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613 lines
26 KiB
Plaintext
613 lines
26 KiB
Plaintext
This document describes the Plantlife mod API.
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Last revision: 2014-05-24
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=========
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Functions
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=========
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There are three main functions defined by the main "plants_lib" mod:
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spawn_on_surfaces()
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register_generate_plant()
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grow_plants()
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There are also several internal, helper functions that can be called if so
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desired, but they are not really intended for use by other mods and may change
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at any time. They are briefly described below these main functions, but see
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init.lua for details.
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Most functions in plants lib are declared locally to avoid namespace
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collisions with other mods. They are accessible via the "plantslib" method,
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e.g. plantslib:spawn_on_surfaces() and so forth.
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=====
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spawn_on_surfaces(biome)
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spawn_on_surfaces(sdelay, splant, sradius, schance, ssurface, savoid)
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This first function is an ABM-based spawner function originally created as
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part of Ironzorg's flowers mod. It has since been largely extended and
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expanded. There are two ways to call this function: You can either pass it
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several individual string and number parameters to use the legacy interface,
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or you can pass a single biome definition as a table, with all of your options
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spelled out nicely. This is the preferred method.
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When used with the legacy interface, you must specify the parameters exactly
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in order, with the first five being mandatory (even if some are set to nil),
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and the last one being optional:
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sdelay: The value passed to the ABM's interval parameter, in seconds.
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splant: The node name of the item to spawn (e.g.
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"flowers:flower_rose"). A plant will of course only be
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spawned if the node about to be replaced is air.
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sradius: Don't spawn within this many nodes of the avoid items
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mentioned below. If set to nil, this check is skipped.
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schance: The value passed to the ABM's chance parameter, normally in
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the 10-100 range (1-in-X chance of operating on a given node)
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ssurface: String with the name of the node on which to spawn the plant
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in question, such as "default:sand" or
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"default:dirt_with_grass". It is not recommended to put air,
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stone, or plain dirt here if you can use some other node, as
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doing so will cause the engine to process potentially large
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numbers of such nodes when deciding when to execute the ABM
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and where it should operate.
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savoid: Table with a list of groups and/or node names to avoid when
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spawning the plant, such as {"group:flowers", "default:tree"}.
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When passed a table as the argument, and thus using the modern calling method,
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you must pass a number of arguments in the form of an ordinary keyed-value
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table. Below is a list of everything supported by this function:
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biome = {
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spawn_plants = something, -- [*] String or table; see below.
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spawn_delay = number, -- same as sdelay, above.
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spawn_chance = number, -- same as schance, above.
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spawn_surfaces = {table}, -- List of node names on which the plants
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-- should be spawned. As with the single-
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-- node "ssurface" option in the legacy API,
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-- you should not put stone, air, etc. here.
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---- From here down are a number of optional parameters. You will
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---- most likely want to use at least some of these to limit how and
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---- where your objects are spawned.
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avoid_nodes = {table}, -- same meaning as savoid, above
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avoid_radius = num, -- same as sradius
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seed_diff = num, -- The Perlin seed difference value passed to
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-- the minetest.get_perlin() function.
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-- Used along with the global Perlin controls
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-- below to create the "biome" in which the
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-- plants will spawn. Defaults to 0 if not
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-- provided.
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light_min = num, -- Minimum amount of light necessary to make a
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-- plant spawn. Defaults to 0.
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light_max = num, -- Maximum amount of light needed to spawn.
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-- Defaults to the engine's MAX_LIGHT value of
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-- 14.
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neighbors = {table}, -- List of neighboring nodes that need to be
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-- immediately next to the node the plant is
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-- about to spawn on. Can also be a string
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-- with a single node name. It is both passed
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-- to the ABM as the "neighbors" parameter,
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-- and is used to manually check the
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-- adjacent nodes. It only takes one of these
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-- for the spawn routine to mark the target as
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-- spawnable. Defaults to nil (ignored).
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ncount = num, -- There must be at least this many of the
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-- above neighbors in the eight spaces
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-- immediately surrounding the node the plant
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-- is about to spawn on for it to happen. If
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-- not provided, this check is disabled.
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facedir = num, -- The value passed to the param2 variable
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-- when adding the node to the map. Defaults
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-- to 0. Be sure that the value you use here
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-- (and the range thereof) is appropriate for
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-- the type of node you're spawning.
