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- -- paragenv7 0.3.1 by paramat
- -- For latest stable Minetest and back to 0.4.8
- -- Depends default
- -- Licenses: code WTFPL, textures CC BY-SA
- -- new in 0.3.1:
- -- ice varies thickness with temp
- -- dirt as papyrus bed, check for water below papyrus
- -- clay at mid-temp
- -- 'is ground content' false for leaves only
- -- TODO
- -- fog
- -- Parameters
- lottmapgen = {}
- local HITET = 0.4 -- High temperature threshold
- local LOTET = -0.4 -- Low ..
- local ICETET = -0.8 -- Ice ..
- local HIHUT = 0.4 -- High humidity threshold
- local LOHUT = -0.4 -- Low ..
- local HIRAN = 0.4
- local LORAN = -0.4
- local PAPCHA = 3 -- Papyrus
- local DUGCHA = 5 -- Dune grass
- local biome_blend = minetest.setting_getbool("biome_blend")
- --Rarity for Trees
- local TREE1 = 30
- local TREE2 = 50
- local TREE3 = 100
- local TREE4 = 200
- local TREE5 = 300
- local TREE6 = 500
- local TREE7 = 750
- local TREE8 = 1000
- local TREE9 = 2000
- local TREE10 = 5000
- --Rarity for Plants
- local PLANT1 = 3
- local PLANT2 = 5
- local PLANT3 = 10
- local PLANT4 = 20
- local PLANT5 = 50
- local PLANT6 = 100
- local PLANT7 = 200
- local PLANT8 = 500
- local PLANT9 = 750
- local PLANT10 = 1000
- local PLANT11 = 2000
- local PLANT12 = 5000
- local PLANT13 = 10000
- local PLANT14 = 35000
- local PLANT15 = 500000
- -- 2D noise for temperature
- local np_temp = {
- offset = 0,
- scale = 1,
- spread = {x=512, y=512, z=512},
- seed = 9130,
- octaves = 3,
- persist = 0.5
- }
- -- 2D noise for humidity
- local np_humid = {
- offset = 0,
- scale = 1,
- spread = {x=512, y=512, z=512},
- seed = -5500,
- octaves = 3,
- persist = 0.5
- }
- local np_random = {
- offset = 0,
- scale = 1,
- spread = {x=512, y=512, z=512},
- seed = 4510,
- octaves = 3,
- persist = 0.5
- }
- -- Stuff
- lottmapgen = {}
- local nobj_temp = nil
- local nobj_humid = nil
- local nobj_random = nil
- local nbuf_temp
- local nbuf_humid
- local nbuf_random
- local dbuf
- local p2dbuf
- local water_level = minetest.get_mapgen_setting("water_level")
- local function rangelim(d, min, max)
- if d < min then
- return min
- else
- if d > max then
- return max
- else
- return d
- end
- end
- end
- dofile(minetest.get_modpath("lottmapgen").."/nodes.lua")
- dofile(minetest.get_modpath("lottmapgen").."/functions.lua")
- dofile(minetest.get_modpath("lottmapgen").."/schematics.lua")
- -- On generated function
- minetest.register_on_generated(function(minp, maxp, seed)
- if minp.y < (water_level-1000) or minp.y > 5000 then
- return
- end
- local t1 = os.clock()
- local x1 = maxp.x
- local y1 = maxp.y
- local z1 = maxp.z
- local x0 = minp.x
- local y0 = minp.y
- local z0 = minp.z
- --print ("[lottmapgen_checking] chunk minp ("..x0.." "..y0.." "..z0..")")
