2 minetest.register_biome({
13 node_dungeon_alt = "air",
14 node_dungeon_stair = "air",
15 node_cave_liquid = "air",
20 humidity_point = -100,
23 --this is from https://github.com/paramat/lvm_example/blob/master/init.lua
26 -- Set the 3D noise parameters for the terrain.
30 spread = {x = 200, y = 100, z = 200},
31 seed = tonumber(minetest.get_mapgen_setting("seed")) or math.random(0,999999999),
39 -- Set singlenode mapgen (air nodes only).
40 -- Disable the engine lighting calculation since that will be done for a
41 -- mapchunk of air nodes and will be incorrect after we place nodes.
43 --minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight"})
46 -- Get the content IDs for the nodes used.
48 local c_dirt = minetest.get_content_id("aether:dirt")
49 local c_stone = minetest.get_content_id("aether:stone")
50 local c_air = minetest.get_content_id("air")
51 local c_grass = minetest.get_content_id("aether:grass")
54 -- Initialize noise object to nil. It will be created once only during the
55 -- generation of the first mapchunk, to minimise memory use.
57 local nobj_terrain = nil
60 -- Localise noise buffer table outside the loop, to be re-used for all
61 -- mapchunks, therefore minimising memory use.
63 local nvals_terrain = {}
66 -- Localise data buffer table outside the loop, to be re-used for all
67 -- mapchunks, therefore minimising memory use.
77 local content_id = minetest.get_name_from_content_id
79 -- On generated function.
81 -- 'minp' and 'maxp' are the minimum and maximum positions of the mapchunk that
82 -- define the 3D volume.
83 minetest.register_on_generated(function(minp, maxp, seed)
84 --nether starts at -10033 y
85 if minp.y < 21000 then
88 -- Start time of mapchunk generation.
89 --local t0 = os.clock()
93 -- Side length of mapchunk.
94 local sidelen = maxp.x - minp.x + 1
95 -- Required dimensions of the 3D noise perlin map.
96 local permapdims3d = {x = sidelen, y = sidelen, z = sidelen}
97 -- Create the perlin map noise object once only, during the generation of
98 -- the first mapchunk when 'nobj_terrain' is 'nil'.
99 nobj_terrain = minetest.get_perlin_map(np_terrain, permapdims3d) --nobj_terrain or
100 -- Create a flat array of noise values from the perlin map, with the
101 -- minimum point being 'minp'.
102 -- Set the buffer parameter to use and reuse 'nvals_terrain' for this.
103 nobj_terrain:get3dMap_flat(minp, nvals_terrain)
107 -- Load the voxelmanip with the result of engine mapgen. Since 'singlenode'
108 -- mapgen is used this will be a mapchunk of air nodes.
109 local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
110 -- 'area' is used later to get the voxelmanip indexes for positions.
111 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
112 -- Get the content ID data from the voxelmanip in the form of a flat array.
113 -- Set the buffer parameter to use and reuse 'data' for this.
118 -- Noise index for the flat array of noise values.
120 -- Process the content IDs in 'data'.
121 -- The most useful order is a ZYX loop because:
122 -- 1. This matches the order of the 3D noise flat array.
123 -- 2. This allows a simple +1 incrementing of the voxelmanip index along x
126 for z = minp.z, maxp.z do
127 for y = minp.y, maxp.y do
128 -- Voxelmanip index for the flat array of content IDs.
129 -- Initialise to first node in this x row.
130 vi = area:index(minp.x, y, z)
131 for x = minp.x, maxp.x do
132 -- Consider a 'solidness' value for each node,
133 -- let's call it 'density', where
134 -- density = density noise + density gradient.
135 local density_noise = nvals_terrain[ni]
136 -- Density gradient is a value that is 0 at water level (y = 1)
137 -- and falls in value with increasing y. This is necessary to
138 -- create a 'world surface' with only solid nodes deep underground
139 -- and only air high above water level.
140 -- Here '128' determines the typical maximum height of the terrain.
143 --print(density_noise, density_gradient)
144 -- Place solid nodes when 'density' > 0.
145 --if density_noise + density_gradient > 0 then
147 --print(density_noise + density_gradient)
148 if density_noise > 0.1 then
152 n_pos = area:index(x,y-1,z)
153 node2 = content_id(data[n_pos])
154 if node2 == "aether:dirt" then
155 data[n_pos] = c_grass
158 -- Otherwise if at or below water level place water.
159 --elseif y == -10033 then
160 --data[vi] = c_bedrock
162 -- data[vi] = c_water
163 --elseif y > -15000 then
169 -- Increment noise index.
171 -- Increment voxelmanip index along x row.
172 -- The voxelmanip index increases by 1 when
173 -- moving by 1 node in the +x direction.
179 -- After processing, write content ID data back to the voxelmanip.
182 -- Calculate lighting for what has been created.
184 vm:set_lighting({day=15,night=0}, minp, maxp)
185 --minetest.generate_ores(vm)
187 --minetest.generate_decorations(vm)
188 -- Write what has been created to the world.
192 -- Liquid nodes were placed so set them flowing.
193 --vm:update_liquids()
195 -- Print generation time of this mapchunk.
196 --local chugent = math.ceil((os.clock() - t0) * 1000)
197 --print ("[lvm_example] Mapchunk generation time " .. chugent .. " ms")