Icesheet/bergs with fissures, snowblocks. Bugix: initialise under table
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@ -1,5 +1,5 @@
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watershed 0.3.9 by paramat
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watershed 0.3.10 by paramat
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For latest stable Minetest back to 0.4.8
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For latest stable Minetest back to 0.4.8
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Depends default bucket
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Depends default bucket
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Licenses: code WTFPL, textures CC BY-SA
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Licenses: code WTFPL, textures CC BY-SA
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watershed:redcobble texture CC BY-SA by brunob.santos minetestbr.blogspot.com
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watershed:redcobble texture CC BY-SA by brunob.santos
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140
init.lua
140
init.lua
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@ -1,13 +1,13 @@
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-- watershed 0.3.9 by paramat
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-- watershed 0.3.10 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default bucket
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-- Depends default bucket
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-- License: code WTFPL, textures CC BY-SA
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-- License: code WTFPL, textures CC BY-SA
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-- Red cobble texture CC BY-SA by brunob.santos minetestbr.blogspot.com
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-- Red cobble texture CC BY-SA by brunob.santos
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-- acacia, pine wood
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-- remove randomness from n_temp n_humid
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-- vary sandline, dunes with golden grass
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-- bugfix: initialise under table
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-- lavacooling
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-- TODO
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-- new appletree design
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-- all 2 octaves to 3 octaves for better shapes
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-- Parameters
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-- Parameters
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@ -34,11 +34,11 @@ local TLAVA = 2.3 -- Maximum densitybase threshold for lava, small because grad
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local FISEXP = 0.03 -- Fissure expansion rate under surface
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local FISEXP = 0.03 -- Fissure expansion rate under surface
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local ORETHI = 0.002 -- Ore seam thickness tuner
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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 SEAMT = 0.2 -- Seam threshold, width of seams
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local ICETHI = 32 -- Controls maximum ice thickness
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local BERGDEP = 32 -- Maximum iceberg depth
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local HITET = 0.35 -- High temperature 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 LOTET = -0.35 -- Low ..
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local ICETET = -0.7 -- Ice ..
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local ICETET = -0.35 -- Ice ..
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local HIHUT = 0.35 -- High humidity threshold
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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 LOHUT = -0.35 -- Low ..
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local BLEND = 0.03 -- Biome blend randomness
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local BLEND = 0.03 -- Biome blend randomness
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@ -271,8 +271,8 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local n_rough = nvals_rough[nixyz] -- noise values for node
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local n_rough = nvals_rough[nixyz] -- noise values for node
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local n_smooth = nvals_smooth[nixyz]
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local n_smooth = nvals_smooth[nixyz]
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local n_fissure = nvals_fissure[nixyz]
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local n_fissure = nvals_fissure[nixyz]
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local n_temp = nvals_temp[nixyz] + (math.random() - 0.5) * BLEND
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local n_temp = nvals_temp[nixyz]
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local n_humid = nvals_humid[nixyz] + (math.random() - 0.5) * BLEND
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local n_humid = nvals_humid[nixyz]
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local n_seam = nvals_seam[nixyz]
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local n_seam = nvals_seam[nixyz]
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local n_strata = nvals_strata[nixyz]
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local n_strata = nvals_strata[nixyz]
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@ -288,51 +288,29 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local triv = TRIV * (1 - terblen) -- other values
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local triv = TRIV * (1 - terblen) -- other values
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local tsand = TSAND * (1 - terblen)
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local tsand = TSAND * (1 - terblen)
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local tstone = TSTONE * (1 + grad * 0.5)
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local tstone = math.max(TSTONE * (1 + grad * 0.5), 0)
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local tlava = TLAVA * (1 - n_magma ^ 4 * terblen ^ 16 * 0.5)
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local tlava = TLAVA * (1 - n_magma ^ 4 * terblen ^ 16 * 0.5)
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local ysand = YSAV + n_fissure * SAMP + math.random() * 2
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local ysand = YSAV + n_fissure * SAMP + math.random() * 2
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local bergdep = math.abs(n_magma) * BERGDEP
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local nofis = false -- set fissure bool
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local nofis = false -- set fissure bool
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if math.abs(n_fissure) > math.sqrt(density) * FISEXP then
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if math.abs(n_fissure) > math.sqrt(density) * FISEXP then
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nofis = true
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nofis = true
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end
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end
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-- overgeneration and in-chunk generation
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if y == y0 - 1 then -- node layer below chunk
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if ungen then
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if density >= 0 then -- if node solid
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stable[si] = 2
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else
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stable[si] = 0
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end
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else -- scan top layer of chunk below
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local nodename = minetest.get_node({x=x,y=y,z=z}).name
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if nodename == "watershed:stone"
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or nodename == "watershed:redstone"
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or nodename == "watershed:dirt"
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or nodename == "watershed:permafrost"
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or nodename == "default:sandstone"
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or nodename == "default:sand"
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or nodename == "default:desert_sand"
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or nodename == "default:gravel" then
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stable[si] = 2
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else
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stable[si] = 0
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end
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end
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elseif y >= y0 and y <= y1 then -- chunk
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local biome = false -- select biome for node
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local biome = false -- select biome for node
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if n_temp < LOTET then
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if n_temp < LOTET + (math.random() - 0.5) * BLEND then
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if n_humid < LOHUT then
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if n_humid < LOHUT + (math.random() - 0.5) * BLEND then
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biome = 1 -- tundra
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biome = 1 -- tundra
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elseif n_humid > HIHUT then
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elseif n_humid > HIHUT + (math.random() - 0.5) * BLEND then
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biome = 3 -- taiga
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biome = 3 -- taiga
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else
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else
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biome = 2 -- snowy plains
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biome = 2 -- snowy plains
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end
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end
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elseif n_temp > HITET then
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elseif n_temp > HITET + (math.random() - 0.5) * BLEND then
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if n_humid < LOHUT then
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if n_humid < LOHUT + (math.random() - 0.5) * BLEND then
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biome = 7 -- desert
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biome = 7 -- desert
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elseif n_humid > HIHUT then
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elseif n_humid > HIHUT + (math.random() - 0.5) * BLEND then
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biome = 9 -- rainforest
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biome = 9 -- rainforest
