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Less grasses, shrubs. Stone waterseal around streams. Fog in humod valleys
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215
init.lua
215
init.lua
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@ -4,11 +4,15 @@
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-- License: code WTFPL, textures CC BY-SA
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-- Red cobble texture CC BY-SA by brunob.santos
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-- less grass and shrubs
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-- stone waterseal around streams
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-- fog in humid valleys
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-- Parameters
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local YMIN = -33000 -- Approximate base of realm stone
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local YMAX = 33000 -- Approximate top of atmosphere / mountains / floatlands
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local TERCEN = -80 -- Terrain 'centre', average seabed level
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local TERCEN = -128 -- Terrain zero level, average seabed
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local YWAT = 1 -- Sea surface y
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local YSAV = 5 -- Average sandline y, dune grasses above this
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local SAMP = 3 -- Sandline amplitude
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@ -21,7 +25,6 @@ local BASAMP = 0.4 -- Base terrain amplitude
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local MIDAMP = 0.2 -- Mid terrain amplitude
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local CANAMP = 0.5 -- Canyon terrain maximum amplitude
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local ATANAMP = 1.1 -- Arctan function amplitude, smaller = more and larger floatlands above ridges
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local BLENEXP = 2 -- Terrain blend exponent
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local TSTONE = 0.02 -- Density threshold for stone, depth of soil at TERCEN
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local TRIVER = -0.03
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@ -30,29 +33,31 @@ local TSTREAM = -0.01
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local TSSAND = -0.011
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local TLAVA = 2.3 -- Maximum densitybase threshold for lava, small because grad is non-linear
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local TFIS = 0.01 -- Fissure threshold, controls width
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local TSEAM = 0.1 -- Seam threshold, width of seams
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local ORETHI = 0.002 -- Ore seam thickness tuner
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local SEAMT = 0.2 -- Seam threshold, width of seams
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local BERGDEP = 32 -- Maximum iceberg depth
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local TFOG = -0.04 -- Fog top densitymid threshold
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local HITET = 0.35 -- High temperature threshold
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local LOTET = -0.35 -- Low ..
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local ICETET = -0.7 -- Ice ..
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local HIHUT = 0.35 -- High humidity threshold
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local LOHUT = -0.35 -- Low ..
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local BLEND = 0.03 -- Biome blend randomness
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local FOGHUT = 1.0 -- Fog ..
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local BLEND = 0.02 -- Biome blend randomness
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local PINCHA = 36 -- Pine tree 1/x chance per node
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local APTCHA = 36 -- Appletree
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local FLOCHA = 36 -- Flower
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local GRACHA = 9 -- Grassland grasses
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local FLOCHA = 121 -- Flower
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local GRACHA = 25 -- Grassland grasses
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local JUTCHA = 16 -- Jungletree
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local JUGCHA = 9 -- Junglegrass
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local JUGCHA = 16 -- Junglegrass
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local CACCHA = 841 -- Cactus
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local DRYCHA = 169 -- Dry shrub
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local PAPCHA = 4 -- Papyrus
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local ACACHA = 841 -- Acacia tree
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local GOGCHA = 9 -- Golden grass
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local DUGCHA = 9 -- Dune grass
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local GOGCHA = 16 -- Golden grass
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local PAPCHA = 4 -- Papyrus
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local DUGCHA = 25 -- Dune grass
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-- 3D noise for terrain
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@ -103,7 +108,7 @@ local np_humid = {
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local np_seam = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=256, z=256},
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spread = {x=512, y=512, z=512},
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seed = -992221,
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octaves = 2,
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persist = 0.5
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@ -120,7 +125,7 @@ local np_strata = {
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persist = 0.5
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}
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-- 2D noise for mid terrain
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-- 2D noise for mid terrain / streambed height
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local np_mid = {
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offset = 0,
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@ -131,7 +136,7 @@ local np_mid = {
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persist = 0.5
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}
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-- 2D noise for base terrain / riverbed height, terrain blend, river and river sand depth
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-- 2D noise for base terrain / riverbed height
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local np_base = {
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offset = 0,
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@ -267,7 +272,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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for x = x0, x1 do -- for each node do
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local si = x - x0 + 1 -- stable, under tables index
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-- noise values for node
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local n_terrain = nvals_terrain[nixyz]
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local n_absterrain = math.abs(nvals_terrain[nixyz])
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local n_fissure = nvals_fissure[nixyz]
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local n_temp = nvals_temp[nixyz]
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local n_humid = nvals_humid[nixyz]
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@ -275,20 +280,20 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local n_strata = nvals_strata[nixyz]
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local n_absmid = math.abs(nvals_mid[nixz])
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local n_base = nvals_base[nixz]
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local n_absbase = math.abs(nvals_base[nixz])
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local n_xlscale = nvals_xlscale[nixz]
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local n_magma = nvals_magma[nixz]
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-- get densitybase and density
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local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
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local densitybase = (1 - math.abs(n_base)) * BASAMP + n_xlscale * XLSAMP + grad
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local densitybase = (1 - n_absbase) * BASAMP + n_xlscale * XLSAMP + grad