- local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
- local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
- local data = vm:get_data(dbuf)
- local p2data = vm:get_param2_data(p2dbuf)
- local c_air = minetest.get_content_id("air")
- local c_ignore = minetest.get_content_id("ignore")
- local c_sand = minetest.get_content_id("default:sand")
- local c_desertsand = minetest.get_content_id("default:desert_sand")
- local c_snowblock = minetest.get_content_id("default:snowblock")
- local c_snow = minetest.get_content_id("default:snow")
- local c_ice = minetest.get_content_id("default:ice")
- local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
- local c_dirtgrass = minetest.get_content_id("default:dirt_with_grass")
- local c_dirt = minetest.get_content_id("default:dirt")
- local c_dryshrub = minetest.get_content_id("default:dry_shrub")
- local c_clay = minetest.get_content_id("default:clay")
- local c_stone = minetest.get_content_id("default:stone")
- local c_desertstone = minetest.get_content_id("default:desert_stone")
- local c_sandstone = minetest.get_content_id("default:sandstone")
- local c_stonecopper = minetest.get_content_id("default:stone_with_copper")
- local c_stoneiron = minetest.get_content_id("default:stone_with_iron")
- local c_stonecoal = minetest.get_content_id("default:stone_with_coal")
- local c_mese = minetest.get_content_id("default:mese")
- local c_chalk = minetest.get_content_id("darkage:chalk")
- local c_mapgen_stone = minetest.get_content_id("default:mapgen_stone")
- local c_water = minetest.get_content_id("default:water_source")
- local c_river_water = minetest.get_content_id("default:river_water_source")
- local c_morwat = minetest.get_content_id("lottmapgen:blacksource")
- local c_morrivwat = minetest.get_content_id("lottmapgen:black_river_source")
- local c_morstone = minetest.get_content_id("lottmapgen:mordor_stone")
- local c_frozenstone = minetest.get_content_id("lottmapgen:frozen_stone")
- local c_dungrass = minetest.get_content_id("lottmapgen:dunland_grass")
- local c_gondorgrass = minetest.get_content_id("lottmapgen:gondor_grass")
- local c_loriengrass = minetest.get_content_id("lottmapgen:lorien_grass")
- local c_fangorngrass = minetest.get_content_id("lottmapgen:fangorn_grass")
- local c_mirkwoodgrass = minetest.get_content_id("lottmapgen:mirkwood_grass")
- local c_rohangrass = minetest.get_content_id("lottmapgen:rohan_grass")
- local c_shiregrass = minetest.get_content_id("lottmapgen:shire_grass")
- local c_ironhillgrass = minetest.get_content_id("lottmapgen:ironhill_grass")
- local c_salt = minetest.get_content_id("lottores:mineral_salt")
- local c_pearl = minetest.get_content_id("lottores:mineral_pearl")
- local c_angsnowblock = minetest.get_content_id("lottmapgen:angsnowblock")
- local c_mallos = minetest.get_content_id("lottplants:mallos")
- local c_seregon = minetest.get_content_id("lottplants:seregon")
- local c_bomordor = minetest.get_content_id("lottplants:brambles_of_mordor")
- local c_pilinehtar = minetest.get_content_id("lottplants:pilinehtar")
- local c_ithilgrass = minetest.get_content_id("lottmapgen:ithilien_grass")
- local c_melon = minetest.get_content_id("lottplants:melon_wild")
- local sidelen = x1 - x0 + 1
- local chulens = {x=sidelen, y=sidelen, z=sidelen}
- local minposxz = {x=x0, y=z0}
- nobj_temp = nobj_temp or minetest.get_perlin_map(np_temp, chulens)
- nobj_humid = nobj_humid or minetest.get_perlin_map(np_humid, chulens)
- nobj_random = nobj_random or minetest.get_perlin_map(np_random, chulens)
- local nvals_temp = nobj_temp:get_2d_map_flat(minposxz, nbuf_temp)
- local nvals_humid = nobj_humid:get2dMap_flat(minposxz, nbuf_humid)
- local nvals_random = nobj_random:get2dMap_flat(minposxz, nbuf_random)
- local offset = math.random(5,20)
- if biome_blend == true then
- chulens = {x=sidelen+2*offset, y=sidelen+2*offset, z=sidelen+2*offset}
- minposxz = {x=x0-offset, y=z0-offset }
- nvals_temp = nobj_temp:get2dMap(minposxz)
- nvals_humid = nobj_humid:get2dMap(minposxz)
- nvals_random = nobj_random:get2dMap(minposxz)
- end
- local nixz = 1
- for z = z0, z1 do
- for x = x0, x1 do -- for each column do
- local n_temp = nvals_temp[nixz] -- select biome
- local n_humid = nvals_humid[nixz]
- local n_ran = nvals_random[nixz]
- local biome = false
- if biome_blend ~= true then
- biome = lottmapgen_biomes(biome, n_temp, n_humid, n_ran, LOTET, LOHUT, LORAN, HITET, HIHUT, HIRAN)
- end
- local sandy = (water_level+2) + math.random(-1, 1) -- sandline
- local sandmin = (water_level-15) + math.random(-5, 0) -- lowest sand
- local open = true -- open to sky?
