Integrate goblins and mobs.
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68 changed files with 14500 additions and 13 deletions
17
mapgen.lua
17
mapgen.lua
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@ -488,8 +488,8 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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data[ivm] = node("air")
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made_a_big_one = true
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else
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local n1 = (math.abs(cave_1[index3d]) < 0.08)
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local n2 = (math.abs(cave_2[index3d]) < 0.08)
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local n1 = (math.abs(cave_1[index3d]) < 0.2)
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local n2 = (math.abs(cave_2[index3d]) < 0.2)
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if n1 and n2 then
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local sr = 1000
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@ -550,15 +550,18 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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end
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elseif biome_val < -0.7 then
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stone_type = node("fun_caves:stone_with_lichen")
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elseif biome_val < -0.3 then
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elseif biome_val < -0.4 then
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stone_type = node("fun_caves:stone_with_moss")
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elseif biome_val < 0.2 then
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elseif biome_val < 0.1 then
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stone_type = node("fun_caves:stone_with_lichen")
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elseif biome_val < 0.5 then
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elseif biome_val < 0.4 then
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stone_type = node("fun_caves:stone_with_algae")
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elseif biome_val < 0.6 then
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elseif biome_val < 0.55 then
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stone_type = node("fun_caves:stone_with_salt")
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stone_depth = 2
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elseif biome_val < 0.7 then
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stone_type = node("default:sand")
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stone_depth = 2
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elseif biome_val < 0.8 then
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stone_type = node("default:coalblock")
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stone_depth = 2
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@ -676,7 +679,7 @@ function fun_caves.respawn(player)
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local biome_bn = minetest.get_perlin(biome_blend):get2d({x=pos.x, y=pos.z})
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local biome = biome_n + biome_bn
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while biome < 0.3 or biome > 0.5 do
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while biome < -0.4 or biome > 0.4 do
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pos.x = pos.x + math.random(20) - 10
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pos.z = pos.z + math.random(20) - 10
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