dfcaverns/df_caverns/level3.lua
FaceDeer 98fb313eb1
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.

* update mapgen_helper

* import ClockGen's giant mushroom schematics, make them and giant ferns growable

* add giant jungle mushroom, rough out actual cavern layer code framework

* fungal ceiling decorations

* decorate fungal floor a bit

* update mapgen_helper

* update primordial mushroom schematic placement to ensure it fits

* add giant mycelium fungoidal structure

* add giant mycelium to mapgen

* fix settings for giant mycelium

* make mycelium grow when players aren't present

* allow mycelium growth to pause when it hits unloaded areas

* add a use for giant mycelium

* make giant mushrooms edible, make jungle trees growable

* rough out the jungle biome

* Make a spectrum of jungle growth

* optimize pngs, add is_ground_content to everything

* use custom is_ground_content method

* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area

* more fixes for overgen support

* remove unintentional airspace from underside of slade

* fix for overgen crash in level 2

* primordial column material, add sealed shafts to underworld

* add seal block

* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.

* puzzle seals now fully functional. Need to add clues for decoding the keys next.

* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation

* add flowers to the underworld warrior bones

* switch to a different key bell

* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages

* add a clue to the seal formspec

* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1

* switch to compositing to save a few bytes

* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent

* puzzle particle, bones were only spawning on top of structures

* fix ice/oil on level 3, tweak some loot probabilities

* add trail mod support

* remove deprecated files

* boost default plant growth delay, add growing selection boxes

* update map colours

* add named waypoints to the underworld

* try a more efficient way of changing the interiors of columns

* polishing up the Primordial layer

* update guide with some Primordial teasers

* updated magma sea screenshot

* update mapgen_helper and subterrane

* reduce density of megaflora a bit - was too hard to walk through

* spreading_dirt_type depends on light, create my own ABM instead

* add names to the glowing pits and some of the ruins

* separate setting for ruin markers

* record identity of slade-breachers

* make mycelia climbable

* update subterrane

* change surface tunnel detection to allow above-ground stalactites and stalagmites

* add rare thicker Goblin Caps, suitable for use as huts.

* better goblin cap schematics

* update colours

* make it slightly harder to dig down through amethyst sheathing of pits

* fixing up fungus light sensitivity, tree growth code

* fix a few minor bugs

* update deprecated functions

* add various eating sounds

* make mapping kit requirement more flexible

* update spindlestem growth code, remove deprecated functions

* fix leftover undefined variable

* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.

* fix bones formspec

* add lbm to upgrade old bones

* fix slade undiggability

* make torchspines smokey and manually lightable

* fix drop definitions

* generate dry stalactites in near-surface caverns.

* caverns become far too smokey, alas

* add pitter patter of spore tree spores, alternate paper recipe

* new mapgen_helper metrics

* add smokey back to torchspine now that it can be dialed down a bit

* replace glowstone texture with a new animated one

* switch from ABM to node timer for mapgen mycelium growth

* make mapgen mycelium timer delay configurable

* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences

* remove the smoke from torchspines again - it doesn't dissipate that deep underground

