Move coral, cursed, crystal, forsaken schems from mapgen_after

This commit is contained in:
Juraj Vajda 2024-02-07 23:54:52 -05:00
parent aadd829ae2
commit fdc95a2ab1
7 changed files with 279 additions and 281 deletions

View File

@ -15,23 +15,14 @@
--]]
-- Get the content IDs for the nodes used.
local c_water_source = minetest.get_content_id('mapgen_water_source')
local c_forsaken_desert_sand = minetest.get_content_id('everness:forsaken_desert_sand')
local c_forsaken_desert_chiseled_stone = minetest.get_content_id('everness:forsaken_desert_chiseled_stone')
local c_forsaken_desert_brick = minetest.get_content_id('everness:forsaken_desert_brick')
local c_forsaken_desert_engraved_stone = minetest.get_content_id('everness:forsaken_desert_engraved_stone')
-- Biome IDs
local biome_id_everness_cursed_lands_dunes = minetest.get_biome_id('everness:cursed_lands_dunes')
local biome_id_everness_cursed_lands_swamp = minetest.get_biome_id('everness:cursed_lands_swamp')
local biome_id_everness_cursed_lands_ocean = minetest.get_biome_id('everness:cursed_lands_ocean')
local biome_id_everness_crystal_forest_dunes = minetest.get_biome_id('everness:crystal_forest_dunes')
local biome_id_everness_crystal_forest_shore = minetest.get_biome_id('everness:crystal_forest_shore')
local biome_id_everness_crystal_forest_ocean = minetest.get_biome_id('everness:crystal_forest_ocean')
local water_level = tonumber(minetest.settings:get('water_level')) or 1
local chance = 20
local chance_sea_level = 10
local disp = 16
local water_level = tonumber(minetest.settings:get('water_level')) or 1
-- Localize data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use.
@ -40,7 +31,9 @@ local p2data = {}
minetest.register_on_generated(function(minp, maxp, blockseed)
local rand = PcgRandom(blockseed)
-- Array containing the biome IDs of nodes in the most recently generated chunk by the current mapgen
local biomemap = minetest.get_mapgen_object('biomemap')
-- Table mapping requested generation notification types to arrays of positions at which the corresponding generated structures are located within the current chunk
local gennotify = minetest.get_mapgen_object('gennotify')
-- Load the voxelmanip with the result of engine mapgen
local vm, emin, emax = minetest.get_mapgen_object('voxelmanip')
@ -49,6 +42,7 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
-- Get the content ID data from the voxelmanip in the form of a flat array.
-- Set the buffer parameter to use and reuse 'data' for this.
vm:get_data(data)
-- Raw `param2` data read into the `VoxelManip` object
vm:get_param2_data(p2data)
-- Side length of mapchunk
local sidelength = maxp.x - minp.x + 1
@ -57,7 +51,9 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
local schem_positions = {}
local shared_args = {}
--
-- on_data
--
-- read/write to `data` what will be eventually saved (set_data)
-- used for voxelmanip `data` manipulation
for _, def in ipairs(Everness.on_generated_queue) do
@ -69,13 +65,16 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
end
end
-- set data after they have been manipulated (above)
-- set data after they have been manipulated (from above)
vm:set_data(data)
vm:set_param2_data(p2data)
--
-- after_set_data
--
-- can read (but cant and should not manipulate) voxelmanip `data`
-- used for `place_schematic_on_vmanip` which will invalidate `data` therefore we are doing it after we set the data
-- used for `place_schematic_on_vmanip` which will invalidate `data`
-- therefore we are doing it after we set the data
for _, def in ipairs(Everness.on_generated_queue) do
if def.can_run(biomemap) and def.after_set_data then
shared_args[def.name] = shared_args[def.name] or {}
@ -90,161 +89,7 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
if data[vi + area.ystride] == minetest.CONTENT_AIR then