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random_facedir = {table}, -- If set, the table should contain two
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-- values. If they're both provided, the
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-- spawned plant will be given a random
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-- facedir value in the range specified by
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-- these two numbers. Overrides the facedir
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-- parameter above, if it exists. Use {0,3}
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-- if you want the full range for wallmounted
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-- nodes, or {2,5} for most everything else,
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-- or any other pair of numbers in the 0 to 5
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-- range, as appropriate for the node you want
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-- to spawn.
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verticals_list = {table}, -- List of nodes that should be considered
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-- to be natural walls.
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alt_wallnode = "string", -- If specified, this node will be
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-- substituted in place of the plant(s)
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-- defined by spawn_plants above, if the spawn
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-- target has one or more adjacent walls. In
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-- such a case, the two above facedir
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-- parameters will be ignored.
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depth_max = num, -- If the object spawns on top of a water
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-- source, the water must be at most this
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-- deep. Defaults to 1 node.
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min_elevation = num, -- Surface must be at this altitude or higher
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-- to spawn at all. Defaults to -31000...
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max_elevation = num, -- ...but must be no higher than this
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-- altitude. Defaults to +31000.
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near_nodes = {table}, -- List of nodes that must be somewhere in the
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-- vicinity in order for the plant to spawn.
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-- Can also be a string with a single node
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-- name. If not provided, this check is
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-- disabled.
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near_nodes_size = num, -- How large of an area to check for the above
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-- node. Specifically, this checks a flat
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-- horizontal area centered on the node to be
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-- spawned on. Defaults to 0, but is ignored
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-- if the above near_nodes value is not set.
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near_nodes_vertical = num, -- Used with the size value above, this
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-- extends the vertical range of the near
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-- nodes search. Basically, this turns the
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-- flat region described above into a cuboid
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-- region. The area to be checked will extend
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-- this high AND this low above/below the
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-- target node, centered thereon. Defaults to
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-- 1 (check only the layer above, the layer
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-- at, and the layer below the target node),
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-- but is ignored if near_nodes is not set.
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near_nodes_count = num, -- How many of the above nodes must be within
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-- that radius. Defaults to 1 but is ignored
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-- if near_nodes isn't set. Bear in mind that
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-- the total area to be checked is equal to
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-- (near_nodes_size^2)*near_nodes_vertical*2.
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-- so for example, if size is 10 and vertical
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-- is 4 then the area is (10^2)*8 = 800 nodes
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-- in size, so you'll want to make sure you
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-- specify a value appropriate for the amount
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-- in question.
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air_size = num, -- How large of an area to check for air
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-- above and around the target. If omitted,
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-- only the space above the target is checked.
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-- This does not check for air at the sides or
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-- below the target.
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air_count = num, -- How many of the surrounding nodes need to
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-- be air for the above check to return true.
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-- If omitted, only the space above the target
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-- is checked.
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plantlife_limit = num, -- The value compared against the generic
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-- "plants can grow here" Perlin noise layer.
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-- Smaller numbers result in more abundant
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-- plants. Range of -1 to +1, with values in
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-- the range of about 0 to 0.5 being most
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-- useful. Defaults to 0.1.
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temp_min = num, -- Minimum temperature needed for the desired
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-- object to spawn. This is a 2d Perlin
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-- value, which has an inverted range of +1 to
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-- -1. Larger values represent *colder*
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-- temperatures, so this value is actually the
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-- upper end of the desired Perlin range. See
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-- the temperature map section at the bottom
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-- of this document for details on how these
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-- values work. Defaults to +1 (unlimited
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-- coldness).
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temp_max = num, -- Maximum temperature/lower end of the Perlin
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-- range. Defaults to -1 (unlimited heat).
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humidity_min = num, -- Minimum humidity for the plant to spawn in.
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-- Like the temperature map, this is a Perlin
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-- value where lower numbers mean more
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-- humidity in the area. Defaults to +1 (0%
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-- relative humidity).
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humidity_max = num, -- Maximum humidity for the plant to spawn at.
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-- Defaults to -1 (100% humidity).
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spawn_on_side = bool, -- Set this to true to spawn the node on one
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-- side of the target node rather than the
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-- top. The code will search for an airspace
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-- to the side of the target, then spawn the
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-- plant at the first one found. The above
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-- facedir and random_facedir parameters are
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-- ignored in this case. If the above
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-- parameters for selecting generic wall nodes
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-- are provided, this option is ignored.
