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use smaller stalactites.
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55
biomes.lua
55
biomes.lua
@ -40,12 +40,17 @@ local test_biome_floor = function(area, data, ai, vi, bi, param2_data)
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data[bi] = c_dirt_moss
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data[bi] = c_dirt_moss
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end
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end
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local drip_rand = subterrane:vertically_consistent_random(vi, area)
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if math.random() < 0.1 then
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if math.random() < 0.1 then
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--data[vi] = c_plump_helmet
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--data[vi] = c_plump_helmet
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--param2_data[vi] = math.random(0,3)
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--param2_data[vi] = math.random(0,3)
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data[vi] = c_cavern_fungi
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data[vi] = c_cavern_fungi
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elseif subterrane:vertically_consistent_random(vi, area) < 0.002 then
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elseif drip_rand < 0.1 then
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subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone)
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--subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone)
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local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
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local height = math.floor(drip_rand/0.1 * 5)
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subterrane:small_stalagmite(vi, area, data, param2_data, param2, height)
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elseif math.random() < 0.002 then
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elseif math.random() < 0.002 then
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dfcaverns.spawn_tower_cap_vm(bi, area, data)
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dfcaverns.spawn_tower_cap_vm(bi, area, data)
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end
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end
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@ -56,22 +61,47 @@ local test_biome_cave_floor = function(area, data, ai, vi, bi, param2_data)
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return
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return
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end
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end
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local drip_rand = subterrane:vertically_consistent_random(vi, area)
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if math.random() < 0.25 then
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if math.random() < 0.25 then
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data[bi] = c_dirt
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elseif math.random() < 0.25 then
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data[bi] = c_dirt_moss
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data[bi] = c_dirt_moss
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end
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if math.random() < 0.25 then
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if math.random() < 0.1 then
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--data[vi] = c_plump_helmet
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--data[vi] = c_plump_helmet
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--param2_data[vi] = math.random(0,3)
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--param2_data[vi] = math.random(0,3)
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data[vi] = c_cavern_fungi
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data[vi] = c_cavern_fungi
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end
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end
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elseif drip_rand < 0.075 then
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local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
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local height = math.floor(drip_rand/0.075 * 4)
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subterrane:small_stalagmite(vi, area, data, param2_data, param2, height)
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end
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end
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end
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local test_biome_ceiling = function(area, data, ai, vi, bi)
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local test_biome_cave_ceiling = function(area, data, ai, vi, bi, param2_data)
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if subterrane:vertically_consistent_random(vi, area) < 0.002 then
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if data[ai] ~= c_stone then
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subterrane:stalactite(ai, area, data, 6, 20, c_stone, c_stone, c_stone)
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return
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end
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local drip_rand = subterrane:vertically_consistent_random(vi, area)
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if drip_rand < 0.1 then
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local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
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local height = math.floor(drip_rand/0.1 * 5)
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subterrane:small_stalagmite(vi, area, data, param2_data, param2, -height)
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end
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end
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local test_biome_ceiling = function(area, data, ai, vi, bi, param2_data)
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if data[ai] ~= c_stone then
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return
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end
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local drip_rand = subterrane:vertically_consistent_random(vi, area)
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if drip_rand < 0.075 then
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--subterrane:stalactite(ai, area, data, 6, 20, c_stone, c_stone, c_stone)
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local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
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local height = math.floor(drip_rand/0.075 * 5)
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subterrane:small_stalagmite(vi, area, data, param2_data, param2, -height)
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elseif math.random() < 0.03 then
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elseif math.random() < 0.03 then
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dfcaverns.glow_worm_ceiling(area, data, ai, vi, bi)
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dfcaverns.glow_worm_ceiling(area, data, ai, vi, bi)
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end
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end
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@ -89,4 +119,5 @@ minetest.register_biome({
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_subterrane_floor_decor = test_biome_floor,
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_subterrane_floor_decor = test_biome_floor,
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_subterrane_fill_node = c_air,
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_subterrane_fill_node = c_air,
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_subterrane_cave_floor_decor = test_biome_cave_floor,
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_subterrane_cave_floor_decor = test_biome_cave_floor,
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_subterrane_cave_ceiling_decor = test_biome_cave_ceiling,
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})
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})
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@ -37,6 +37,7 @@ minetest.register_node("dfcaverns:cavern_fungi", {
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paramtype = "light",
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paramtype = "light",
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walkable = false,
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walkable = false,
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buildable_to = true,
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buildable_to = true,
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light_source = 6,
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groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, light_sensitive_fungus = 11},
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groups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, light_sensitive_fungus = 11},
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sounds = default.node_sound_leaves_defaults(),
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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selection_box = {
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