local s_pos = area:position(vi)
if maxp.y >= water_level then
-- Above sea level or at water level
if
water_level >= minp.y
and water_level <= maxp.y
and data[vi] == c_water_source
then
--
-- Water Level
--
if
(
table.indexof(biomemap, biome_id_everness_cursed_lands_dunes) ~= -1
or table.indexof(biomemap, biome_id_everness_cursed_lands_swamp) ~= -1
or table.indexof(biomemap, biome_id_everness_cursed_lands_ocean) ~= -1
)
and rand:next(0, 100) < chance_sea_level
then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_cursed_lands_deep_ocean_island.mts'
--
-- Cursed Lands Deep Ocean Island
--
local size = { x = 25, y = 23, z = 23 }
local size_x = math.round(size.x / 2)
local size_z = math.round(size.z / 2)
-- add Y displacement
local y_dis = 7
local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z)
-- find floor big enough
local indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #indexes < size.x * size.z then
-- not enough space
return
end
-- enough space to place structure ?
local space_indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #space_indexes > (size.x * size.y * size.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
'random',
nil,
true,
'place_center_x, place_center_z'
)
schem_positions.everness_cursed_lands_deep_ocean_island = schem_positions.everness_cursed_lands_deep_ocean_island or {}
table.insert(schem_positions.everness_cursed_lands_deep_ocean_island, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z),
maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z)
})
minetest.log('action', '[Everness] Cursed Lands Deep Ocean Island was placed at ' .. schem_pos:to_string())
end
elseif
(
table.indexof(biomemap, biome_id_everness_crystal_forest_dunes) ~= -1
or table.indexof(biomemap, biome_id_everness_crystal_forest_shore) ~= -1
or table.indexof(biomemap, biome_id_everness_crystal_forest_ocean) ~= -1
)
and rand:next(0, 100) < chance_sea_level
then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_ocean_shrine.mts'
--
-- Crystal Forest Ocean Shrine
--
local size = { x = 13, y = 16, z = 13 }
local size_x = math.round(size.x / 2)
local size_z = math.round(size.z / 2)
-- add Y displacement
local y_dis = 8
local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z)
-- find floor big enough
local indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #indexes < size.x * size.z then
-- not enough space
return
end
-- enough space to place structure ?
local space_indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #space_indexes > (size.x * size.y * size.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
'random',
nil,
true,
'place_center_x, place_center_z'
)
schem_positions.everness_crystal_forest_ocean_shrine = schem_positions.everness_crystal_forest_ocean_shrine or {}
table.insert(schem_positions.everness_crystal_forest_ocean_shrine, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z),
maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z)
})
minetest.log('action', '[Everness] Crystal Forest Ocean Shrine was placed at ' .. schem_pos:to_string())
end
end
end
else
if maxp.y < water_level then
-- Under sea level (Caves)
if
(
@ -342,11 +187,13 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
-- Write what has been created to the world.
vm:write_to_map()
--
-- after_write_to_map
--
-- Cannot read/write voxelmanip or its data
-- Used for direct manipulation of the world chunk nodes where the definitions of nodes are available and node callback can be executed
-- minetest.fix_light(minp, maxp)
-- Used for direct manipulation of the world chunk nodes where the
-- definitions of nodes are available and node callback can be executed
-- or e.g. for `minetest.fix_light`
for _, def in ipairs(Everness.on_generated_queue) do
if def.can_run(biomemap) and def.after_write_to_map then

