--[[ Everness. Never ending discovery in Everness mapgen. Copyright (C) 2024 SaKeL This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. --]] -- -- Register biomes -- local y_max = Everness.settings.biomes.everness_mineral_waters.y_max local y_min = Everness.settings.biomes.everness_mineral_waters.y_min -- Mineral Waters minetest.register_biome({ name = 'everness_mineral_waters', node_top = 'everness:mineral_sand', depth_top = 1, node_filler = 'everness:mineral_stone', depth_filler = 1, node_stone = 'everness:mineral_stone', node_riverbed = 'everness:mineral_sand', depth_riverbed = 2, node_dungeon = 'everness:mineral_stone_brick', node_dungeon_alt = 'everness:mineral_stone_brick_with_growth', node_dungeon_stair = 'stairs:stair_mineral_stone_brick', y_max = y_max, y_min = y_min, vertical_blend = 16, heat_point = 78, humidity_point = 58, }) -- -- Register ores -- -- Scatter ores -- Coal minetest.register_ore({ ore_type = 'scatter', ore = 'everness:mineral_stone_with_coal', wherein = 'everness:mineral_stone', clust_scarcity = 8 * 8 * 8, clust_num_ores = 9, clust_size = 3, y_max = y_max, y_min = y_min, biomes = { 'everness_mineral_waters' } }) -- -- Register decorations -- placeholder node `everness:crystal_stone` will be replaced in VM -- minetest.register_decoration({ name = 'everness:palm_trees', deco_type = 'simple', place_on = { 'everness:mineral_sand' }, sidelen = 16, noise_params = { offset = 0, scale = 0.005, spread = { x = 250, y = 250, z = 250 }, seed = 329, octaves = 3, persist = 0.6 }, biomes = { 'everness_mineral_waters' }, y_max = y_max, y_min = y_min, decoration = { 'everness:crystal_stone' }, }) minetest.register_decoration({ name = 'everness:pots', deco_type = 'simple', place_on = { 'everness:mineral_sand' }, sidelen = 16, noise_params = { offset = 0, scale = 0.002, spread = { x = 250, y = 250, z = 250 }, seed = 2, octaves = 3, persist = 0.66 }, biomes = { 'everness_mineral_waters' }, y_max = y_max, y_min = y_min, decoration = { 'everness:crystal_stone' }, _decoration = { 'everness:ceramic_pot_1', 'everness:ceramic_pot_2', 'everness:ceramic_pot_3', 'everness:ceramic_pot_4' } }) minetest.register_decoration({ name = 'everness:water_geyser', deco_type = 'simple', place_on = { 'everness:mineral_sand' }, sidelen = 16, noise_params = { offset = -0.004, scale = 0.02, spread = { x = 100, y = 100, z = 100 }, seed = 137, octaves = 3, persist = 0.7, }, biomes = { 'everness_mineral_waters' }, y_max = y_max, y_min = y_min, decoration = { 'everness:crystal_stone' }, spawn_by = { 'air' }, num_spawn_by = 16, check_offset = 1, }) minetest.register_decoration({ name = 'everness:rose_bush', deco_type = 'simple', place_on = { 'everness:mineral_sand' }, sidelen = 16, noise_params = { offset = -0.004, scale = 0.01, spread = { x = 100, y = 100, z = 100 }, seed = 137, octaves = 3, persist = 0.7, }, biomes = { 'everness_mineral_waters' }, y_max = y_max, y_min = y_min, decoration = { 'everness:crystal_stone' }, _decoration = { 'everness:rose_bush' }, spawn_by = { 'air' }, num_spawn_by = 16, check_offset = 1, }) -- -- On Generated -- -- Get the content IDs for the nodes used local c_everness_mineral_water_source = minetest.get_content_id('everness:mineral_water_source') local c_everness_mineral_stone = minetest.get_content_id('everness:mineral_stone') local c_everness_mineral_stone_brick = minetest.get_content_id('everness:mineral_stone_brick') local c_everness_mineral_stone_brick_with_growth = minetest.get_content_id('everness:mineral_stone_brick_with_growth') local c_everness_mineral_stone_brick_with_flower_growth = minetest.get_content_id('everness:mineral_stone_brick_with_flower_growth') local c_everness_mineral_sand = minetest.get_content_id('everness:mineral_sand') local c_everness_mineral_sandstone = minetest.get_content_id('everness:mineral_sandstone') local c_everness_mineral_sandstone_block = minetest.get_content_id('everness:mineral_sandstone_block') local c_everness_mineral_waters_marker = minetest.get_content_id('everness:mineral_waters_marker') local c_everness_mineral_stone_with_coal = minetest.get_content_id('everness:mineral_stone_with_coal') local c_everness_lotus_flower_white = minetest.get_content_id('everness:lotus_flower_white') local c_everness_lotus_flower_purple = minetest.get_content_id('everness:lotus_flower_purple') local c_everness_lotus_flower_pink = minetest.get_content_id('everness:lotus_flower_pink') local c_everness_lotus_lotus_leaf = minetest.get_content_id('everness:lotus_leaf') local c_everness_lotus_lotus_leaf_2 = minetest.get_content_id('everness:lotus_leaf_2') local c_everness_lotus_lotus_leaf_3 = minetest.get_content_id('everness:lotus_leaf_3') local c_everness_ceramic_pot_1 = minetest.get_content_id('everness:ceramic_pot_1') local c_everness_ceramic_pot_2 = minetest.get_content_id('everness:ceramic_pot_2') local c_everness_ceramic_pot_3 = minetest.get_content_id('everness:ceramic_pot_3') local c_everness_ceramic_pot_4 = minetest.get_content_id('everness:ceramic_pot_4') local c_everness_mineral_water_weed_1 = minetest.get_content_id('everness:mineral_water_weed_1') local c_everness_mineral_water_weed_2 = minetest.get_content_id('everness:mineral_water_weed_2') local c_everness_mineral_water_weed_3 = minetest.get_content_id('everness:mineral_water_weed_3') -- Biome IDs local biome_id_everness_mineral_waters = minetest.get_biome_id('everness_mineral_waters') -- Decoration IDs local d_everness_palm_trees = minetest.get_decoration_id('everness:palm_trees') local d_everness_water_geyser = minetest.get_decoration_id('everness:water_geyser') local d_everness_pots = minetest.get_decoration_id('everness:pots') local d_rose_bush = minetest.get_decoration_id('everness:rose_bush') -- Pool building blocks variations local pool_build_nodes = { { c_everness_mineral_stone, c_everness_mineral_stone_brick, c_everness_mineral_stone_brick_with_growth, c_everness_mineral_stone_brick_with_flower_growth }, { c_everness_mineral_sandstone, c_everness_mineral_sandstone_block } } local c_lotus_flowers = { c_everness_lotus_flower_white, c_everness_lotus_flower_purple, c_everness_lotus_flower_pink } local c_lotus_leaves = { c_everness_lotus_lotus_leaf, c_everness_lotus_lotus_leaf_2, c_everness_lotus_lotus_leaf_3 } local c_pots = { c_everness_ceramic_pot_1, c_everness_ceramic_pot_2, c_everness_ceramic_pot_3, c_everness_ceramic_pot_4 } local c_water_weeds = { c_everness_mineral_water_weed_1, c_everness_mineral_water_weed_2 } local function find_irecursive(table, c_id) local found = false for i, v in ipairs(table) do if type(v) == 'table' then find_irecursive(v, c_id) end if c_id == v then found = true break end end return found end local function place_decoration(pos, vm, area, data, deco_id, callback) local deco_def = minetest.registered_decorations[deco_id] if not deco_def then return end -- Position of the 'place_on' node local vi = area:indexp(pos) local place_on_valid = false local data_node_name = minetest.get_name_from_content_id(data[vi]) local placeholder_node_name = type(deco_def.decoration) == 'string' and deco_def.decoration or deco_def.decoration[1] if type(deco_def.place_on) == 'string' then if deco_def.place_on == data_node_name and data[vi + area.ystride * 2] == minetest.CONTENT_AIR then place_on_valid = true end else for i, v in ipairs(deco_def.place_on) do if v == data_node_name and data[vi + area.ystride * 2] == minetest.CONTENT_AIR then place_on_valid = true break end end end local pos_above = vector.new(pos.x, pos.y + 1, pos.z) local node_above = vm:get_node_at(pos_above) if node_above.name == placeholder_node_name then if place_on_valid then callback(pos_above, deco_def) else vm:set_node_at(pos_above, { name = 'air' }) end end end -- Localize data buffer table outside the loop, to be re-used for all -- mapchunks, therefore