253 lines
7.4 KiB
Lua
253 lines
7.4 KiB
Lua
-- I like having different stone scattered about. Sandstone forms
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-- in layers. Desert stone... doesn't exist, but let's assume it's
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-- another sedementary rock and place it similarly.
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minetest.register_ore({ore_type="sheet", ore="default:sandstone", wherein="default:stone", clust_num_ores=250, clust_scarcity=60, clust_size=10, y_min=-1000, y_max=31000, noise_threshold=0.1, noise_params={offset=0, scale=1, spread={x=256, y=256, z=256}, seed=4130293965, octaves=5, persist=0.60}, random_factor=1.0})
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minetest.register_ore({ore_type="sheet", ore="default:desert_stone", wherein="default:stone", clust_num_ores=250, clust_scarcity=60, clust_size=10, y_min=-1000, y_max=31000, noise_threshold=0.1, noise_params={offset=0, scale=1, spread={x=256, y=256, z=256}, seed=163281090, octaves=5, persist=0.60}, random_factor=1.0})
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if not fun_caves.breakable_wood then
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print('* Fun Caves: Wood is NOT breakable by hand.')
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for _, item in pairs(minetest.registered_items) do
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if item.groups.tree or item.groups.wood then
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local groups = table.copy(item.groups)
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groups.oddly_breakable_by_hand = nil
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minetest.override_item(item.name, {groups=groups})
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end
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end
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end
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minetest.register_node("fun_caves:sand_with_rocks", {
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description = "Sand and rocks",
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tiles = {"fun_caves_sand_with_rocks.png"},
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groups = {crumbly = 3, falling_node = 1, sand = 1},
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sounds = default.node_sound_sand_defaults(),
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drop = {max_items=2, items={{items={"fun_caves:small_rocks"}, rarity=1}, {items={"default:sand"}, rarity=1}}},
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})
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minetest.register_craft({
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output = "default:stick 2",
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recipe = {
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{"group:sapling"}
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}
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})
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minetest.register_craft({
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output = "default:stick 2",
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recipe = {
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{"default:cactus"}
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}
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})
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--minetest.add_group("default:cactus", {oddly_breakable_by_hand=1})
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if fun_caves.use_bi_hi then
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local biome_mod = {
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coniferous_forest_dunes = { heat_point = 35, humidity_point = 60, },
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coniferous_forest = { heat_point = 35, humidity_point = 60, },
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coniferous_forest_ocean = { heat_point = 35, humidity_point = 60, },
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deciduous_forest = { heat_point = 60, humidity_point = 60, },
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deciduous_forest_ocean = { heat_point = 60, humidity_point = 60, },
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deciduous_forest_swamp = { heat_point = 60, humidity_point = 60, },
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desert = { heat_point = 80, humidity_point = 10, },
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desert_ocean = { heat_point = 80, humidity_point = 10, },
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glacier = {},
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glacier_ocean = {},
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rainforest = { heat_point = 85, humidity_point = 70, },
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rainforest_ocean = { heat_point = 85, humidity_point = 70, },
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rainforest_swamp = { heat_point = 85, humidity_point = 70, },
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sandstone_grassland_dunes = { heat_point = 55, humidity_point = 40, },
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sandstone_grassland = { heat_point = 55, humidity_point = 40, },
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sandstone_grassland_ocean = { heat_point = 55, humidity_point = 40, },
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savanna = { heat_point = 80, humidity_point = 25, },
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savanna_ocean = { heat_point = 80, humidity_point = 25, },
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savanna_swamp = { heat_point = 80, humidity_point = 25, },
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stone_grassland_dunes = { heat_point = 35, humidity_point = 40, },
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stone_grassland = { heat_point = 35, humidity_point = 40, },
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stone_grassland_ocean = { heat_point = 35, humidity_point = 40, },
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taiga = {},
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taiga_ocean = {},
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tundra = { node_river_water = "fun_caves:thin_ice", },
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tundra_beach = { node_river_water = "fun_caves:thin_ice", },
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tundra_ocean = {},
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}
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local rereg = {}
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for n, bi in pairs(biome_mod) do
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for i, rbi in pairs(minetest.registered_biomes) do
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if rbi.name == n then
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rereg[#rereg+1] = table.copy(rbi)
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for j, prop in pairs(bi) do
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rereg[#rereg][j] = prop
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end
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end
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end
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end
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minetest.clear_registered_biomes()
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for _, bi in pairs(rereg) do
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minetest.register_biome(bi)
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end
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rereg = {}
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for _, dec in pairs(minetest.registered_decorations) do
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rereg[#rereg+1] = dec
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end
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minetest.clear_registered_decorations()
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for _, dec in pairs(rereg) do
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minetest.register_decoration(dec)
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end
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rereg = nil
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minetest.register_biome({
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name = "desertstone_grassland",
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--node_dust = "",
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node_top = "default:dirt_with_grass",
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depth_top = 1,
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node_filler = "default:dirt",
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depth_filler = 1,
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node_stone = "default:desert_stone",
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node_riverbed = "default:sand",
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depth_riverbed = 2,
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 6,
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y_max = 31000,
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heat_point = 80,
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humidity_point = 55,
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})
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minetest.register_decoration({
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deco_type = "simple",
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place_on = {"default:dirt_with_grass"},
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sidelen = 80,
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fill_ratio = 0.1,
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biomes = {"desertstone_grassland", },
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y_min = 1,
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y_max = 31000,
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decoration = "default:junglegrass",
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})
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end
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-- Create and initialize a table for a schematic.