- local solid = true -- solid node above?
- local water = false -- water node above?
- local surfy = y1 + 80 -- y of last surface detected
- for y = y1, y0, -1 do -- working down each column for each node do
- if biome_blend == true then
- local offsetpos = {x = (x-x0) + offset + math.random(-offset, offset) + 1, z = (z - z0) + offset + math.random(-offset, offset) + 1}
- offsetpos.x = rangelim(offsetpos.x, 1, 80)
- offsetpos.z = rangelim(offsetpos.z, 1, 80)
- n_temp = nvals_temp[offsetpos.z][offsetpos.x] -- select biome
- n_humid = nvals_humid[offsetpos.z][offsetpos.x]
- n_ran = nvals_random[offsetpos.z][offsetpos.x]
- biome = lottmapgen_biomes(biome, n_temp, n_humid, n_ran, LOTET, LOHUT, LORAN, HITET, HIHUT, HIRAN)
- end
- local fimadep = math.floor(6 - y / 512) + math.random(0, 1)
- local vi = area:index(x, y, z)
- local nodid = data[vi]
- local viuu = area:index(x, y - 1, z)
- local nodiduu = data[viuu]
- local via = area:index(x, y + 1, z)
- local nodida = data[via]
- if nodid == c_stone -- if stone
- or nodid == c_mapgen_stone
- or nodid == c_stonecopper
- or nodid == c_chalk
- or nodid == c_stoneiron
- or nodid == c_stonecoal then
- if y > water_level-32 then
- if biome == 4 or biome == 12 then
- data[vi] = c_desertstone
- elseif biome == 8 then
- data[vi] = c_morstone
- elseif biome == 5 then
- data[vi] = c_sandstone
- elseif biome == 11 then
- if math.random(10) == 1 then
- data[vi] = c_stoneiron
- end
- end
- end
- if y > - 40 and y < -5 and biome == 11 then
- if math.random(PLANT15) == 1 then
- lottmapgen.enqueue_building("Dwarf House", {x=x, y=y, z=z}) -- data[vi] = c_dwahous
- end
- end
- if y > - 100 and y < -50 and biome == 7 then
- if math.random(PLANT15) == 1 then
- lottmapgen_elf_workshop(x, y, z, area, data, p2data)
- end
- end
- if y > -100 and y < -5 then
- if biome == 11 or biome == 1 then
- if math.random(100000) == 1 then
- lottmapgen_mithrilore(x, y, z, area, data)
- end
- end
- if biome == 10 or biome == 7 then
- if math.random(100000) == 1 then
- lottmapgen_meseore(x, y, z, area, data)
- elseif math.random(10000000) == 1 then
- data[vi] = c_mese
- end
- end
- if biome == 8 then
- if math.random(100) == 1 then
- lottmapgen_orcore(x, y, z, area, data)
- end
- end
- end
- if not solid then -- if surface
- surfy = y
- if nodiduu ~= c_air and nodiduu ~= c_water and fimadep >= 1 then -- if supported by 2 stone nodes
- if nodida == c_river_water or data[area:index(x + 1, y, z)] == c_river_water
- or data[area:index(x, y, z + 1)] == c_river_water or data[area:index(x - 1, y, z)] == c_river_water
- or data[area:index(x, y, z - 1)] == c_river_water then
- if biome == 8 then
- data[vi] = c_morstone
- else
- data[vi] = c_sand
- end
- elseif y <= sandy and y >= sandmin then -- sand
- if biome ~= 8 then
- if open and water and y == (water_level-1) and biome > 4 and math.random(PAPCHA) == 2 then -- papyrus
- lottmapgen_papyrus(x, (water_level+1), z, area, data, p2data)
- data[vi] = c_dirt
- elseif math.abs(n_temp) < 0.05 and y == (water_level-1) then -- clay
- data[vi] = c_clay
