--------------------------------------------------------------------------- -- Voxelis - Voxel survival sandbox for Luanti -- Copyright (C) 2024 Mad Star Studio LLC -- -- You should have received a copy of the GNU General Public License along -- with this program; if not, see . --------------------------------------------------------------------------- -- -------------------------------------------------------------- -- -- BIOMES -- -------------------------------------------------------------- -- -- Grassland -- Typical Blocks: Grass Block, Dirt, Stone core.register_biome({ name = "grassland", --node_dust = "vox_main:dirt", -- Node dropped onto upper surface after all else is generated node_top = "vox_main:grass_block", depth_top = 1, -- Node forming surface layer of biome and thickness of this layer node_filler = "vox_main:dirt", depth_filler = 3, -- Node forming lower layer of biome and thickness of this layer node_stone = "vox_main:stone", -- Node that replaces all stone nodes between roughly y_min and y_max. node_water_top = "vox_main:sand", depth_water_top = 10, -- Node forming a surface layer in seawater with the defined thickness node_water = "", -- Node that replaces all seawater nodes not in the surface layer node_river_water = "vox_main:sand", -- Node that replaces river water in mapgens that use -- vox_main:river_water node_riverbed = "vox_main:gravel", depth_riverbed = 2, -- Node placed under river water and thickness of this layer node_cave_liquid = "vox_main:lava_source", node_cave_liquid = {"vox_main:water_source", "vox_main:lava_source"}, -- Nodes placed inside 50% of the medium size caves. -- Multiple nodes can be specified, each cave will use a randomly -- chosen node from the list. -- If this field is left out or 'nil', cave liquids fall back to -- classic behavior of lava and water distributed using 3D noise. -- For no cave liquid, specify "air". node_dungeon = "vox_main:cobblestone", -- Node used for primary dungeon structure. -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen -- alias, if that is also absent, dungeon nodes fall back to the biome -- 'node_stone'. -- If present, the following two nodes are also used. node_dungeon_alt = "vox_main:mossycobble", -- Node used for randomly-distributed alternative structure nodes. -- If alternative structure nodes are not wanted leave this absent. node_dungeon_stair = "vox_structural:cobblestone_stairs", -- Node used for dungeon stairs. -- If absent, stairs fall back to 'node_dungeon'. y_max = 31000, y_min = 1, -- Upper and lower limits for biome. -- Alternatively you can use xyz limits as shown below. max_pos = {x = 31000, y = 128, z = 31000}, min_pos = {x = -31000, y = 9, z = -31000}, -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'. -- Biome is limited to a cuboid defined by these positions. -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or -- 31000 in 'max_pos'. vertical_blend = 8, heat_point = 50, humidity_point = 50, -- Characteristic temperature and humidity for the biome. -- These values create 'biome points' on a voronoi diagram with heat and -- humidity as axes. The resulting voronoi cells determine the -- distribution of the biomes. -- Heat and humidity have average values of 50, vary mostly between -- 0 and 100 but can exceed these values. weight = 1.0, -- Relative weight of the biome in the Voronoi diagram. -- A value of 0 (or less) is ignored and equivalent to 1.0. });