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function fun_caves.schematic_array(width, height, depth)
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-- Dimensions of data array.
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local s = {size={x=width, y=height, z=depth}}
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s.data = {}
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for z = 0,depth-1 do
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for y = 0,height-1 do
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for x = 0,width-1 do
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local i = z*width*height + y*width + x + 1
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s.data[i] = {}
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s.data[i].name = "air"
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s.data[i].param1 = 000
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end
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end
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end
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s.yslice_prob = {}
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return s
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end
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fun_caves.schematics = {}
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do
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local w, h, d = 5, 8, 5
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local s = fun_caves.schematic_array(w, h, d)
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for y = 0, math.floor(h/2)-1 do
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s.data[2*d*h + y*d + 2 + 1].name = 'default:tree'
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s.data[2*d*h + y*d + 2 + 1].param1 = 255
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end
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for z = 0, d-1 do
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for y = math.floor(h/2), h-1 do
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for x = 0, w-1 do
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if y < h - 1 or (x ~= 0 and x ~= w-1 and z ~= 0 and z ~= d-1) then
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if math.random(2) == 1 then
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s.data[z*d*h + y*d + x + 1].name = 'fun_caves:leaves_black'
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else
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s.data[z*d*h + y*d + x + 1].name = 'fun_caves:sticks_default'
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end
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if y == h-1 or x == 0 or x == w-1 or z == 0 or z == d-1 then
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s.data[z*d*h + y*d + x + 1].param1 = 150
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else
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s.data[z*d*h + y*d + x + 1].param1 = 225
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end
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end
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end
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end
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end
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for z = math.floor(d/2)-1, math.floor(d/2)+1, 2 do
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for x = math.floor(w/2)-1, math.floor(w/2)+1, 2 do
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s.data[z*d*h + math.floor(h/2)*d + x + 1].name = 'default:tree'
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s.data[z*d*h + math.floor(h/2)*d + x + 1].param1 = 150
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end
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end
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for y = 0, h-1 do
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if y / 3 == math.floor(y / 3) then
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s.yslice_prob[#s.yslice_prob+1] = {ypos=y,prob=170}
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end
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end
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fun_caves.schematics['decaying_tree'] = s
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end
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do
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local w, h, d = 5, 8, 5
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local s = fun_caves.schematic_array(w, h, d)
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for y = 0, math.floor(h/2)-1 do
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s.data[2*d*h + y*d + 2 + 1].name = 'fun_caves:lumin_tree'
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s.data[2*d*h + y*d + 2 + 1].param1 = 255
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end
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for z = 0, d-1 do
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for y = math.floor(h/2), h-1 do
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for x = 0, w-1 do
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if y < h - 1 or (x ~= 0 and x ~= w-1 and z ~= 0 and z ~= d-1) then
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s.data[z*d*h + y*d + x + 1].name = 'fun_caves:leaves_lumin'
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if y == h-1 or x == 0 or x == w-1 or z == 0 or z == d-1 then
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s.data[z*d*h + y*d + x + 1].param1 = 150
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else
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s.data[z*d*h + y*d + x + 1].param1 = 225
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end
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end
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end
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end
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end
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for z = math.floor(d/2)-1, math.floor(d/2)+1, 2 do
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for x = math.floor(w/2)-1, math.floor(w/2)+1, 2 do
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s.data[z*d*h + math.floor(h/2)*d + x + 1].name = 'fun_caves:lumin_tree'
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s.data[z*d*h + math.floor(h/2)*d + x + 1].param1 = 150
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end
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end
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for y = 0, h-1 do
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if y / 3 == math.floor(y / 3) then
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s.yslice_prob[#s.yslice_prob+1] = {ypos=y,prob=170}
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end
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end
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fun_caves.schematics['lumin_tree'] = s
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end
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dofile(fun_caves.path .. "/deco_caves.lua")
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--dofile(fun_caves.path.."/deco_dirt.lua")
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dofile(fun_caves.path.."/deco_plants.lua")
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dofile(fun_caves.path.."/deco_rocks.lua")
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--dofile(fun_caves.path.."/deco_ferns.lua")
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--dofile(fun_caves.path.."/deco_ferns_tree.lua")
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