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-- Important note: the facedir values assigned
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-- by this option only make sense with
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-- wallmounted nodes (nodes which don't use
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-- facedir won't be affected).
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spawn_on_bottom = bool, -- If set to true, spawn the object below the
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-- target node instead of above it. The above
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-- spawn_on_side variable takes precedence
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-- over this one if both happen to be true.
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-- When using this option with the random
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-- facedir function above, the values given to
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-- the facedir parameter are for regular
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-- nodes, not wallmounted.
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spawn_replace_node = bool, -- If set to true, the target node itself
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-- is replaced by the spawned object.
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-- Overrides the spawn_on_bottom and
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-- spawn_on_side settings.
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}
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[*] spawn_plants must be either a table or a string. If it's a table, the
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values therein are treated as a list of nodenames to pick from randomly on
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each application of the ABM code. The more nodes you can pack into this
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parameter to avoid making too many calls to this function, the lower the CPU
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load will likely be.
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You can also specify a string containing the name of a function to execute.
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In this case, the function will be passed a single position parameter
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indicating where the function should place the desired object, and the checks
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for spawning on top vs. sides vs. bottom vs. replacing the target node will be
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skipped.
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By default, if a biome node, size, and count are not defined, the biome
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checking is disabled. Same holds true for the nneighbors bit above that.
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=====
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plantslib:register_generate_plant(biome, nodes_or_function_or_treedef)
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To register an object to be spawned at mapgen time rather than via an ABM,
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call this function with two parameters: a table with your object's biome
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information, and a string, function, or table describing what to do if the
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engine finds a suitable surface node (see below).
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The biome table contains quite a number of options, though there are fewer
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here than are available in the ABM-based spawner, as some stuff doesn't make
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sense at map-generation time.
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biome = {
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surface = something, -- What node(s). May be a string such as
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-- "default:dirt_with_grass" or a table with
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-- multiple such entries.
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---- Everything else is optional, but you'll definitely want to use
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---- some of these other fields to limit where and under what
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---- conditions the objects are spawned.
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below_nodes = {table}, -- List of nodes that must be below the target
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-- node. Useful in snow biomes to keep
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-- objects from spawning in snow that's on the
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-- wrong surface for that object.
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avoid_nodes = {table}, -- List of nodes to avoid when spawning.
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-- Groups are not supported here.
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avoid_radius = num, -- how much distance to leave between the
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-- object to be added and the objects to be
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-- avoided. If this or the avoid_nodes value
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-- is nil or omitted, this check is skipped.
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-- Avoid using excessively large radii or you
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-- will slow down the map generator.
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rarity = num, -- how rare should this object be in its
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-- biome? Larger values make objects more
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-- rare, via: math.random(1,100) > this
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max_count = num, -- The absolute maximum number of your object
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-- that should be allowed to spawn in a 5x5x5
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-- mapblock area (80x80x80 nodes). Defaults
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-- to 5, but be sure you set this to some
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-- reasonable value depending on your object
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-- and its size if 5 is insufficient.
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seed_diff = num, -- perlin seed-diff value. Defaults to 0,
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-- which causes the function to inherit the
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-- global value of 329.
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neighbors = {table}, -- What ground nodes must be right next to and
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-- at the same elevation as the node to be
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-- spawned on.
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ncount = num, -- at least this many of the above nodes must
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-- be next to the node to spawn on. Any value
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-- greater than 8 will probably cause the code
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-- to never spawn anything. Defaults to 0.
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depth = num, -- how deep/thick of a layer the spawned-on
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-- node must be. Typically used for water.
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min_elevation = num, -- minimum elevation in meters/nodes.
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-- Defaults to -31000 (unlimited).
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max_elevation = num, -- maximum elevation. Defaults to +31000
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-- (unlimited).
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near_nodes = {table}, -- what nodes must be in the general vicinity
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-- of the object being spawned.
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near_nodes_size = num, -- how wide of a search area to look for
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-- the nodes in that list.
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near_nodes_vertical = num, -- How high/low of an area to search from
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-- the target node.
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near_nodes_count = num, -- at least this many of those nodes must be
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-- in the area.