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local densitymid = n_absmid * MIDAMP + densitybase
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local density = math.abs(n_terrain) * CANAMP * n_absmid + densitymid
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local density = n_absterrain * CANAMP * n_absmid + densitymid
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-- other values
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local terblen = (math.max(1 - math.abs(n_base), 0)) ^ BLENEXP -- = 1 at ridge
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local triver = TRIVER * (1 - terblen) -- river threshold
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local trsand = TRSAND * (1 - terblen) -- sand threshold
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local tstream = TSTREAM * (1 - n_absmid)
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local tssand = TSSAND * (1 - n_absmid)
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local terblen = math.max(1 - n_absbase, 0) -- = 1 at ridge
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local triver = TRIVER * n_absbase -- river threshold
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local trsand = TRSAND * n_absbase -- sand
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local tstream = TSTREAM * (1 - n_absmid) -- river sand
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local tssand = TSSAND * (1 - n_absmid) -- stream sand
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local tstone = TSTONE * (1 + grad * 0.5) -- stone threshold
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local tlava = TLAVA * (1 - n_magma ^ 4 * terblen ^ 16 * 0.5) -- lava threshold
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local ysand = YSAV + n_fissure * SAMP + math.random() * 2 -- sandline
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@ -372,8 +377,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
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stable[si] = 1
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under[si] = 0
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elseif density >= tstone and nofis -- stone cut by fissures
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or (density >= tstone and density < TSTONE * 1.5 and y <= YWAT) -- stone around water
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or (density >= tstone and density < TSTONE * 1.5 and densitybase >= triver ) then -- stone around river
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or (density >= tstone and density < TSTONE * 1.2 and y <= YWAT) -- stone around water
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or (density >= tstone and density < TSTONE * 1.2 and densitybase >= triver ) -- stone around river
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or (density >= tstone and density < TSTONE * 1.2 and densitymid >= tstream ) then -- stone around stream
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local densitystr = n_strata * 0.25 + (TERCEN - y) / TERSCA
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local densityper = densitystr - math.floor(densitystr) -- periodic strata 'density'
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if (densityper >= 0.05 and densityper <= 0.09) -- sandstone strata
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@ -386,7 +392,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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data[vi] = c_sandstone
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elseif biome == 7 and density < TSTONE * 3 then -- desert stone as surface layer
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data[vi] = c_wsredstone
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elseif math.abs(n_seam) < SEAMT then
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elseif math.abs(n_seam) < TSEAM then
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if densityper >= 0 and densityper <= ORETHI * 4 then -- ore seams
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data[vi] = c_stocoal
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elseif densityper >= 0.3 and densityper <= 0.3 + ORETHI * 4 then
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@ -503,7 +509,79 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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stable[si] = 0
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under[si] = 0
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elseif CLOUDS and y == y1 and y >= YCLOMIN then -- clouds
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elseif density < 0 and y >= YWAT and under[si] ~= 0 then -- air above surface node
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local fnoise = n_fissure -- noise for flower colours
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if under[si] == 1 then
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data[viu] = c_wsicydirt
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elseif under[si] == 2 then
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data[viu] = c_dirtsnow
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data[vi] = c_snowblock
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elseif under[si] == 3 then
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if math.random(PINCHA) == 2 then
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watershed_pinetree(x, y, z, area, data)
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else
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data[viu] = c_dirtsnow
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data[vi] = c_snowblock
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end
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elseif under[si] == 4 then
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data[viu] = c_wsdrygrass
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elseif under[si] == 5 then
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data[viu] = c_wsgrass
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elseif under[si] == 6 then
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if math.random(APTCHA) == 2 then
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watershed_appletree(x, y, z, area, data)
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else
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data[viu] = c_wsgrass
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if math.random(FLOCHA) == 2 then
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watershed_flower(data, vi, fnoise)
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elseif math.random(GRACHA) == 2 then
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data[vi] = c_grass5
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end
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end
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elseif under[si] == 7 and n_temp < HITET + 0.1 then
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if math.random(CACCHA) == 2 then
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watershed_cactus(x, y, z, area, data)
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elseif math.random(DRYCHA) == 2 then
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data[vi] = c_dryshrub
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end
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elseif under[si] == 8 then
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if math.random(ACACHA) == 2 then
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watershed_acaciatree(x, y, z, area, data)
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else
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data[viu] = c_wsdrygrass
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if math.random(GOGCHA) == 2 then
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data[vi] = c_wsgoldengrass
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end
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end
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elseif under[si] == 9 then
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if math.random(JUTCHA) == 2 then
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watershed_jungletree(x, y, z, area, data)
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else
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data[viu] = c_wsgrass
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if math.random(JUGCHA) == 2 then
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data[vi] = c_jungrass
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end
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end
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elseif under[si] == 10 then -- dunes
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if math.random(DUGCHA) == 2 and y > YSAV
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and biome >= 4 then
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data[vi] = c_wsgoldengrass