- elseif math.abs(n_temp) < 0.05 and y == (water_level-5) then -- salt
- data[vi] = c_salt
- elseif math.abs(n_temp) < 0.05 and y == (water_level-20) then -- pearl
- data[vi] = c_pearl
- else
- data[vi] = c_sand
- end
- end
- if open and y > (water_level + 4) + math.random(0, 1) and math.random(DUGCHA) == 2 and biome ~= 8 and biome ~= 7 then -- dune grass
- local vi = area:index(x, y + 1, z)
- data[vi] = c_dryshrub
- p2data[vi] = 42
- end
- elseif y <= sandmin then
- data[vi] = c_stone
- else -- above sandline
- if open then
- if biome == 1 then
- if math.random(121) == 2 then
- data[vi] = c_ice
- elseif math.random(25) == 2 then
- data[vi] = c_frozenstone
- else
- data[vi] = c_angsnowblock
- end
- elseif biome == 2 then
- data[vi] = c_dirtsnow
- elseif biome == 3 then
- data[vi] = c_dirtsnow
- elseif biome == 4 then
- data[vi] = c_dungrass
- elseif biome == 5 then
- data[vi] = c_gondorgrass
- elseif biome == 6 then
- data[vi] = c_ithilgrass
- elseif biome == 7 then
- data[vi] = c_loriengrass
- elseif biome == 8 then
- data[vi] = c_morstone
- elseif biome == 9 then
- data[vi] = c_fangorngrass
- elseif biome == 10 then
- data[vi] = c_mirkwoodgrass
- elseif biome == 11 then
- data[vi] = c_ironhillgrass
- elseif biome == 12 then
- data[vi] = c_rohangrass
- elseif biome == 13 then
- data[vi] = c_shiregrass
- end
- local y = surfy + 1
- local vi = area:index(x, y, z)
- if biome == 1 then
- if math.random(PLANT3) == 2 then
- data[vi] = c_dryshrub
- p2data[vi] = 42
- elseif math.random(TREE10) == 2 then
- lottmapgen_beechtree(x, y, z, area, data)
- elseif math.random(TREE7) == 3 then
- lottmapgen_pinetree(x, y, z, area, data)
- elseif math.random(TREE8) == 4 then
- lottmapgen_firtree(x, y, z, area, data)
- elseif math.random(PLANT6) == 2 then
- data[vi] = c_seregon
- p2data[vi] = 40
- elseif math.random(PLANT14) == 13 then
- lottmapgen.enqueue_building("Angmar Fort", {x=x, y=y, z=z}) -- data[vi] = c_angfort
- end
- elseif biome == 2 then
- data[vi] = c_snowblock
- elseif biome == 3 then
- if math.random(PLANT3) == 2 then
- data[vi] = c_dryshrub
- p2data[vi] = 42
- elseif math.random(TREE10) == 2 then
- lottmapgen_beechtree(x, y, z, area, data)
- elseif math.random(TREE4) == 3 then
- lottmapgen_pinetree(x, y, z, area, data)
- elseif math.random(TREE3) == 4 then
- lottmapgen_firtree(x, y, z, area, data)
- end
- elseif biome == 4 then
- if math.random(TREE5) == 2 then
- lottmapgen_defaulttree(x, y, z, area, data)
- elseif math.random(TREE7) == 3 then
- lottmapgen_appletree(x, y, z, area, data)
- elseif math.random (PLANT3) == 4 then
- lottmapgen_grass(data, vi, p2data)
- end
- elseif biome == 5 then
- if math.random(TREE7) == 2 then
- lottmapgen_defaulttree(x, y, z, area, data)
- elseif math.random(TREE8) == 6 then
- lottmapgen_aldertree(x, y, z, area, data)
- elseif math.random(TREE9) == 3 then
- lottmapgen_appletree(x, y, z, area, data)
- elseif math.random(TREE8) == 4 then
- lottmapgen_plumtree(x, y, z, area, data)
- elseif math.random(TREE10) == 9 then
- lottmapgen_elmtree(x, y, z, area, data)