* give slade a more muted, gloomy hue to differentiate it from nether stone

* update screenshots with new slade colors

* update mapgen_helper
2020-02-12 23:49:17 -07:00

532 lines
19 KiB
Lua

local c_water = minetest.get_content_id("default:water_source")
local c_air = minetest.get_content_id("air")
local c_desert_sand = minetest.get_content_id("default:desert_sand")
local c_stone_with_coal = minetest.get_content_id("default:stone_with_coal")
local c_silver_sand = minetest.get_content_id("default:silver_sand")
local c_snow = minetest.get_content_id("default:snow")
local c_ice = minetest.get_content_id("default:ice")
local c_hoar_moss = minetest.get_content_id("df_mapitems:ice_with_hoar_moss")
local c_gravel = minetest.get_content_id("default:gravel")
local c_oil = minetest.get_content_id("oil:oil_source")
local c_cobble_fungus_fine = minetest.get_content_id("df_mapitems:cobble_with_floor_fungus_fine")
local c_cobble_fungus = minetest.get_content_id("df_mapitems:cobble_with_floor_fungus")
local c_cobble = minetest.get_content_id("default:cobble")
local c_wet_flowstone = minetest.get_content_id("df_mapitems:wet_flowstone")
local c_dry_flowstone = minetest.get_content_id("df_mapitems:dry_flowstone")
local c_glow_ore = minetest.get_content_id("df_mapitems:glow_ruby_ore")
local c_salty_cobble = minetest.get_content_id("df_mapitems:salty_cobble")
local c_salt_crystal = minetest.get_content_id("df_mapitems:salt_crystal")
local c_sprite
if minetest.get_modpath("ice_sprites") then
c_sprite = minetest.get_content_id("ice_sprites:ice_sprite")
end
local subsea_level = math.floor(df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.level2_min) * 0.33)
local flooding_threshold = math.min(df_caverns.config.tunnel_flooding_threshold, df_caverns.config.cavern_threshold)
local ice_thickness = 3
local get_biome = function(heat, humidity)
if humidity < 23 then -- about 20% of locations fall below this threshold
return "barren"
elseif heat < 50 then
return "blackcap"
else
return "bloodnether"
end
end
local black_cap_shrublist
local nether_cap_shrublist
local blood_thorn_shrublist
if minetest.get_modpath("df_farming") then
black_cap_shrublist = {
df_farming.spawn_dead_fungus_vm,
}
nether_cap_shrublist = {
df_farming.spawn_dead_fungus_vm,
df_farming.spawn_dead_fungus_vm,
df_farming.spawn_dead_fungus_vm,
df_farming.spawn_cavern_fungi_vm,
}
blood_thorn_shrublist = {
df_farming.spawn_quarry_bush_vm,
df_farming.spawn_dead_fungus_vm,
df_farming.spawn_dead_fungus_vm,
}
end
local hoar_moss_perlin_params = {
offset = 0,
scale = 1,
spread = {x = 3, y = 30, z = 3},
seed = 345421,
octaves = 3,
persist = 0.63,
lacunarity = 2.0,
flags = "eased",
}
local black_cap_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
if math.random() < 0.25 then
data[vi] = c_stone_with_coal
else
data[vi] = c_cobble_fungus
end
if abs_cracks < 0.1 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
elseif abs_cracks < 0.15 and math.random() < 0.3 then
df_trees.spawn_torchspine_vm(vi+area.ystride, area, data, data_param2)
else
if math.random() < 0.05 then
df_caverns.place_shrub(vi+area.ystride, area, data, data_param2, black_cap_shrublist)
elseif math.random() < 0.01 and abs_cracks > 0.25 then
df_trees.spawn_black_cap_vm(vi+area.ystride, area, data)
end
end
end
local nether_cap_cavern_floor = function(cracks, abs_cracks, vert_rand, vi, area, data, data_param2)
local ystride = area.ystride
if abs_cracks < 0.1 then
if vert_rand < 0.004 then
subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
else
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
else
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
end
end
end
if cracks < -0.3 then
data[vi] = c_silver_sand
if math.random() < 0.025 then
df_trees.spawn_nether_cap_vm(vi+ystride, area, data)
elseif math.random() < 0.05 then
df_caverns.place_shrub(vi+ystride, area, data, data_param2, nether_cap_shrublist)
elseif cracks < -0.4 and cracks > -0.6 then
data[vi + ystride] = c_snow
end
elseif cracks > 0.1 then
if math.random() < 0.002 then
df_trees.spawn_nether_cap_vm(vi+ystride, area, data)
else
data[vi] = c_ice
end
if cracks > 0.4 then
data[vi + ystride] = c_ice
if cracks > 0.6 then
data[vi + 2*ystride] = c_ice
end
end
end
end
local nether_cap_cavern_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
local ystride = area.ystride
if abs_cracks < 0.1 then
if vert_rand < 0.01 then
subterrane.big_stalactite(vi-ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
else
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
else
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
end
end
end
if c_sprite and abs_cracks < 0.5 and math.random() < 0.02 then
local sprite_vi = vi-ystride*math.random(1,5)
if data[sprite_vi] == c_air and area:containsi(sprite_vi) then
data[sprite_vi] = c_sprite
minetest.get_node_timer(area:position(sprite_vi)):start(1)
end
end
end
local blood_thorn_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
