local path = minetest.get_modpath("void") dofile(path.."/nodes.lua") minetest.register_biome({ name = "Void", node_top = "air", depth_top = 0, node_filler = "air", depth_filler = 0, node_riverbed = "air", depth_riverbed= 0, node_cave_liquid = "air", node_stone = "air", node_water = nil, node_dungeon = "air", node_dungeon_alt = "air", node_dungeon_stair = "air", vertical_blend = 0, y_max = -20114, y_min = -31000, heat_point = -100, humidity_point = -100, }) --this is from https://github.com/paramat/lvm_example/blob/master/init.lua --hi paramat :D -- Set the 3D noise parameters for the terrain. local np_terrain = { offset = 0, scale = 1, spread = {x = 100, y = 50, z = 100}, seed = tonumber(minetest.get_mapgen_setting("seed")) or math.random(0,999999999), octaves = 5, persist = 0.63, lacunarity = 2.0, --flags = "" } -- Set singlenode mapgen (air nodes only). -- Disable the engine lighting calculation since that will be done for a -- mapchunk of air nodes and will be incorrect after we place nodes. --minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight"}) -- Get the content IDs for the nodes used. local c_stone = minetest.get_content_id("nether:bedrock") local c_air = minetest.get_content_id("air") local c_grass = minetest.get_content_id("main:grass") -- Initialize noise object to nil. It will be created once only during the -- generation of the first mapchunk, to minimise memory use. local nobj_terrain = nil -- Localise noise buffer table outside the loop, to be re-used for all -- mapchunks, therefore minimising memory use. local nvals_terrain = {} -- Localise data buffer table outside the loop, to be re-used for all -- mapchunks, therefore minimising memory use. local data = {} local npos = {} local node2 = "" local vi = {} local content_id = minetest.get_name_from_content_id -- On generated function. -- 'minp' and 'maxp' are the minimum and maximum positions of the mapchunk that -- define the 3D volume. minetest.register_on_generated(function(minp, maxp, seed) --nether starts at -10033 y --print(maxp.y) if maxp.y > -20113 then return end -- Start time of mapchunk generation. --local t0 = minetest.get_us_time()/1000000 -- Noise stuff. -- Side length of mapchunk. local sidelen = maxp.x - minp.x + 1 -- Required dimensions of the 3D noise perlin map. local permapdims3d = {x = sidelen, y = sidelen, z = sidelen} -- Create the perlin map noise object once only, during the generation of -- the first mapchunk when 'nobj_terrain' is 'nil'. nobj_terrain = minetest.get_perlin_map(np_terrain, permapdims3d) --nobj_terrain or -- Create a flat array of noise values from the perlin map, with the -- minimum point being 'minp'. -- Set the buffer parameter to use and reuse 'nvals_terrain' for this. nobj_terrain:get_3d_map_flat(minp, nvals_terrain) -- Voxelmanip stuff. -- Load the voxelmanip with the result of engine mapgen. Since 'singlenode' -- mapgen is used this will be a mapchunk of air nodes. local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") -- '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) -- Generation loop. -- Noise index for the flat array of noise values. local ni = 1 -- Process the content IDs in 'data'. -- The most useful order is a ZYX loop because: -- 1. This matches the order of the 3D noise flat array. -- 2. This allows a simple +1 incrementing of the voxelmanip index along x -- rows. -- rows. for z = minp.z, maxp.z do for y = minp.y, maxp.y do -- Voxelmanip index for the flat array of content IDs. -- Initialise to first node in this x row. vi = area:index(minp.x, y, z) for x = minp.x, maxp.x do -- Consider a 'solidness' value for each node, -- let's call it 'density', where -- density = density noise + density gradient. local density_noise = nvals_terrain[ni] -- Density gradient is a value that is 0 at water level (y = 1) -- and falls in value with increasing y. This is necessary to -- create a 'world surface' with only solid nodes deep underground -- and only air high above water level. -- Here '128' determines the typical maximum height of the terrain. --print(density_noise, density_gradient) -- Place solid nodes when 'density' > 0. --if density_noise + density_gradient > 0 then --print(density_noise + density_gradient) if density_noise > 0.1 then data[vi] = c_stone --else --force create grass -- n_pos = area:index(x,y-1,z) -- node2 = content_id(data[n_pos]) -- if node2 == "aether:dirt" then -- data[n_pos] = c_grass -- end end -- Otherwise if at or below water level place water. --elseif y == -10033 then --data[vi] = c_bedrock --elseif y <= 1 then -- data[vi] = c_water --elseif y > -15000 then -- data[vi] = c_air --else --data[vi] = c_lava --end -- Increment noise index. ni = ni + 1 -- Increment voxelmanip index along x row. -- The voxelmanip index increases by 1 when -- moving by 1 node in the +x direction. vi = vi + 1 end end end -- After processing, write content ID data back to the voxelmanip. vm:set_data(data) -- Calculate lighting for what has been created. --vm:calc_lighting() vm:set_lighting({day=15,night=0}, minp, maxp) --minetest.generate_ores(vm) --minetest.generate_decorations(vm) -- Write what has been created to the world. vm:write_to_map() -- Liquid nodes were placed so set them flowing. --vm:update_liquids() -- Print generation time of this mapchunk. --local chugent = math.ceil((minetest.get_us_time()/1000000 - t0) * 1000) --print ("[lvm_example] Mapchunk generation time " .. chugent .. " ms") end)