View File

@ -184,7 +184,7 @@ Everness:register_decoration({
--
local disp = 16
local chance_sea_level = 10
local chance = 10
local water_level = tonumber(minetest.settings:get('water_level')) or 1
local schem = minetest.get_modpath('everness') .. '/schematics/everness_coral_forest_ocean_fishing_dock.mts'
local size = { x = 26, y = 10, z = 23 }
@ -212,7 +212,7 @@ Everness:add_to_queue_on_generated({
if data[vi + area.ystride] == minetest.CONTENT_AIR
and data[vi] == c_water_source
and rand:next(0, 100) < chance_sea_level
and rand:next(0, 100) < chance
-- Water Level
and water_level >= minp.y
and water_level <= maxp.y

View File

@ -165,7 +165,7 @@ Everness:register_decoration({
--
local disp = 16
local chance_sea_level = 10
local chance = 10
local water_level = tonumber(minetest.settings:get('water_level')) or 1
local schem = minetest.get_modpath('everness') .. '/schematics/everness_coral_forest_ocean_fishing_dock.mts'
local size = { x = 26, y = 10, z = 23 }
@ -193,7 +193,7 @@ Everness:add_to_queue_on_generated({
if data[vi + area.ystride] == minetest.CONTENT_AIR
and data[vi] == c_water_source
and rand:next(0, 100) < chance_sea_level
and rand:next(0, 100) < chance
-- Water Level
and water_level >= minp.y
and water_level <= maxp.y

View File

@ -145,14 +145,24 @@ Everness:register_decoration({
--
local chance = 20
local chance_water = 10
local disp = 16
local water_level = tonumber(minetest.settings:get('water_level')) or 1
local schem = minetest.read_schematic(minetest.get_modpath('everness') .. '/schematics/everness_quartz_fountain.mts', {})
local size = { x = 11, y = 10, z = 11 }
local size_x = math.round(size.x / 2)
local size_z = math.round(size.z / 2)
local y_dis = 1
local schem_shrine = minetest.read_schematic(minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_ocean_shrine.mts', {})
local size_shrine = { x = 13, y = 16, z = 13 }
local size_x_shrine = math.round(size.x / 2)
local size_z_shrine = math.round(size.z / 2)
local y_dis_shrine = 8
local c_everness_crystal_sand = minetest.get_content_id('everness:crystal_sand')
local c_water_source = minetest.get_content_id('mapgen_water_source')
local biome_id_everness_crystal_forest_dunes = minetest.get_biome_id('everness:crystal_forest_dunes')
@ -170,70 +180,137 @@ Everness:add_to_queue_on_generated({
for y = minp.y, maxp.y do
local vi = area:index(minp.x + sidelength / 2 + x_disp, y, minp.z + sidelength / 2 + z_disp)
if data[vi + area.ystride] == minetest.CONTENT_AIR
and data[vi] == c_everness_crystal_sand
and rand:next(0, 100) < chance
then
if data[vi + area.ystride] == minetest.CONTENT_AIR then
local s_pos = area:position(vi)
--
-- Quartz Fountain
--
if
data[vi] == c_everness_crystal_sand
and rand:next(0, 100) < chance
then
--
-- Quartz Fountain
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z)
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z)
-- find floor big enough
local positions = minetest.find_nodes_in_area_under_air(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
{
'everness:crystal_sand'
}
)
if #positions < size.x * size.z then
-- not enough space
return
end
-- enough air to place structure ?
local air_positions = minetest.find_nodes_in_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
{
'air'
}
)
local replacements
if rand:next(0, 100) < 50 then
