}
-MapgenFlatParams::MapgenFlatParams()
+MapgenFlatParams::MapgenFlatParams():
+ np_terrain (0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0),
+ np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
+ np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
+ np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
{
- np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
- np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
- np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
- np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
}
MgStoneType mgstone_type;
content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
+ generateBiomes(&mgstone_type, &biome_stone);
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, large_cave_depth);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
- m_emerge->decomgr->placeAllDecos(this, blockseed,
- node_min, node_max, water_level - 1);
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed,
- node_min, node_max, water_level - 1);
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();