minimising memory use local data = {} local p2data = {} minetest.set_gen_notify({ decoration = true }, { d_everness_palm_trees, d_everness_water_geyser, d_everness_pots, d_rose_bush }) -- Called after generating a piece of world. Modifying nodes inside the area is a bit faster than usual. minetest.register_on_generated(function(minp, maxp, blockseed) -- Start time of mapchunk generation. -- local t0 = os.clock() -- Returns an array containing the biome IDs of nodes in the most recently generated chunk by the current mapgen local biomemap = minetest.get_mapgen_object('biomemap') -- Above sea level if maxp.y >= y_min and table.indexof(biomemap, biome_id_everness_mineral_waters) ~= -1 then local rand = PcgRandom(blockseed) local rand_version = rand:next(1, 2) -- Load the voxelmanip with the result of engine mapgen local vm, emin, emax = minetest.get_mapgen_object('voxelmanip') -- Returns a 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') -- 'area' is used later to get the voxelmanip indexes for positions local area = VoxelArea:new({ MinEdge = emin, MaxEdge = emax }) -- 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) vm:get_param2_data(p2data) local pot_pos = {} if rand_version == 1 then -- -- Pools -- for y = minp.y, maxp.y do for z = minp.z, maxp.z do local precision_perc = 75 for x = minp.x, maxp.x do local ai = area:index(x, y, z) local node_name = minetest.get_name_from_content_id(data[ai]) local node_def = minetest.registered_nodes[node_name] if data[ai + area.ystride] == minetest.CONTENT_AIR and node_def and node_def.walkable then local length = 5 + rand:next(0, 10) local width = 5 + rand:next(0, 10) local height = 3 + rand:next(0, 4) local walkable_nodes = 0 -- find space for lake (walkable rectangle) for li = 1, length do for wi = 1, width do local ai_rec = (ai + li) + (area.zstride * wi) local n_name = minetest.get_name_from_content_id(data[ai_rec]) local n_def = minetest.registered_nodes[n_name] local b_data = minetest.get_biome_data(area:position(ai_rec)) if not b_data then return end local b_name = minetest.get_biome_name(b_data.biome) if not b_name then return end if b_name ~= 'everness_mineral_waters' -- for mese trees, they dont have specific biome or minetest.get_item_group(n_name, 'tree') > 0 or minetest.get_item_group(n_name, 'leaves') > 0 then -- bordering with anohter biome, be more precise in placing precision_perc = 100 end if n_def and n_def.walkable and data[ai_rec + area.ystride] == minetest.CONTENT_AIR then walkable_nodes = walkable_nodes + 1 end end end -- build pool (cuboid) local pool_build_nodes_group = pool_build_nodes[rand:next(1, #pool_build_nodes)] if walkable_nodes >= (width * length / 100) * precision_perc then -- offset y so the pools are sticking out / sinking in from the ground vertically local ai_offset_y = ai - (area.ystride * height) + (area.ystride * rand:next(0, math.ceil(height / 2))) for hi = 1, height do for li = 1, length do for wi = 1, width do local mineral_stone = pool_build_nodes_group[rand:next(1, #pool_build_nodes_group)] local ai_cub = (ai_offset_y + li) + (area.ystride * hi) + (area.zstride * wi) local current_c_id = data[ai_cub] -- Check for water and build nodes before replacing, this will make pools connected and will not replace already built walls from another pool near by if hi == 1 and current_c_id ~= c_everness_mineral_water_source and not find_irecursive(pool_build_nodes, current_c_id) then -- build pool floor data[ai_cub] = mineral_stone elseif hi ~= 1 and (wi == 1 or wi == width) and current_c_id ~= c_everness_mineral_water_source and not find_irecursive(pool_build_nodes, current_c_id) then -- build pool wall data[ai_cub] = mineral_stone elseif hi ~= 1 and (li == 1 or li == length) and (wi ~= 1 or wi ~= width) and current_c_id ~= c_everness_mineral_water_source and not find_irecursive(pool_build_nodes, current_c_id) then -- build pool