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Fix tree generation density for different mapgen chunk sizes
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@ -1519,11 +1519,16 @@ void make_block(BlockMakeData *data)
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// Full allocated area
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v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
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v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
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// Area of a block
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double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
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v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
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int rel_volume = (blockpos_max.X - blockpos_min.X + 1)
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* (blockpos_max.Y - blockpos_min.Y + 1)
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* (blockpos_max.Z - blockpos_max.Z + 1);
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// Area of the block we are generating
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double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
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/*
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Get average ground level from noise
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*/
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@ -1998,7 +2003,7 @@ void make_block(BlockMakeData *data)
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float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
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bool is_jungle = surface_humidity > 0.75;
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// Amount of trees
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u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
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u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
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if(is_jungle)
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tree_count *= 5;
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@ -2132,7 +2137,7 @@ void make_block(BlockMakeData *data)
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Add some kind of random stones
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*/
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u32 random_stone_count = block_area_nodes *
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u32 random_stone_count = gen_area_nodes *
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randomstone_amount_2d(data->seed, p2d_center);
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// Put in random places on part of division
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for(u32 i=0; i<random_stone_count; i++)
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@ -2166,7 +2171,7 @@ void make_block(BlockMakeData *data)
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Add larger stones
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*/
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u32 large_stone_count = block_area_nodes *
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u32 large_stone_count = gen_area_nodes *
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largestone_amount_2d(data->seed, p2d_center);
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//u32 large_stone_count = 1;
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// Put in random places on part of division
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