forked from mad-star-studio/Voxelis
main #4
2 changed files with 10 additions and 79 deletions
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@ -13,4 +13,4 @@
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vox_overworld = {}
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--dofile(core.get_modpath(core.get_current_modname()) .. "/registry.lua")
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dofile(core.get_modpath(core.get_current_modname()) .. "/registry.lua")
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@ -11,87 +11,18 @@
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-- -------------------------------------------------------------- --
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-- Grassland
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-- Typical Blocks: Grass Block, Dirt, Stone
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core.register_biome({
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name = "grassland",
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--node_dust = "vox_main:dirt",
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-- Node dropped onto upper surface after all else is generated
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node_top = "vox_main:grass_block",
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node_top = "grass",
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depth_top = 1,
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-- Node forming surface layer of biome and thickness of this layer
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node_filler = "vox_main:dirt",
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depth_filler = 3,
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-- Node forming lower layer of biome and thickness of this layer
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node_stone = "vox_main:stone",
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-- Node that replaces all stone nodes between roughly y_min and y_max.
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node_water_top = "vox_main:sand",
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depth_water_top = 10,
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-- Node forming a surface layer in seawater with the defined thickness
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node_water = "",
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-- Node that replaces all seawater nodes not in the surface layer
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node_river_water = "vox_main:sand",
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-- Node that replaces river water in mapgens that use
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-- vox_main:river_water
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node_riverbed = "vox_main:gravel",
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depth_filler = 3,
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node_riverbed = "vox_main:sand",
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node_river_water = "vox_main:water_source",
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depth_riverbed = 2,
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-- Node placed under river water and thickness of this layer
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node_cave_liquid = "vox_main:lava_source",
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node_cave_liquid = {"vox_main:water_source", "vox_main:lava_source"},
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-- Nodes placed inside 50% of the medium size caves.
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-- Multiple nodes can be specified, each cave will use a randomly
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-- chosen node from the list.
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-- If this field is left out or 'nil', cave liquids fall back to
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-- classic behavior of lava and water distributed using 3D noise.
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-- For no cave liquid, specify "air".
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node_dungeon = "vox_main:cobblestone",
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-- Node used for primary dungeon structure.
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-- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
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-- alias, if that is also absent, dungeon nodes fall back to the biome
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-- 'node_stone'.
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-- If present, the following two nodes are also used.
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node_dungeon_alt = "vox_main:mossycobble",
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-- Node used for randomly-distributed alternative structure nodes.
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-- If alternative structure nodes are not wanted leave this absent.
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node_dungeon_stair = "vox_structural:cobblestone_stairs",
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-- Node used for dungeon stairs.
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-- If absent, stairs fall back to 'node_dungeon'.
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y_max = 31000,
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y_min = 1,
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-- Upper and lower limits for biome.
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-- Alternatively you can use xyz limits as shown below.
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max_pos = {x = 31000, y = 128, z = 31000},
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min_pos = {x = -31000, y = 9, z = -31000},
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-- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
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-- Biome is limited to a cuboid defined by these positions.
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-- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
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-- 31000 in 'max_pos'.
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vertical_blend = 8,
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heat_point = 50,
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humidity_point = 50,
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-- Characteristic temperature and humidity for the biome.
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-- These values create 'biome points' on a voronoi diagram with heat and
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-- humidity as axes. The resulting voronoi cells determine the
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-- distribution of the biomes.
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-- Heat and humidity have average values of 50, vary mostly between
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-- 0 and 100 but can exceed these values.
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weight = 1.0,
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-- Relative weight of the biome in the Voronoi diagram.
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-- A value of 0 (or less) is ignored and equivalent to 1.0.
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});
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height_min = 1,
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height_max = 256,
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heat_point = 35,
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humidity_point = 50
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})
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