9) -- Find random positions for flowers based on this random local pr = PseudoRandom(seed+456) for i=0,grass_amount do local x = pr:next(x0, x1) local z = pr:next(z0, z1) -- Find ground level (0...15) local ground_y = nil for y=30,0,-1 do if minetest.get_node({x=x,y=y,z=z}).name ~= "air" then ground_y = y break end end if ground_y then local p = {x=x,y=ground_y+1,z=z} local nn = minetest.get_node(p).name -- Check if the node can be replaced if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].buildable_to then nn = minetest.get_node({x=x,y=ground_y,z=z}).name if nn == "default:dirt_with_grass" then local flower_choice = pr:next(1, 6) local flower if flower_choice == 1 then flower = "flowers:tulip" elseif flower_choice == 2 then flower = "flowers:rose" elseif flower_choice == 3 then flower = "flowers:dandelion_yellow" elseif flower_choice == 4 then flower = "flowers:dandelion_white" elseif flower_choice == 5 then flower = "flowers:geranium" elseif flower_choice == 6 then flower = "flowers:viola" end minetest.set_node(p, {name=flower}) end end end end end end end end)