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plantlife_limit = num, -- The value compared against the generic
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-- "plants can grow here" Perlin noise layer.
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-- Smaller numbers result in more abundant
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-- plants. Range of -1 to +1, with values in
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-- the range of about 0 to 0.5 being most
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-- useful. Defaults to 0.1.
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temp_min = num, -- coldest allowable temperature for a plant
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-- to spawn (that is, the highest Perlin
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-- temperature map value).
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temp_max = num, -- warmest allowable temperature to spawn a
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-- plant (lowest Perlin temperature value).
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verticals_list = {table}, -- Same as with the spawn_on_surfaces
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-- function.
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check_air = bool, -- Flag to tell the mapgen code to check for
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-- air above the spawn target. Defaults to
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-- true if not explicitly set to false.
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delete_above = bool, -- Flag to tell the mapgen code to delete the
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-- two nodes directly above the spawn target
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-- just before adding the plant or tree.
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-- Useful when generating in snow biomes.
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-- Defaults to false.
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delete_above_surround = bool, -- Flag to tell the mapgen code to also
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-- delete the four nodes surrounding the above
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-- space, and the four nodes above those,
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-- resulting in a two-node-deep cross-shaped
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-- empty region above the spawn target.
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-- Useful when adding trees to snow biomes.
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-- Defaults to false.
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spawn_replace_node = bool, -- same as with the ABM spawner.
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random_facedir = {table}, -- same as with the ABM spawner.
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}
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Regarding nodes_or_function_or_treedef, this must either be a string naming
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a node to spawn, a table with a list of nodes to choose from, a table with an
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L-Systems tree definition, or a function.
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If you specified a string, the code will attempt to determine whether that
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string specifies a valid node name. If it does, that node will be placed on
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top of the target position directly (unless one of the other mapgen options
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directs the code to do otherwise).
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If you specified a table and there is no "axiom" field, the code assumes that
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it is a list of nodes. Simply name one node per entry in the list, e.g.
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{"default:junglegrass", "default:dry_shrub"} and so on, for as many nodes as
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you want to list. A random node from the list will be chosen each time the
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code goes to place a node.
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If you specified a table, and there *is* an "axiom" field, the code assumes
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that this table contains an L-Systems tree definition, which will be passed
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directly to the engine's spawn_tree() function along with the position on
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which to spawn the tree.
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You can also supply a function to be directly executed, which is given the
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current node position (the usual "pos" table format) as its sole argument. It
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will be called in the form:
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somefunction(pos)
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=====
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plantslib:grow_plants(options)
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The third function, grow_plants() is used to turn the spawned nodes above
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into something else over time. This function has no return value, and accepts
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a biome definition table as the only parameter. These are defined like so:
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options = {
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grow_plant = "string", -- Name of the node to be grown into something
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-- else. This value is passed to the ABM as
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-- the "nodenames" parameter, so it is the
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-- plants themselves that are the ABM trigger,
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-- rather than the ground they spawned on. A
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-- plant will only grow if the node above it
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-- is air. Can also be a table, but note that
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-- all nodes referenced therein will be grown
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-- into the same object.
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grow_delay = num, -- Passed as the ABM "interval" parameter, as
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-- with spawning.
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grow_chance = num, -- Passed as the ABM "chance" parameter.
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grow_result = "string", -- Name of the node into which the grow_plant
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-- node(s) should transform when the ABM
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-- executes.
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---- Everything from here down is optional.
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dry_early_node = "string", -- This value is ignored except for jungle
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-- grass (a corner case needed by that mod),
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-- where it indicates which node the grass
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-- must be on in order for it to turn from
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-- the short size to "default:dry_shrub"
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-- instead of the medium size.
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grow_nodes = {table}, -- One of these nodes must be under the plant
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-- in order for it to grow at all. Normally
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-- this should be the same as the list of
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-- surfaces passed to the spawning ABM as the
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-- "nodenames" parameter. This is so that the
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-- plant can be manually placed on something
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-- like a flower pot or something without it
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-- growing and eventually dieing. Defaults to
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-- "default:dirt_with_grass".
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facedir = num, -- Same as with spawning a plant.
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need_wall = bool, -- Set this to true if you the plant needs to
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-- grow against a wall. Defaults to false.
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verticals_list = {table}, -- List of nodes that should be considered
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-- to be wall surfaces when growing the plant
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-- vertically. If not provided, the walls
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-- check is skipped.