local ai = vi+area.ystride
if abs_cracks < 0.075 then
if vert_rand < 0.004 then
subterrane.big_stalagmite(ai, area, data, 6, 15, c_dry_flowstone, c_dry_flowstone, c_dry_flowstone)
elseif data[vi] ~= c_air and math.random() < 0.5 then
data[vi] = c_salty_cobble
if data[ai] == c_air and math.random() < 0.25 then
data[ai] = c_salt_crystal
data_param2[ai] = math.random(1,4)-1
end
else
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
local height = math.floor(abs_cracks * 66)
subterrane.stalagmite(ai, area, data, data_param2, param2, height, df_mapitems.dry_stalagmite_ids)
end
elseif math.random() > abs_cracks + 0.66 then
df_trees.spawn_blood_thorn_vm(ai, area, data, data_param2)
data[vi] = c_desert_sand
else
if math.random() < 0.1 then
df_caverns.place_shrub(ai, area, data, data_param2, blood_thorn_shrublist)
data[vi] = c_desert_sand
elseif math.random() > 0.25 then
data[vi] = c_desert_sand
else
data[vi] = c_cobble
end
end
end
local hoar_moss_generator
local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
local heatmap = minetest.get_mapgen_object("heatmap")
local humiditymap = minetest.get_mapgen_object("humiditymap")
local data_param2 = df_caverns.data_param2
vm:get_param2_data(data_param2)
local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
local nvals_cave = node_arrays.nvals_cave
local cave_area = node_arrays.cave_area
local cavern_def = node_arrays.cavern_def
-- Partly fill flooded caverns and warrens
if minp.y <= subsea_level then
for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
local cave = nvals_cave[vi]
if y <= subsea_level and cave < -flooding_threshold then
if data[vi] == c_air and y <= subsea_level then
data[vi] = c_water
end
if (mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp)) then
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
if biome_name == "blackcap" then
-- oil slick
if y == subsea_level and data[vi] == c_water and math.abs(cave) + nvals_cracks[index2d]*0.025 < cavern_def.cave_threshold + 0.1 then
data[vi] = c_oil
end
elseif biome_name == "bloodnether" and y <= subsea_level and y > subsea_level - ice_thickness and data[vi] == c_water then
-- floating ice
data[vi] = c_ice
end
end
end
end
end
---------------------------------------------------------
-- Cavern floors
for _, vi in ipairs(node_arrays.cavern_floor_nodes) do
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local cracks = nvals_cracks[index2d]
local abs_cracks = math.abs(cracks)
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
-- underwater floor
local ystride = area.ystride
if abs_cracks > 0.25 and data[vi-ystride] ~= c_water then
data[vi] = c_gravel
end
-- put in only the large stalagmites that won't get in the way of the water
if abs_cracks < 0.1 then
if vert_rand < 0.004 then
subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_wet_flowstone, c_wet_flowstone, c_wet_flowstone)
end
end
elseif biome_name == "barren" then
if flooded_caverns then
-- wet zone floor
df_caverns.dry_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
else
-- dry zone floor, add crystals
if abs_cracks < 0.075 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
elseif abs_cracks > 0.3 and math.random() < 0.005 then
df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi+area.ystride, math.random(0,2), false)
end
end
elseif biome_name == "blackcap" then
black_cap_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
elseif biome_name == "bloodnether" then
if flooded_caverns then
nether_cap_cavern_floor(cracks, abs_cracks, vert_rand, vi, area, data, data_param2)
else
blood_thorn_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
end
end
end
--------------------------------------
-- Cavern ceilings
for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local abs_cracks = math.abs(nvals_cracks[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
-- underwater ceiling, do nothing
elseif biome_name == "blackcap" then
if abs_cracks < 0.1 then
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
end
if math.random() < 0.25 then
data[vi] = c_stone_with_coal
end
elseif biome_name == "barren" then
if flooded_caverns then
-- wet zone ceiling
if abs_cracks < 0.1 then
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
end
else
-- dry zone ceiling, add crystals
if abs_cracks < 0.1 then
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
end
if abs_cracks > 0.3 and math.random() < 0.005 then
df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,3), true)
end
end
elseif biome_name == "bloodnether" then
if flooded_caverns then
--Nethercap ceiling
nether_cap_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
else
-- bloodthorn ceiling
if abs_cracks < 0.075 then
if data[vi] ~= c_air and math.random() < 0.5 then
data[vi] = c_salty_cobble
local bi = vi - area.ystride
if data[bi] == c_air and math.random() < 0.25 then
data[bi] = c_salt_crystal
data_param2[bi] = 19 + math.random(1,4)