wall data[ai_cub] = mineral_stone else -- fill in the pool with water data[ai_cub] = c_everness_mineral_water_source end -- place loot chest marker in the middle of the pool floor if hi == 2 and height > 4 and math.ceil(length / 2) == li and math.ceil(width / 2) == wi and data[ai_cub - area.ystride] ~= c_everness_mineral_water_source and rand:next(0, 100) < 3 then data[ai_cub] = c_everness_mineral_waters_marker end end end end end end end end end elseif rand_version == 2 then -- -- Lakes -- for z = minp.z, maxp.z do for y = minp.y, maxp.y do for x = minp.x, maxp.x do local ai = area:index(x, y, z) local c_current = data[ai] -- +Y, -Y, +X, -X, +Z, -Z -- top, bottom, right, left, front, back -- right local c_right = data[ai + 1] -- left local c_left = data[ai - 1] -- front local c_front = data[ai + (area.zstride * 2)] -- back local c_back = data[ai - (area.zstride * 2)] local keep_going = true local while_count = 1 local max_dig_depth = 11 if c_current == c_everness_mineral_sand and ( c_right == c_everness_mineral_sand or c_right == c_everness_mineral_water_source or c_right == c_everness_mineral_stone or c_right == c_everness_mineral_stone_with_coal ) and ( c_left == c_everness_mineral_sand or c_left == c_everness_mineral_water_source or c_left == c_everness_mineral_stone or c_left == c_everness_mineral_stone_with_coal ) and ( c_front == c_everness_mineral_sand or c_front == c_everness_mineral_water_source or c_front == c_everness_mineral_stone or c_front == c_everness_mineral_stone_with_coal ) and ( c_back == c_everness_mineral_sand or c_back == c_everness_mineral_water_source or c_back == c_everness_mineral_stone or c_back == c_everness_mineral_stone_with_coal ) then -- dig below while keep_going and while_count <= max_dig_depth do local while_index = ai - area.ystride * while_count if -- below ( data[while_index] == c_everness_mineral_stone or data[while_index] == c_everness_mineral_stone_with_coal ) and ( -- right data[while_index + 1 + area.ystride] == c_everness_mineral_sand or data[while_index + 1 + area.ystride] == c_everness_mineral_water_source or data[while_index + 1 + area.ystride] == c_everness_mineral_stone or data[while_index + 1 + area.ystride] == c_everness_mineral_stone_with_coal ) and ( -- left data[while_index - 1 + area.ystride] == c_everness_mineral_sand or data[while_index - 1 + area.ystride] == c_everness_mineral_water_source or data[while_index - 1 + area.ystride] == c_everness_mineral_stone or data[while_index - 1 + area.ystride] == c_everness_mineral_stone_with_coal ) and ( -- front data[while_index + area.zstride + area.ystride] == c_everness_mineral_sand or data[while_index + area.zstride + area.ystride] == c_everness_mineral_water_source or data[while_index + area.zstride + area.ystride] == c_everness_mineral_stone or data[while_index + area.zstride + area.ystride] == c_everness_mineral_stone_with_coal ) and ( -- back data[while_index - area.zstride + area.ystride] == c_everness_mineral_sand or data[while_index - area.zstride + area.ystride] == c_everness_mineral_water_source or data[while_index - area.zstride + area.ystride] == c_everness_mineral_stone or data[while_index - area.zstride + area.ystride] == c_everness_mineral_stone_with_coal ) then data[while_index + area.ystride] = c_everness_mineral_water_source else keep_going = false end while_count = while_count + 1 end end end end end end -- Place decorations after generating (2nd pass) for y = minp.y, maxp.y do for z = minp.z, maxp.z do for x = minp.x, maxp.x do local ai = area:index(x, y, z) -- -- Place Lotus Flowers and Leaves -- if data[ai] == c_everness_mineral_water_source -- spawn around water and data[ai + 1 + area.zstride] == c_everness_mineral_water_source and data[ai + 1 - area.zstride] == c_everness_mineral_water_source and data[ai + 1] == c_everness_mineral_water_source and data[ai - 1] == c_everness_mineral_water_source and