replacements = {
['everness:chest'] = 'everness:quartz_pillar'
}
end
if #air_positions > (size.x * size.y * size.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
'random',
replacements,
true,
'place_center_x, place_center_z'
-- find floor big enough
local positions = minetest.find_nodes_in_area_under_air(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
{
'everness:crystal_sand'
}
)
shared_args.schem_positions.everness_quartz_fountain = shared_args.schem_positions.everness_quartz_fountain or {}
if #positions < size.x * size.z then
-- not enough space
return
end
table.insert(shared_args.schem_positions.everness_quartz_fountain, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z),
maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z)
})
-- enough air to place structure ?
local air_positions = minetest.find_nodes_in_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
{
'air'
}
)
minetest.log('action', '[Everness] Quartz Fountain was placed at ' .. schem_pos:to_string())
local replacements
if rand:next(0, 100) < 50 then
replacements = {
['everness:chest'] = 'everness:quartz_pillar'
}
end
if #air_positions > (size.x * size.y * size.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
'random',
replacements,
true,
'place_center_x, place_center_z'
)
shared_args.schem_positions.everness_quartz_fountain = shared_args.schem_positions.everness_quartz_fountain or {}
table.insert(shared_args.schem_positions.everness_quartz_fountain, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z),
maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z)
})
minetest.log('action', '[Everness] Quartz Fountain was placed at ' .. schem_pos:to_string())
end
end
if data[vi] == c_water_source
and rand:next(0, 100) < chance_water
-- Water Level
and water_level >= minp.y
and water_level <= maxp.y
then
--
-- Crystal Forest Ocean Shrine
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis_shrine, s_pos.z)
-- find floor big enough
local indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x_shrine, s_pos.y - 1, s_pos.z - size_z_shrine),
vector.new(s_pos.x + size_x_shrine, s_pos.y + 1, s_pos.z + size_z_shrine),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #indexes < size_shrine.x * size_shrine.z then
-- not enough space
return
end
-- enough space to place structure ?
local space_indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x_shrine, s_pos.y, s_pos.z - size_z_shrine),
vector.new(s_pos.x + size_x_shrine, s_pos.y + size_shrine.y, s_pos.z + size_z_shrine),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #space_indexes > (size_shrine.x * size_shrine.y * size_shrine.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem_shrine,
'random',
nil,
true,
'place_center_x, place_center_z'
)
shared_args.schem_positions.everness_crystal_forest_ocean_shrine = shared_args.schem_positions.everness_crystal_forest_ocean_shrine or {}
table.insert(shared_args.schem_positions.everness_crystal_forest_ocean_shrine, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x_shrine, s_pos.y - y_dis_shrine, s_pos.z - size_z_shrine),
maxp = vector.new(s_pos.x + size_x_shrine, s_pos.y - y_dis_shrine + size_shrine.y, s_pos.z + size_z_shrine)
})
minetest.log('action', '[Everness] Crystal Forest Ocean Shrine was placed at ' .. schem_pos:to_string())
end
end
end
end