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grow_vertically = bool, -- Set this to true if the plant needs to grow
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-- vertically, as in climbing poison ivy.
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-- Defaults to false.
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height_limit = num, -- Set this to limit how tall the desired node
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-- can grow. The mod will search straight
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-- down from the position being spawned at to
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-- find a ground node, set via the parameter
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-- below. Defaults to 5 nodes.
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ground_nodes = {table}, -- What nodes should be treated as "the
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-- ground" below a vertically-growing plant.
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-- Usually this should be the same as the
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-- grow_nodes table, but might also include,
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-- for example, water or some other
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-- surrounding material. Defaults to
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-- "default:dirt_with_grass".
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grow_function = something, -- [*] see below.
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seed_diff = num, -- [*] see below.
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}
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[*] grow_function can take one of three possible settings: it can be nil (or
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not provided), a string, or a table.
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If it is not provided or it's set to nil, all of the regular growing code is
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executed normally, the value of seed_diff, if any, is ignored, and the node to
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be placed is assumed to be specified in the grow_result variable.
|
|
|
|
If this value is set to a simple string, this is treated as the name of the
|
|
function to use to grow the plant. In this case, all of the usual growing
|
|
code is executeed, but then instead of a plant being simply added to the
|
|
world, grow_result is ignored and the named function is executed and passed a
|
|
few parmeters in the following general form:
|
|
|
|
somefunction(pos, perlin1, perlin2)
|
|
|
|
These values represent the current position (the usual table), the Perlin
|
|
noise value for that spot in the generic "plants can grow here" map for the
|
|
seed_diff value above, the Perlin value for that same spot from the
|
|
temperature map, and the detected neighboring wall face, if there was one (or
|
|
nil if not). If seed_diff is not provided, it defaults to 0.
|
|
|
|
If this variable is instead set to a table, it is treated an an L-Systems tree
|
|
definition. All of the growing code is executed in the usual manner, then the
|
|
tree described by that definition is spawned at the current position instead,
|
|
and grow_result is ignored.
|
|
|
|
|
|
=====
|
|
find_adjacent_wall(pos, verticals)
|
|
|
|
Of the few helper functions, this one expects a position parameter and a table
|
|
with the list of nodes that should be considered as walls. The code will
|
|
search around the given position for a neighboring wall, returning the first
|
|
one it finds as a facedir value, or nil if there are no adjacent walls.
|
|
|
|
|
|
=====
|
|
is_node_loaded(pos)
|
|
|
|
This acts as a wrapper for the minetest.get_node_or_nil(node_pos)
|
|
function and accepts a single position parameter. Returns true if the node in
|
|
question is already loaded, or false if not.
|
|
|
|
|
|
=====
|
|
dbg(string)
|
|
|
|
This is a simple debug output function which takes one string parameter. It
|
|
just checks if DEBUG is true and outputs the phrase "[Plantlife] " followed by
|
|
the supplied string, via the print() function, if so.
|
|
|
|
=====
|
|
plantslib:generate_tree(pos, treemodel)
|
|
plantslib:grow_tree(pos, treemodel)
|
|
|
|
In the case of the growing code and the mapgen-based tree generator code,
|
|
generating a tree is done via the above two calls, which in turn immediately
|
|
call the usual spawn_tree() functions. This rerouting exists as a way for
|
|
other mods to hook into plants_lib's tree-growing functions in general,
|
|
perhaps to execute something extra whenever a tree is spawned.
|
|
|
|
plantslib:generate_tree(pos, treemodel) is called any time a
|
|
tree is spawned at map generation time. 'pos' is the position of the block on
|
|
which the tree is to be placed. 'treemodel' is the standard L-Systems tree
|
|
definition table expected by the spawn_tree() function. Refer to the 'trunk'
|
|
field in that table to derive the name of the tree being spawned.
|
|
|
|
plantslib:grow_tree(pos, treemodel) does the same sort of thing whenever a
|
|
tree is spawned within the abm-based growing code, for example when growing a
|
|
sapling into a tree.
|
|
|
|
|
|
=====
|
|
There are other, internal helper functions that are not meant for use by other
|
|
mods. Don't rely on them, as they are subject to change without notice.
