Terrain, biome noises tuned. More floatlands. Bugfix: set under table to 0
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@ -1,4 +1,4 @@
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watershed 0.3.10 by paramat
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watershed 0.3.11 by paramat
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For latest stable Minetest back to 0.4.8
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Depends default bucket
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Licenses: code WTFPL, textures CC BY-SA
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64
init.lua
64
init.lua
@ -1,13 +1,13 @@
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-- watershed 0.3.10 by paramat
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-- watershed 0.3.11 by paramat
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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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-- License: code WTFPL, textures CC BY-SA
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-- Red cobble texture CC BY-SA by brunob.santos
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-- remove randomness from n_temp n_humid
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-- bugfix: initialise under table
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-- TODO
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-- all 2 octaves to 3 octaves for better shapes
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-- terrain and biome noise changes
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-- bugfix: under table set to 0
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-- bugfix: reset icetet value
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-- more floatlands, spikier mountains
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-- Parameters
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@ -25,7 +25,7 @@ local XLSAMP = 0.2 -- Extra large scale height variation amplitude
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local BASAMP = 0.4 -- Base terrain amplitude
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local CANAMP = 0.4 -- Canyon terrain amplitude
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local CANEXP = 1.33 -- Canyon shape exponent
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local ATANAMP = 1.2 -- Arctan function amplitude, smaller = more and larger floatlands above ridges
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local ATANAMP = 1.1 -- Arctan function amplitude, smaller = more and larger floatlands above ridges
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local TSTONE = 0.02 -- Density threshold for stone, depth of soil at TERCEN
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local TRIV = -0.02 -- Maximum densitybase threshold for river water
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@ -38,7 +38,7 @@ local BERGDEP = 32 -- Maximum iceberg depth
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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 = -0.35 -- Ice ..
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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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@ -47,15 +47,15 @@ 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 FOGCHA = 9 -- Forest grass
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local GRACHA = 4 -- Grassland grasses
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local GRACHA = 5 -- Grassland grasses
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local JUTCHA = 16 -- Jungletree
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local JUGCHA = 9 -- Junglegrass
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local CACCHA = 841 -- Cactus
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local DRYCHA = 169 -- Dry shrub
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local PAPCHA = 2 -- Papyrus
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local ACACHA = 529 -- Acacia tree
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local GOGCHA = 4 -- Golden grass
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local DUGCHA = 4 -- Dune grass
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local ACACHA = 841 -- Acacia tree
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local GOGCHA = 5 -- Golden grass
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local DUGCHA = 5 -- Dune grass
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-- 3D noise for rough terrain
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@ -76,7 +76,7 @@ local np_smooth = {
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spread = {x=512, y=512, z=512},
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seed = 593,
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octaves = 6,
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persist = 0.4
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persist = 0.33
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}
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-- 3D noise for fissures
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@ -97,7 +97,7 @@ local np_temp = {
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 9130,
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octaves = 2,
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octaves = 3,
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persist = 0.5
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}
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@ -108,7 +108,7 @@ local np_humid = {
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = -55500,
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octaves = 2,
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octaves = 3,
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persist = 0.5
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}
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@ -130,7 +130,7 @@ local np_strata = {
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 92219,
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octaves = 2,
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octaves = 3,
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persist = 0.5
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}
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@ -142,7 +142,7 @@ local np_base = {
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spread = {x=4096, y=4096, z=4096},
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seed = 8890,
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octaves = 4,
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persist = 0.4
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persist = 0.33
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}
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-- 2D noise for extra large scale height variation
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@ -288,10 +288,10 @@ minetest.register_on_generated(function(minp, maxp, seed)
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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 tstone = math.max(TSTONE * (1 + grad * 0.5), 0)
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local tstone = TSTONE * (1 + grad * 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 bergdep = math.abs(n_magma) * BERGDEP
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local bergdep = math.abs(n_seam) * BERGDEP
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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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@ -326,8 +326,8 @@ minetest.register_on_generated(function(minp, maxp, seed)
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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 y == y0 - 1 then -- node layer below chunk, initialise tables
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under[si] = 0 -- 0 to stop floating surface nodes bug
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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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@ -358,30 +358,6 @@ minetest.register_on_generated(function(minp, maxp, seed)
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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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if densitybase >= tlava then -- lava
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