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Proper bedrock generating code
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@ -466,54 +466,53 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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end)
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local function replace(old, new, min, max)
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minetest.register_ore({
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ore_type = "scatter",
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ore = new,
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wherein = old,
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clust_scarcity = 1,
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clust_num_ores = 1,
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clust_size = 1,
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y_min = min,
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y_max = max,
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})
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end
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replace("air", "mcl_core:bedrock", -90, -80)
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replace("air", "mcl_core:lava_source", -80, -70)
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replace("mcl_core:stone", "mcl_core:bedrock", -90, -80)
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replace("mcl_core:gravel", "mcl_core:bedrock", -90, -80)
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replace("mcl_core:dirt", "mcl_core:bedrock", -90, -80)
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replace("mcl_core:sand", "mcl_core:bedrock", -90, -80)
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replace("mcl_core:cobble", "mcl_core:bedrock", -90, -80)
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replace("mcl_core:mossycobble", "mcl_core:bedrock", -90, -80)
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replace("stairs:stair_cobble", "mcl_core:bedrock", -90, -80)
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replace("mcl_core:lava_source", "mcl_core:bedrock", -90, -80)
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replace("mcl_core:lava_flowing", "mcl_core:bedrock", -90, -80)
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replace("mcl_core:water_source", "mcl_core:bedrock", -90, -80)
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replace("mcl_core:water_flowing", "mcl_core:bedrock", -90, -80)
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local function bedrock(old)
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minetest.register_ore({
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ore_type = "scatter",
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ore = "mcl_core:bedrock",
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wherein = old,
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clust_scarcity = 5,
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clust_num_ores = 3,
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clust_size = 2,
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y_min = -64,
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y_max = -60,
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})
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end
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bedrock("air")
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bedrock("mcl_core:stone")
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bedrock("mcl_core:gravel")
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bedrock("mcl_core:dirt")
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bedrock("mcl_core:sand")
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bedrock("mcl_core:cobble")
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bedrock("mcl_core:mossycobble")
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bedrock("stairs:stair_cobble")
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bedrock("mcl_core:lava_source")
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bedrock("mcl_core:lava_flowing")
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bedrock("mcl_core:water_source")
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bedrock("mcl_core:water_flowing")
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-- Generate 5 layers of bedrock, with increasing levels of roughness, until a perfecly flat bedrock later at the bottom layer
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local BEDROCK_MIN = -66
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local BEDROCK_MAX = -62
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minetest.register_on_generated(function(minp, maxp)
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if maxp.y >= BEDROCK_MIN or minp.y <= BEDROCK_MAX then
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local data = vm:get_data()
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local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
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local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
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for y = math.max(minp.y, BEDROCK_MIN), math.min(maxp.y, BEDROCK_MAX) do
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for x = minp.x, maxp.x do
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for z = minp.z, maxp.z do
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local p_pos = area:index(x, y, z)
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local do_it = false
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if y == BEDROCK_MAX then
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-- 50% bedrock chance
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if math.random(1,2) == 1 then do_it = true end
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elseif y == BEDROCK_MAX -1 then
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-- 66.666...%
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if math.random(1,3) <= 2 then do_it = true end
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elseif y == BEDROCK_MAX -2 then
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-- 75%
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if math.random(1,4) <= 3 then do_it = true end
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elseif y == BEDROCK_MAX -3 then
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-- 90%
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if math.random(1,10) <= 9 then do_it = true end
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elseif y == BEDROCK_MAX -4 then
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-- 100%
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do_it = true
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end
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if do_it then
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data[p_pos] = c_bedrock
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end
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end
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end
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end
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vm:set_data(data)
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vm:calc_lighting()
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vm:update_liquids()
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vm:write_to_map()
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end
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end)
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-- TODO: Generate the Void
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