local c_water = minetest.get_content_id("default:water_source") local c_air = minetest.get_content_id("air") local c_stone = minetest.get_content_id("default:stone") local c_cobble = minetest.get_content_id("default:cobble") local c_dirt = minetest.get_content_id("default:dirt") local c_sand = minetest.get_content_id("default:sand") local c_dirt_moss = minetest.get_content_id("dfcaverns:dirt_with_cave_moss") local c_cobble_fungus = minetest.get_content_id("dfcaverns:cobble_with_floor_fungus") local c_dead_fungus = minetest.get_content_id("dfcaverns:dead_fungus") -- param2 = 0 local c_cavern_fungi = minetest.get_content_id("dfcaverns:cavern_fungi") -- param2 = 0 local c_glow_water = minetest.get_content_id("dfcaverns:glow_water_source") ------------------------------------------------------------------------------------------- local sunless_sea_underwater_floor = function(area, data, ai, vi, bi, param2_data) if data[bi] ~= c_stone then return end data[bi] = c_dirt if math.random() < 0.001 then data[vi] = c_glow_water end end local sunless_sea_biome_def = { name = "dfcaverns_sunless_sea", y_min = dfcaverns.config.sunless_sea_min, y_max = dfcaverns.config.sunless_sea_level, heat_point = 50, humidity_point = 50, _subterrane_fill_node = c_water, _subterrane_cave_fill_node = c_water, _subterrane_mitigate_lava = true, _subterrane_floor_decor = sunless_sea_underwater_floor, } minetest.register_biome(sunless_sea_biome_def) local data = {} minetest.register_on_generated(function(minp, maxp, seed) --if out of range of cave definition limits, abort if minp.y > dfcaverns.config.sunless_sea_level or maxp.y < dfcaverns.config.sunless_sea_min then return end --easy reference to commonly used values local t_start = os.clock() local x_max = maxp.x local y_max = maxp.y local z_max = maxp.z local x_min = minp.x local y_min = minp.y local z_min = minp.z local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} vm:get_data(data) for z = z_min, z_max do -- for each xy plane progressing northwards for y = y_min, y_max do -- for each x row progressing upwards if y <= dfcaverns.config.sunless_sea_level then local vi = area:index(x_min, y, z) --current node index for x = x_min, x_max do -- for each node do if data[vi] == c_air then data[vi] = c_water end vi = vi + 1 end end end end --send data back to voxelmanip vm:set_data(data) --calc lighting vm:set_lighting({day = 0, night = 0}) vm:calc_lighting() --write it to world vm:write_to_map() end)