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end
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elseif under[si] == 11 and n_temp > HITET then -- hot biome riverbank
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if math.random(PAPCHA) == 2 then
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watershed_papyrus(x, y, z, area, data)
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end
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elseif under[si] == 12
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and n_humid > LOHUT + (math.random() - 0.5) * BLEND then -- snowy iceberg
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data[vi] = c_snowblock
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end
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stable[si] = 0
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under[si] = 0
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elseif density < 0 and densitymid > TFOG and n_humid > FOGHUT then -- fog
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data[vi] = c_wscloud
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stable[si] = 0
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under[si] = 0
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elseif density < 0 and CLOUDS and y == y1 and y >= YCLOMIN then -- clouds
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local xrq = 16 * math.floor((x - x0) / 16) -- quantise to 16x16 lattice
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local zrq = 16 * math.floor((z - z0) / 16)
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local yrq = 79
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end
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stable[si] = 0
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under[si] = 0
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else -- possible above surface air node
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if y > YWAT and under[si] ~= 0 then
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local fnoise = n_fissure -- noise for flower colours
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if under[si] == 1 then
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data[viu] = c_wsicydirt
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if math.random(DRYCHA) == 2 then
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data[vi] = c_dryshrub
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end
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elseif under[si] == 2 then
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data[viu] = c_dirtsnow
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data[vi] = c_snowblock
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elseif under[si] == 3 then
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if math.random(PINCHA) == 2 then
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watershed_pinetree(x, y, z, area, data)
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else
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data[viu] = c_dirtsnow
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data[vi] = c_snowblock
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end
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elseif under[si] == 4 then
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data[viu] = c_wsdrygrass
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if math.random(GRACHA) == 2 then
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if math.random(5) == 2 then
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data[vi] = c_wsgoldengrass
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else
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data[vi] = c_dryshrub
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end
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end
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elseif under[si] == 5 then
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data[viu] = c_wsgrass
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if math.random(FLOCHA) == 2 then
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watershed_flower(data, vi, fnoise)
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elseif math.random(GRACHA) == 2 then
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data[vi] = c_grass5
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end
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elseif under[si] == 6 then
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if math.random(APTCHA) == 2 then
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watershed_appletree(x, y, z, area, data)
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else
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data[viu] = c_wsgrass
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if math.random(FLOCHA) == 2 then
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data[viu] = c_wsgrass
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watershed_flower(data, vi, fnoise)
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end
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end
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elseif under[si] == 7 and n_temp < HITET + 0.1 then
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if math.random(CACCHA) == 2 then
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watershed_cactus(x, y, z, area, data)
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elseif math.random(DRYCHA) == 2 then
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data[vi] = c_dryshrub
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end
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elseif under[si] == 8 then
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if math.random(ACACHA) == 2 then
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watershed_acaciatree(x, y, z, area, data)
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else
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data[viu] = c_wsdrygrass
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if math.random(GOGCHA) == 2 then
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data[vi] = c_wsgoldengrass
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end
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end
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elseif under[si] == 9 then
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if math.random(JUTCHA) == 2 then
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watershed_jungletree(x, y, z, area, data)
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else
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data[viu] = c_wsgrass
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if math.random(JUGCHA) == 2 then
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data[vi] = c_jungrass
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end
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end
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elseif under[si] == 10 then -- dunes
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if math.random(DUGCHA) == 2 and y > YSAV
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and biome >= 4 then
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data[vi] = c_wsgoldengrass
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end
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elseif under[si] == 11 and n_temp > HITET then -- hot biome riverbank
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if math.random(PAPCHA) == 2 then
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watershed_papyrus(x, y, z, area, data)
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end
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elseif under[si] == 12
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and n_humid > LOHUT + (math.random() - 0.5) * BLEND then -- snowy iceberg
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data[vi] = c_snowblock
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end
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end
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else -- air
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stable[si] = 0
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under[si] = 0
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end
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elseif y == y1 + 1 then -- plane of nodes above chunk
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if density < 0 and y >= YWAT + 1 and under[si] ~= 0 then -- if air above fine materials
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if density < 0 and y >= YWAT and under[si] ~= 0 then -- if air above fine materials
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if under[si] == 1 then -- add surface nodes to chunk top layer
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data[viu] = c_wsicydirt
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elseif under[si] == 2 then
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