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_lava = minetest.get_content_id("default:lava_source") local c_meseore = minetest.get_content_id("default:stone_with_mese") local c_mesecry = minetest.get_content_id("dfcaverns:glow_mese") ------------------------------------------------------------------------------------------- local lava_ceiling = function(area, data, ai, vi, bi) if math.random() < 0.005 then subterrane:giant_stalactite(ai, area, data, 6, 13, c_meseore, c_meseore, c_mesecry) end end local lava_sea_biome_def = { name = "dfcaverns_lava_sea", y_min = dfcaverns.config.lava_sea_min, y_max = dfcaverns.config.lava_sea_max, heat_point = 50, humidity_point = 50, _subterrane_ceiling_decor = lava_ceiling, } minetest.register_biome(lava_sea_biome_def) local airspace = (dfcaverns.config.lava_sea_max - dfcaverns.config.lava_sea_min) / 3 local data = {} minetest.register_on_generated(function(minp, maxp, seed) --if out of range of cave definition limits, abort if minp.y > dfcaverns.config.lava_sea_max - airspace or maxp.y < dfcaverns.config.lava_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 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 or data[vi] == c_water then data[vi] = c_lava end vi = vi + 1 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)