end
else
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
end
elseif abs_cracks > 0.75 and math.random() < 0.05 then
data[vi] = c_glow_ore
df_mapitems.place_big_crystal(data, data_param2, vi-area.ystride, true)
end
end
end
end
----------------------------------------------
-- Tunnel floors
for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
if flooded_caverns or biome_name == "blackcap" then
-- we're in flooded areas or are not barren
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
end
end
end
------------------------------------------------------
-- Tunnel ceiling
for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
if flooded_caverns or biome_name == "blackcap" then
-- we're in flooded areas or are not barren
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
end
else
-- air pockets
local ystride = area.ystride
local cracks = nvals_cracks[index2d]
if cracks > 0.5 and data[vi-ystride] == c_water then
data[vi-ystride] = c_air
if cracks > 0.7 and data[vi-ystride*2] == c_water then
data[vi-ystride*2] = c_air
end
end
end
end
------------------------------------------------------
-- Warren ceiling
for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
-- underwater ceiling, do nothing
elseif biome_name == "bloodnether" and flooded_caverns then
-- Nethercap warrens
local cracks = nvals_cracks[index2d]
local abs_cracks = math.abs(cracks)
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
local ystride = area.ystride
if abs_cracks < 0.15 then
if vert_rand < 0.004 then
subterrane.big_stalactite(vi-ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
else
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
else
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
end
end
end
else
if flooded_caverns or biome_name == "blackcap" then
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
end
end
end
----------------------------------------------
-- Warren floors
for _, vi in ipairs(node_arrays.warren_floor_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
-- underwater floor, do nothing
elseif biome_name == "bloodnether" and flooded_caverns then
-- nethercap warren
local cracks = nvals_cracks[index2d]
local abs_cracks = math.abs(cracks)
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
local ystride = area.ystride
if abs_cracks < 0.15 then
if vert_rand < 0.004 then
subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
else
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
local height =abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
else
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
end
end
elseif cracks > 0.4 then
data[vi + ystride] = c_ice
if cracks > 0.6 then
data[vi + 2*ystride] = c_ice
end
end
else
if flooded_caverns or biome_name == "blackcap" then
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
end
end
end
----------------------------------------------
-- Column material override for dry biome
for _, vi in ipairs(node_arrays.column_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0
if biome_name == "bloodnether" and data[vi] == c_wet_flowstone then
if not flooded_caverns then
data[vi] = c_dry_flowstone -- bloodthorn
else
if area:get_y(vi) > subsea_level - ice_thickness then
if data[vi + 1] == c_air or data[vi - 1] == c_air or data[vi + area.zstride] == c_air or data[vi - area.zstride] == c_air then
--surface node, potential hoar moss streak
-- This particular Perlin noise is only called in small amounts on rare occasions, so don't bother
-- with the full blown generated array rigamarole.
hoar_moss_generator = hoar_moss_generator or minetest.get_perlin(hoar_moss_perlin_params)
local pos = area:position(vi)
if hoar_moss_generator.get_3d and hoar_moss_generator:get_3d({x=pos.z, y=pos.y, z=pos.x}) > 0.5 then -- TODO: version 0.4.16 gets no hoar moss
data[vi] = c_hoar_moss
else
data[vi] = c_ice
end
else
data[vi] = c_ice
end
else
data[vi] = c_water -- ice columns shouldn't extend below the surface of the water. There should probably be a bulge below, though. Not sure best way to implement that.
end
end
elseif biome_name == "barren" and not flooded_caverns and data[vi] == c_wet_flowstone then
data[vi] = c_dry_flowstone
end
end
vm:set_param2_data(data_param2)
end
-- Layer 3
subterrane.register_layer({
name = "cavern layer 3",
y_max = df_caverns.config.level2_min-1,
y_min = df_caverns.config.level3_min,
cave_threshold = df_caverns.config.cavern_threshold,
boundary_blend_range = 64, -- range near ymin and ymax over which caves diminish to nothing
perlin_cave = df_caverns.perlin_cave,
perlin_wave = df_caverns.perlin_wave,
solidify_lava = true,
columns = {
maximum_radius = 20,
minimum_radius = 5,
node = "df_mapitems:wet_flowstone",
weight = 0.25,
maximum_count = 50,
minimum_count = 10,
},
decorate = decorate_level_3,
warren_region_variability_threshold = 0.33,
double_frequency = true,
is_ground_content = df_caverns.is_ground_content,
})