|
|
|
|
|
|
===============
|
|
Global Settings
|
|
===============
|
|
|
|
Set this to true if you want the mod to spam your console with debug info :-)
|
|
|
|
plantlife_debug = false
|
|
|
|
|
|
======================
|
|
Fertile Ground Mapping
|
|
======================
|
|
|
|
The mod uses Perlin noise to create "biomes" of the various plants, via the
|
|
minetest.get_perlin() function. At present, there are three layers of
|
|
Perlin noise used.
|
|
|
|
The first one is for a "fertile ground" layer, which I tend to refer to as the
|
|
generic "stuff can potentially grow here" layer. Its values are hard-coded:
|
|
|
|
plantslib.plantlife_seed_diff = 329
|
|
perlin_octaves = 3
|
|
perlin_persistence = 0.6
|
|
perlin_scale = 100
|
|
|
|
For more information on how Perlin noise is generated, you will need to search
|
|
the web, as these default values were from that which is used by minetest_game
|
|
to spawn jungle grass at mapgen time, and I'm still learning how Perlin noise
|
|
works. ;-)
|
|
|
|
|
|
===================
|
|
Temperature Mapping
|
|
===================
|
|
|
|
The second Perlin layer is a temperature map, with values taken from
|
|
SPlizard's Snow Biomes mod so that the two will be compatible, since that mod
|
|
appears to be the standard now. Those values are:
|
|
|
|
temperature_seeddiff = 112
|
|
temperature_octaves = 3
|
|
temperature_persistence = 0.5
|
|
temperature_scale = 150
|
|
|
|
The way Perlin values are used by this mod, in keeping with the snow mod's
|
|
apparent methods, larger values returned by the Perlin function represent
|
|
*colder* temperatures. In this mod, the following table gives a rough
|
|
approximation of how temperature maps to these values, normalized to
|
|
0.53 = 0 °C and +1.0 = -25 °C.
|
|
|
|
Perlin Approx. Temperature
|
|
-1.0 81 °C ( 178 °F)
|
|
-0.75 68 °C ( 155 °F)
|
|
-0.56 58 °C ( 136 °F)
|
|
-0.5 55 °C ( 131 °F)
|
|
-0.25 41 °C ( 107 °F)
|
|
-0.18 38 °C ( 100 °F)
|
|
0 28 °C ( 83 °F)
|
|
0.13 21 °C ( 70 °F)
|
|
0.25 15 °C ( 59 °F)
|
|
0.5 2 °C ( 35 °F)
|
|
0.53 0 °C ( 32 °F)
|
|
0.75 -12 °C ( 11 °F)
|
|
0.86 -18 °C ( 0 °F)
|
|
1.0 -25 °C (- 13 °F)
|
|
|
|
Included in this table are even 0.25 steps in Perlin values along with some
|
|
common temperatures on both the Centigrade and Fahrenheit scales. Note that
|
|
unless you're trying to model the Moon or perhaps Mercury in your mods/maps,
|
|
you probably won't need to bother with Perlin values of less than -0.56 or so.
|
|
|
|
|
|
================
|
|
Humidity Mapping
|
|
================
|
|
|
|
Last but not least is a moisture/humidity map. Like the temperature map
|
|
above, Perlin values can be tested to determine the approximate humidity of
|
|
the *air* in the area. This humidity map is basically the perlin layer used
|
|
for deserts.
|
|
|
|
A value of +1.0 is very moist (basically a thick fog, if it could be seen), a
|
|
value of roughly +0.25 represents the edge of a desert as usually seen in the
|
|
game, and a value of -1.0 is as dry as a bone.
|
|
|
|
This does not check for nearby water, just general air humidity, and that
|
|
being the case, nearby ground does not affect the reported humidity of a
|
|
region (because this isn't yet possible to calculate yet). Use the near_nodes
|
|
and avoid_nodes parameters and their related options to check for water and
|
|
such.
|
|
|
|
The Perlin values use for this layer are:
|
|
|
|
humidity_seeddiff = 9130
|
|
humidity_octaves = 3
|
|
humidity_persistence = 0.5
|
|
humidity_scale = 250
|
|
|
|
And this particular one is mapped slightly differently from the others:
|
|
|
|
noise3 = perlin3:get2d({x=p_top.x+150, y=p_top.z+50})
|
|
|
|
(Note the +150 and +50 offsets)
|
|
|