local max_depth = 31000 local newnode = fun_caves.clone_node("default:dirt") newnode.description = "Air" newnode.tiles = {'fun_caves_blank.png'} newnode.sunlight_propagates = true newnode.use_texture_alpha = true newnode.light_source = 14 newnode.walkable = false newnode.buildable_to = false newnode.pointable = false minetest.register_node("fun_caves:airy", newnode) local terrain_noise_1 = {offset = 10, scale = 10, seed = 4877, spread = {x = 120, y = 120, z = 120}, octaves = 3, persist = 1, lacunarity = 2} local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = -2525, octaves = 3, persist = 0.7, lacunarity = 2.0} local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z = 400}, seed = -1471, octaves = 3, persist = 0.5, lacunarity = 2.0} fun_caves.skysea = function(minp, maxp, data, p2data, area, node) if minp.y ~= 8768 then return end local csize = vector.add(vector.subtract(maxp, minp), 1) local terrain_1 = minetest.get_perlin_map(terrain_noise_1, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local biome_n = minetest.get_perlin_map(biome_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local write = false local index = 0 local index3d = 0 for z = minp.z, maxp.z do for x = minp.x, maxp.x do index = index + 1 index3d = (z - minp.z) * (csize.y) * csize.x + (x - minp.x) + 1 local ivm = area:index(x, minp.y, z) terrain_1[index] = math.floor(terrain_1[index] + 0.5) for y = minp.y, maxp.y do local dy = y - minp.y if dy == 0 then data[ivm] = node['fun_caves:airy'] write = true elseif dy == 32 and terrain_1[index] > 9 then data[ivm] = node['default:wood'] write = true elseif dy < 33 then data[ivm] = node['default:water_source'] write = true elseif dy == 33 and terrain_1[index] > 10 then data[ivm] = node['default:wood'] write = true elseif dy > 33 and dy == terrain_1[index] + 22 then data[ivm] = node['default:dirt_with_grass'] write = true elseif dy > 33 and dy < terrain_1[index] + 22 then data[ivm] = node['default:dirt'] write = true end ivm = ivm + area.ystride index3d = index3d + csize.x end end end local index = 0 local index3d = 0 for z = minp.z, maxp.z do for x = minp.x, maxp.x do index = index + 1 local ivm = area:index(x, minp.y, z) local cloud --if biome_n[index] < 0 then terrain_1[index] = math.floor(terrain_1[index] + 0.5) if terrain_1[index] > 0 then for y = minp.y, maxp.y do local dy = y - minp.y if data[ivm] == node['air'] and data[ivm - area.ystride] == node['default:dirt_with_grass'] then end ivm = ivm + area.ystride end end end end return write end