View File

@ -193,7 +193,7 @@ local biome_id_everness_cursed_lands_deep_ocean = minetest.get_biome_id('evernes
-- Localize data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use.
local data = {}
local chance = 30
local chance = 20
local schem = minetest.get_modpath('everness') .. '/schematics/everness_cursed_lands_deep_ocean_skull.mts'
local size = { x = 10, y = 11, z = 11 }
local size_x = math.round(size.x / 2)

View File

@ -167,13 +167,23 @@ Everness:register_decoration({
--
local chance = 30
local chance_water = 10
local disp = 16
local schem = minetest.get_modpath('everness') .. '/schematics/everness_cursed_cabin.mts'
local water_level = tonumber(minetest.settings:get('water_level')) or 1
local schem_cursed_cabin = minetest.get_modpath('everness') .. '/schematics/everness_cursed_cabin.mts'
local size = { x = 7, y = 7, z = 12 }
local size_x = math.round(size.x / 2)
local size_z = math.round(size.z / 2)
local schem_ocean_island = minetest.get_modpath('everness') .. '/schematics/everness_cursed_lands_deep_ocean_island.mts'
local size_ocean_island = { x = 25, y = 23, z = 23 }
local size_x_ocean_island = math.round(size.x / 2)
local size_z_ocean_island = math.round(size.z / 2)
local y_dis_ocean_island = 7
local c_cursed_sand = minetest.get_content_id('everness:cursed_sand')
local c_water_source = minetest.get_content_id('mapgen_water_source')
local biome_id_everness_cursed_lands_dunes = minetest.get_biome_id('everness:cursed_lands_dunes')
@ -191,62 +201,127 @@ Everness:add_to_queue_on_generated({
for y = minp.y, maxp.y do
local vi = area:index(minp.x + sidelength / 2 + x_disp, y, minp.z + sidelength / 2 + z_disp)
if data[vi + area.ystride] == minetest.CONTENT_AIR
and data[vi] == c_cursed_sand
and rand:next(0, 100) < chance
then
if data[vi + area.ystride] == minetest.CONTENT_AIR then
local s_pos = area:position(vi)
--
-- Cursed Cabin
--
if data[vi] == c_cursed_sand
and rand:next(0, 100) < chance
then
--
-- Cursed Cabin
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y, s_pos.z)
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y, s_pos.z)
-- find floor big enough
local positions = minetest.find_nodes_in_area_under_air(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
{
'everness:cursed_sand'
}
)
if #positions < size.x * size.z then
-- not enough space
return
end
-- enough air to place structure ?
local air_positions = minetest.find_nodes_in_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
{
'air'
}
)
if #air_positions > (size.x * size.y * size.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
'random',
nil,
true,
'place_center_x, place_center_z'
-- find floor big enough
local positions = minetest.find_nodes_in_area_under_air(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
{
'everness:cursed_sand'
}
)
shared_args.schem_positions.everness_cursed_cabin = shared_args.schem_positions.everness_cursed_cabin or {}
if #positions < size.x * size.z then
-- not enough space
return
end
table.insert(shared_args.schem_positions.everness_cursed_cabin, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z)
})
-- enough air to place structure ?
local air_positions = minetest.find_nodes_in_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
{
'air'
}
)
minetest.log('action', '[Everness] Cursed Cabin was placed at ' .. schem_pos:to_string())
if #air_positions > (size.x * size.y * size.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem_cursed_cabin,
'random',
nil,
true,
'place_center_x, place_center_z'
)
shared_args.schem_positions.everness_cursed_cabin = shared_args.schem_positions.everness_cursed_cabin or {}
table.insert(shared_args.schem_positions.everness_cursed_cabin, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z)
})
minetest.log('action', '[Everness] Cursed Cabin was placed at ' .. schem_pos:to_string())
end
end
if data[vi] == c_water_source
and rand:next(0, 100) < chance_water
-- Water Level
and water_level >= minp.y
and water_level <= maxp.y
then
--
-- Cursed Lands Deep Ocean Island
--
local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis_ocean_island, s_pos.z)
-- find floor big enough
local indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x_ocean_island, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x_ocean_island, s_pos.y + 1, s_pos.z + size_z),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #indexes < size_ocean_island.x * size_ocean_island.z then
-- not enough space
return
end
-- enough space to place structure ?
local space_indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x_ocean_island, s_pos.y, s_pos.z - size_z_ocean_island),
vector.new(s_pos.x + size_x_ocean_island, s_pos.y + size_ocean_island.y, s_pos.z + size_z_ocean_island),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #space_indexes > (size_ocean_island.x * size_ocean_island.y * size_ocean_island.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem_ocean_island,
'random',
nil,
true,
'place_center_x, place_center_z'
)
shared_args.schem_positions.everness_cursed_lands_deep_ocean_island = shared_args.schem_positions.everness_cursed_lands_deep_ocean_island or {}
table.insert(shared_args.schem_positions.everness_cursed_lands_deep_ocean_island, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x_ocean_island, s_pos.y - y_dis_ocean_island, s_pos.z - size_z_ocean_island),
maxp = vector.new(s_pos.x + size_x_ocean_island, s_pos.y - y_dis_ocean_island + size_ocean_island.y, s_pos.z + size_z_ocean_island)
})
minetest.log('action', '[Everness] Cursed Lands Deep Ocean Island was placed at ' .. schem_pos:to_string())
end
end
end
end

View File

@ -44,7 +44,6 @@ Everness:register_biome({
humidity_point = 30,
})
--
-- On Generated
--