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Remove cobblestone ceiling from dungeons
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commit
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@ -191,8 +191,8 @@ minetest.register_on_generated(function(minp, maxp)
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table.sort(chestSlots)
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table.sort(chestSlots)
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local currentChest = 1
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local currentChest = 1
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-- Ceiling and floor
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-- Wall and floor
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local maxx, maxy, maxz = x+dim.x+1, y+dim.y+1, z+dim.z+1
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local maxx, maxy, maxz = x+dim.x+1, y+dim.y, z+dim.z+1
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local chestSlotCounter = 1
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local chestSlotCounter = 1
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for tx = x, maxx do
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for tx = x, maxx do
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for tz = z, maxz do
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for tz = z, maxz do
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@ -211,13 +211,17 @@ minetest.register_on_generated(function(minp, maxp)
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data[p_pos] = c_mossycobble
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data[p_pos] = c_mossycobble
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end
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end
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-- Wall or ceiling
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-- Generate walls
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elseif ty == maxy or (ty > y and (tx == x or tx == maxx) or (tz == z or tz == maxz)) then
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--[[ Note: No cobblestone additional ceiling is generated. This is intentional.
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The solid blocks above the dungeon are considered as the “ceiling”.
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It is possible (but rare) for a dungeon to generate below sand or gravel. ]]
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elseif ty > y and (tx == x or tx == maxx or (tz == z or tz == maxz)) then
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-- Check if it's an opening first
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-- Check if it's an opening first
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if not (ty < maxy-1 and openings[tx][tz] == true) then
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if (not openings[tx][tz]) or ty == maxy then
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data[p_pos] = c_cobble
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data[p_pos] = c_cobble
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end
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end
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-- No-op if it was an opening
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-- If it was an opening, the lower 3 blocks are not touched at all
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-- Room interiour
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-- Room interiour
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else
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else
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