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else
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else
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biome = 8 -- savanna
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biome = 8 -- savanna
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@ -346,6 +324,65 @@ minetest.register_on_generated(function(minp, maxp, seed)
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biome = 5 -- grassland
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biome = 5 -- grassland
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end
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end
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end
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end
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-- overgeneration and in-chunk generation
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if y == y0 - 1 then -- node layer below chunk
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-- set stable table
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if ungen then
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if nofis and density >= 0 then -- if node solid
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stable[si] = 2
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else
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stable[si] = 0
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end
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else -- scan top layer of chunk below
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local nodename = minetest.get_node({x=x,y=y,z=z}).name
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if nodename == "watershed:stone"
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or nodename == "watershed:redstone"
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or nodename == "watershed:dirt"
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or nodename == "watershed:permafrost"
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or nodename == "watershed:luxoreoff"
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or nodename == "default:sand"
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or nodename == "default:desert_sand"
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or nodename == "default:mese"
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or nodename == "default:stone_with_diamond"
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or nodename == "default:stone_with_gold"
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or nodename == "default:stone_with_copper"
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or nodename == "default:stone_with_iron"
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or nodename == "default:stone_with_coal"
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or nodename == "default:sandstone"
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or nodename == "default:gravel"
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or nodename == "default:clay"
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or nodename == "default:obsidian" then
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stable[si] = 2
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else
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stable[si] = 0
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end
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end
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-- set under table
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if nofis and density >= 0 and density < tstone then -- if fine materials
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if biome == 1 then
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under[si] = 1
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elseif biome == 2 then
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under[si] = 2
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elseif biome == 3 then
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under[si] = 3
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elseif biome == 4 then
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under[si] = 4
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elseif biome == 5 then
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under[si] = 5
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elseif biome == 6 then
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under[si] = 6
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elseif biome == 7 then
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under[si] = 7
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elseif biome == 8 then
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under[si] = 8
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elseif biome == 9 then
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under[si] = 9
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end
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else
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under[si] = 0
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end
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elseif y >= y0 and y <= y1 then -- chunk
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-- add nodes and flora
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-- add nodes and flora
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if densitybase >= tlava then -- lava
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if densitybase >= tlava then -- lava
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if densitybase >= 0 then
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if densitybase >= 0 then
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@ -450,15 +487,16 @@ minetest.register_on_generated(function(minp, maxp, seed)
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stable[si] = 0
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stable[si] = 0
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under[si] = 0
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under[si] = 0
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end
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end
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elseif y <= YWAT and density < tstone then -- sea water, not in fissures
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elseif y >= YWAT - bergdep and y <= YWAT + bergdep / 8 and n_temp < ICETET -- iceberg
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if n_temp < ICETET and y >= YWAT - (ICETET - n_temp) * ICETHI then
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and density < tstone and math.abs(n_fissure) > 0.01 then
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data[vi] = c_ice
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data[vi] = c_ice
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else
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under[si] = 12
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data[vi] = c_water
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end
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stable[si] = 0
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stable[si] = 0
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elseif y <= YWAT and density < tstone then -- sea water
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data[vi] = c_water
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under[si] = 0
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under[si] = 0
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elseif densitybase >= triv and density < tstone then -- river water, not in fissures
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stable[si] = 0
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elseif densitybase >= triv and density < tstone then -- river water not in fissures
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if n_temp < ICETET then
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if n_temp < ICETET then
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data[vi] = c_wsfreshice
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data[vi] = c_wsfreshice
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else
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else
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@ -477,7 +515,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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stable[si] = 0
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stable[si] = 0
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under[si] = 0
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under[si] = 0
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else -- possible above surface air node
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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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if y > YWAT and under[si] ~= 0 then
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local fnoise = n_fissure -- noise for flower colours
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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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if under[si] == 1 then
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if math.random(121) == 2 then
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if math.random(121) == 2 then
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@ -553,15 +591,17 @@ minetest.register_on_generated(function(minp, maxp, seed)
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data[vi] = c_jungrass
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data[vi] = c_jungrass
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end
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end
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end
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end
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elseif under[si] == 10 then
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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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if math.random(DUGCHA) == 2 and y > YSAV
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and biome >= 4 then
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and biome >= 4 then
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data[vi] = c_wsgoldengrass
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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] == 11 and n_temp > HITET then
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elseif under[si] == 11 and n_temp > HITET then -- riverbank
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if math.random(PAPCHA) == 2 then
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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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watershed_papyrus(x, y, z, area, data)
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end
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end
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elseif under[si] == 12 then -- iceberg
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data[vi] = c_snowblock
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end
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end
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end
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end
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stable[si] = 0
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stable[si] = 0
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