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turn underwater pillars/stalagmites in the Sunless Sea into cave coral
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@ -9,6 +9,12 @@ local c_dry_flowstone = minetest.get_content_id("df_mapitems:dry_flowstone")
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local c_lava = minetest.get_content_id("default:lava_source")
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local c_obsidian = minetest.get_content_id("default:obsidian")
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local c_coral_table = {
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minetest.get_content_id("df_mapitems:cave_coral_1"),
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minetest.get_content_id("df_mapitems:cave_coral_2"),
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minetest.get_content_id("df_mapitems:cave_coral_3")
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}
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local mushroom_shrublist
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local fungispore_shrublist
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@ -357,14 +363,18 @@ local decorate_sunless_sea = function(minp, maxp, seed, vm, node_arrays, area, d
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-- columns
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for _, vi in ipairs(node_arrays.column_nodes) do
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if data[vi] == c_wet_flowstone then
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if area:get_y(vi) > sea_level then
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local heat = heatmap[index2d]
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if area:get_y(vi) > sea_level and heat > hot_zone_boundary and data[vi] == c_wet_flowstone then
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if heat > hot_zone_boundary then
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data[vi] = c_dry_flowstone
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end
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else
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data[vi] = c_coral_table[math.random(1,3)]
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end
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end
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end
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vm:set_param2_data(data_param2)
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end
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@ -209,7 +209,7 @@ local get_pit = function(pos)
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if region_mapblocks < 1 then return nil end
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local corner_xz = get_corner(pos)
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local next_seed = math.random(1, 2^31)
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local next_seed = math.floor(math.random() * 2^31)
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math.randomseed(corner_xz.x + corner_xz.z * 2 ^ 8 + mapgen_seed)
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local location = scatter_2d(corner_xz, pit_region_size, radius_pit_max + radius_pit_variance)
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local variance_multiplier = math.random()
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@ -42,6 +42,7 @@ local coral_names = {"df_mapitems:cave_coral_1", "df_mapitems:cave_coral_2", "df
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minetest.register_abm{
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label = "df_mapitems:shifting_coral",
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nodenames = {"group:dfcaverns_cave_coral"},
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neighbors = {"default:water_source"},
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interval = 2,
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chance = 10,
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action = function(pos)
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@ -173,7 +173,7 @@ minetest.register_craft({
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-- This ensures consistent random maximum to bloodthorn growth
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local max_bloodthorn_height = function(pos)
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local next_seed = math.random(1, 2^31)
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local next_seed = math.floor(math.random() * 2^31)
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math.randomseed(pos.x + pos.z * 2 ^ 8)
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local output = math.random(3,6)
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math.randomseed(next_seed)
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