- elseif math.random(PLANT13) == 10 then
- lottmapgen_whitetree(x, y, z, area, data)
- elseif math.random(PLANT3) == 5 then
- lottmapgen_grass(data, vi, p2data)
- elseif math.random(PLANT8) == 7 then
- lottmapgen_farmingplants(data, vi, p2data)
- elseif math.random(PLANT13) == 8 then
- lottmapgen_farmingrareplants(data, vi, p2data)
- elseif math.random(PLANT6) == 2 then
- data[vi] = c_mallos
- p2data[vi] = 42
- elseif math.random(PLANT14) == 13 then
- lottmapgen.enqueue_building("Gondor Fort", {x=x, y=y, z=z})
- end
- elseif biome == 6 then
- if math.random(TREE3) == 2 then
- lottmapgen_defaulttree(x, y, z, area, data)
- elseif math.random(TREE6) == 6 then
- lottmapgen_lebethrontree(x, y, z, area, data)
- elseif math.random(TREE3) == 3 then
- lottmapgen_appletree(x, y, z, area, data)
- elseif math.random(TREE5) == 10 then
- lottmapgen_culumaldatree(x, y, z, area, data)
- elseif math.random(TREE5) == 4 then
- lottmapgen_plumtree(x, y, z, area, data)
- elseif math.random(TREE9) == 9 then
- lottmapgen_elmtree(x, y, z, area, data)
- elseif math.random(PLANT8) == 7 then
- lottmapgen_farmingplants(data, vi, p2data)
- elseif math.random(PLANT13) == 8 then
- data[vi] = c_melon
- elseif math.random(PLANT5) == 11 then
- lottmapgen_ithildinplants(data, vi, p2data)
- end
- elseif biome == 7 then
- if math.random(TREE3) == 2 then
- lottmapgen_mallornsmalltree(x, y, z, area, data)
- elseif math.random(TREE2) == 2 then
- lottmapgen_young_mallorn(x, y, z, area, data)
- elseif math.random(PLANT1) == 2 then
- lottmapgen_lorien_grass(data, vi, p2data)
- elseif math.random(TREE5) == 3 then
- lottmapgen_mallorntree(x, y, z, area, data)
- elseif math.random(PLANT4) == 11 then
- lottmapgen_lorienplants(data, vi, p2data)
- elseif math.random(PLANT14) == 13 then
- if math.random(1, 2) == 1 then
- lottmapgen.enqueue_building("Mallorn House", {x=x, y=y, z=z})
- else
- lottmapgen.enqueue_building("Lorien House", {x=x, y=y, z=z})
- end
- end
- elseif biome == 8 then
- if math.random(TREE10) == 2 then
- lottmapgen_burnedtree(x, y, z, area, data)
- elseif math.random(PLANT4) == 2 then
- data[vi] = c_bomordor
- p2data[vi] = 42
- elseif math.random(PLANT14) == 13 then
- lottmapgen.enqueue_building("Orc Fort", {x=x, y=y, z=z})
- end
- elseif biome == 9 then
- if math.random(TREE3) == 2 then
- lottmapgen_defaulttree(x, y, z, area, data)
- elseif math.random(TREE4) == 6 then
- lottmapgen_rowantree(x, y, z, area, data)
- elseif math.random(TREE4) == 3 then
- lottmapgen_appletree(x, y, z, area, data)
- elseif math.random(TREE5) == 10 then
- lottmapgen_birchtree(x, y, z, area, data)
- elseif math.random(TREE5) == 4 then
- lottmapgen_plumtree(x, y, z, area, data)
- elseif math.random(TREE7) == 9 then
- lottmapgen_elmtree(x, y, z, area, data)
- elseif math.random(TREE6) == 11 then
- lottmapgen_oaktree(x, y, z, area, data)
- elseif math.random(PLANT4) == 7 then
- lottmapgen_farmingplants(data, vi, p2data)
- elseif math.random(PLANT9) == 8 then
- data[vi] = c_melon
- end
- elseif biome == 10 then
- if math.random(TREE2) == 2 then