data[ai - 1 + area.zstride] == c_everness_mineral_water_source and data[ai - 1 - area.zstride] == c_everness_mineral_water_source and data[ai + area.zstride] == c_everness_mineral_water_source and data[ai - area.zstride] == c_everness_mineral_water_source -- make sure there is space above and data[ai + area.ystride] == minetest.CONTENT_AIR -- spawn around air above and data[ai + area.ystride + 1] == minetest.CONTENT_AIR and data[ai + area.ystride + 1 + area.zstride] == minetest.CONTENT_AIR and data[ai + area.ystride + 1 - area.zstride] == minetest.CONTENT_AIR and data[ai + area.ystride - 1] == minetest.CONTENT_AIR and data[ai + area.ystride - 1 + area.zstride] == minetest.CONTENT_AIR and data[ai + area.ystride - 1 - area.zstride] == minetest.CONTENT_AIR and data[ai + area.ystride + area.zstride] == minetest.CONTENT_AIR and data[ai + area.ystride - area.zstride] == minetest.CONTENT_AIR then if rand:next(0, 100) < 2 then data[ai + area.ystride] = c_lotus_flowers[rand:next(1, #c_lotus_flowers)] -- Place Lotus Leaves around Flowers local radius = 3 local chance_max = 80 for i = -radius, radius do for j = -radius, radius do local idx = ai + i + (area.zstride * j) + area.ystride local distance = math.round(vector.distance(area:position(ai), area:position(idx))) local chance = math.round(chance_max / distance) if chance > chance_max then chance = chance_max end if rand:next(0, 100) < chance and data[idx] == minetest.CONTENT_AIR and data[idx - area.ystride] == c_everness_mineral_water_source then data[idx] = c_lotus_leaves[rand:next(1, #c_lotus_leaves)] p2data[idx] = rand:next(0, 3) end end end elseif rand:next(0, 100) < 4 then data[ai + area.ystride] = c_lotus_leaves[rand:next(1, #c_lotus_leaves)] p2data[ai + area.ystride] = rand:next(0, 3) -- add some more leaves around the leaf for i = -1, 1 do for j = -1, 1 do local idx = ai + i + (area.zstride * j) + area.ystride if rand:next(0, 100) < 25 and data[idx] == minetest.CONTENT_AIR and data[idx - area.ystride] == c_everness_mineral_water_source then data[idx] = c_lotus_leaves[rand:next(1, #c_lotus_leaves)] p2data[idx] = rand:next(0, 3) end end end end end -- -- Place Seaweed -- if data[ai] == c_everness_mineral_water_source and data[ai + area.ystride] == c_everness_mineral_water_source and rand:next(0, 100) < 33 then local c_weed = c_water_weeds[rand:next(1, #c_water_weeds)] if rand:next(0, 100) < 5 then -- Weed with light source with a bit less probability c_weed = c_everness_mineral_water_weed_3 end if data[ai + 1] == c_everness_mineral_stone then data[ai + 1] = c_weed data[ai + 1] = c_weed data[ai + 1] = c_weed p2data[ai + 1] = 2 elseif data[ai - 1] == c_everness_mineral_stone then data[ai - 1] = c_weed data[ai - 1] = c_weed data[ai - 1] = c_weed p2data[ai - 1] = 3 elseif data[ai + area.zstride] == c_everness_mineral_stone then data[ai + area.zstride] = c_weed data[ai + area.zstride] = c_weed data[ai + area.zstride] = c_weed p2data[ai + area.zstride] = 4 elseif data[ai - area.zstride] == c_everness_mineral_stone then data[ai - area.zstride] = c_weed data[ai - area.zstride] = c_weed data[ai - area.zstride] = c_weed p2data[ai - area.zstride] = 5 elseif data[ai - area.ystride] == c_everness_mineral_stone then data[ai - area.ystride] = c_weed data[ai - area.ystride] = c_weed data[ai - area.ystride] = c_weed p2data[ai - area.ystride] = 1 end end -- -- Place pots under water -- if data[ai] == c_everness_mineral_water_source -- spawn around water and data[ai + 1 + area.zstride] == c_everness_mineral_water_source and data[ai + 1 - area.zstride] == c_everness_mineral_water_source and data[ai + 1] == c_everness_mineral_water_source and data[ai - 1] == c_everness_mineral_water_source and data[ai - 1 + area.zstride] == c_everness_mineral_water_source and data[ai - 1 - area.zstride] == c_everness_mineral_water_source and data[ai + area.zstride] == c_everness_mineral_water_source and data[ai - area.zstride] == c_everness_mineral_water_source -- spawn around water above and data[ai + area.ystride] == c_everness_mineral_water_source and data[ai + area.ystride + 1] == c_everness_mineral_water_source and data[ai + area.ystride + 1 + area.zstride] == c_everness_mineral_water_source and data[ai + area.ystride + 1 - area.zstride] == c_everness_mineral_water_source and data[ai + area.ystride - 1] == c_everness_mineral_water_source and data[ai + area.ystride - 1 + area.zstride] == c_everness_mineral_water_source and data[ai + area.ystride - 1 - area.zstride] == c_everness_mineral_water_source and data[ai + area.ystride + area.zstride] == c_everness_mineral_water_source and data[ai + area.ystride - area.zstride] == c_everness_mineral_water_source -- spawn on solid node below and data[ai - area.ystride] ~= c_everness_mineral_water_source then if rand:next(0, 100) < 1 then table.insert(pot_pos, vector.new(area:position(ai))) end end end end end vm:set_data(data) vm:set_param2_data(p2data) -- -- Place Decorations -- -- -- Palm Trees -- for _, pos in ipairs(gennotify['decoration#' .. (d_everness_palm_trees or '')] or {}) do place_decoration(pos, vm, area, data, 'everness:palm_trees', function(p) minetest.place_schematic_on_vmanip( vm, p, minetest.get_modpath('everness') .. '/schematics/everness_palm_tree.mts', nil, nil, true, 'place_center_x, place_center_z' ) end) end -- -- Water Geyser -- for _, pos in ipairs(gennotify['decoration#' .. (d_everness_water_geyser or '')] or {}) do place_decoration(pos, vm, area, data, 'everness:water_geyser', function(p) vm:set_node_at(p, { name = 'everness:water_geyser' }) end) end -- -- Rose Bush -- for _, pos in ipairs(gennotify['decoration#' .. (d_rose_bush or '')] or {}) do place_decoration(pos, vm, area, data, 'everness:rose_bush', function(p) vm:set_node_at(p, { name = 'everness:rose_bush' }) end) end -- -- Pots (above water) -- for _, pos in ipairs(gennotify['decoration#' .. (d_everness_pots or '')] or {}) do place_decoration(pos, vm, area, data, 'everness:pots', function(p, deco_def) if deco_def._decoration then -- Use `minetest.set_node` so we can set inventory on node construct minetest.set_node(p, { name = deco_def._decoration[rand:next(1, #deco_def._decoration)] }) local inv = minetest.get_inventory({ type = 'node', pos = p }) local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)] if not minetest.registered_items[item_def.name] then return end if rand:next(0, 100) <= item_def.chance then local stack = ItemStack(item_def.name) if minetest.registered_tools[item_def.name] then stack:set_wear(rand:next(1, 65535)) else stack:set_count(rand:next(1, item_def.max_count)) end inv:set_stack('main', 1, stack) end end end) end -- -- Pots (under water) -- for _, v in ipairs(pot_pos) do -- Use `minetest.set_node` so we can set inventory on node construct minetest.set_node(v, { name = minetest.get_name_from_content_id(c_pots[rand:next(1, #c_pots)]) }) local inv = minetest.get_inventory({ type = 'node', pos = v }) local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)] if not minetest.registered_items[item_def.name] then return end if rand:next(0, 100) <= item_def.chance then local stack = ItemStack(item_def.name) if minetest.registered_tools[item_def.name] then stack:set_wear(rand:next(1, 65535)) else stack:set_count(rand:next(1, item_def.max_count)) end inv:set_stack('main', 1, stack) end end -- Set the lighting within the `VoxelManip` to a uniform value vm:set_lighting({ day = 0, night = 0 }, minp, maxp) -- Calculate lighting for what has been created. vm:calc_lighting() -- Liquid nodes were placed so set them flowing. vm:update_liquids() -- Write what has been created to the world. vm:write_to_map() end -- Print generation time of this mapchunk. -- local chugent = math.ceil((os.clock() - t0) * 1000) -- print('[lvm_example] Mapchunk generation time ' .. chugent .. ' ms') end)