- lottmapgen_mirktree(x, y, z, area, data)
- elseif math.random(TREE2) == 3 then
- lottmapgen_jungletree2(x, y, z, area, data)
- elseif math.random(PLANT14) == 13 then
- data[vi] = lottmapgen.enqueue_building("Mirkwood House", {x=x, y=y, z=z})
- end
- elseif biome == 11 then
- if math.random(TREE10) == 2 then
- lottmapgen_beechtree(x, y, z, area, data)
- elseif math.random(TREE4) == 3 then
- lottmapgen_pinetree(x, y, z, area, data)
- elseif math.random(TREE6) == 4 then
- lottmapgen_firtree(x, y, z, area, data)
- end
- elseif biome == 12 then
- if math.random(TREE7) == 2 then
- lottmapgen_defaulttree(x, y, z, area, data)
- elseif math.random(TREE7) == 3 then
- lottmapgen_appletree(x, y, z, area, data)
- elseif math.random(TREE8) == 4 then
- lottmapgen_plumtree(x, y, z, area, data)
- elseif math.random(TREE10) == 9 then
- lottmapgen_elmtree(x, y, z, area, data)
- elseif math.random(PLANT2) == 5 then
- lottmapgen_grass(data, vi, p2data)
- elseif math.random(PLANT8) == 6 then
- lottmapgen_farmingplants(data, vi, p2data)
- elseif math.random(PLANT13) == 7 then
- data[vi] = c_melon
- elseif math.random(PLANT6) == 2 then
- data[vi] = c_pilinehtar
- p2data[vi] = 2
- elseif math.random(PLANT14) == 13 then
- lottmapgen.enqueue_building("Rohan Fort", {x=x, y=y, z=z})
- end
- elseif biome == 13 then
- if math.random(TREE7) == 2 then
- lottmapgen_defaulttree(x, y, z, area, data)
- elseif math.random(TREE7) == 3 then
- lottmapgen_appletree(x, y, z, area, data)
- elseif math.random(TREE7) == 4 then
- lottmapgen_plumtree(x, y, z, area, data)
- elseif math.random(TREE7) == 9 then
- lottmapgen_oaktree(x, y, z, area, data)
- elseif math.random(PLANT7) == 7 then
- lottmapgen_farmingplants(data, vi, p2data)
- elseif math.random(PLANT9) == 8 then
- data[vi] = c_melon
- elseif math.random(PLANT14) == 13 then
- lottmapgen.enqueue_building("Hobbit Hole", {x=x, y=y, z=z})
- end
- end
- end
- end
- end
- else -- underground
- if nodiduu ~= c_air and nodiduu ~= c_water and surfy - y + 1 <= fimadep then
- if y <= sandy and y >= sandmin then
- if biome ~= 8 then
- data[vi] = c_sand
- end
- elseif y > sandy and y >= surfy - 2 then
- if biome ~= 8 then
- data[vi] = c_dirt
- end
- end
- end
- end
- open = false
- solid = true
- elseif nodid == c_air or nodid == c_water or nodid == c_river_water then
- solid = false
- if nodid == c_water or nodid == c_river_water then
- water = true
- if biome == 8 then
- if nodid == c_river_water then
- data[vi] = c_morrivwat
- else
- data[vi] = c_morwat
- end
- end
- if n_temp < ICETET and y >= water_level - math.floor((ICETET - n_temp) * 10) then --ice
- data[vi] = c_ice
- end
- end
- end
- end
- nixz = nixz + 1
- end
- end
- vm:set_data(data)
- vm:set_param2_data(p2data)
- vm:set_lighting({day=0, night=0})
- vm:calc_lighting()
- vm:write_to_map(data)
- --local chugent = math.ceil((os.clock() - t1) * 1000)
- --print(chugent)
- end)
- dofile(minetest.get_modpath("lottmapgen").."/deco.lua")
- dofile(minetest.get_modpath("lottmapgen").."/chests.lua")
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