many worldgen mods and gonna try technic now
This commit is contained in:
@@ -0,0 +1,424 @@
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local c_water = df_caverns.node_id.water
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local c_air = df_caverns.node_id.air
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local c_dirt = df_caverns.node_id.dirt
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local c_dirt_moss = df_caverns.node_id.dirt_moss
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local c_gravel = df_caverns.node_id.gravel
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local c_stillworm = df_caverns.node_id.stillworm
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local c_pebble_fungus = df_caverns.node_id.pebble_fungus
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local c_red = df_caverns.node_id.spindlestem_red
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local c_wet_flowstone = df_caverns.node_id.wet_flowstone
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local c_dry_flowstone = df_caverns.node_id.dry_flowstone
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local c_veinstone = df_caverns.node_id.veinstone
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local c_pearls = df_caverns.node_id.pearls
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local chasms_path = minetest.get_modpath("chasms")
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local log_location
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if mapgen_helper.log_location_enabled then
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log_location = mapgen_helper.log_first_location
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end
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local wall_vein_perlin_params = {
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offset = 0,
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scale = 1,
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spread = {x = 50, y = 50, z = 50},
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seed = 2199,
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octaves = 3,
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persist = 0.63,
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lacunarity = 2.0,
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flags = "eased",
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}
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local subsea_level = df_caverns.config.level2_min - (df_caverns.config.level2_min - df_caverns.config.level1_min) * 0.33 -- "sea level" for the flooded caverns.
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local flooding_threshold = math.min(df_caverns.config.tunnel_flooding_threshold, df_caverns.config.cavern_threshold) -- cavern value out to which we're flooding tunnels and warrens
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local get_biome = function(heat, humidity)
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if humidity < 23 then -- about 20% of locations fall below this threshold
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return "barren"
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elseif heat < 40 then
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return "goblincap" -- about 33% are below this threshold
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elseif heat < 60 then
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return "sporetree" -- another 33%
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else
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return "tunneltube"
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end
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end
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df_caverns.register_biome_check(function(pos, heat, humidity)
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if pos.y < df_caverns.config.level2_min or pos.y >= df_caverns.config.level1_min then
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return nil
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end
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return get_biome(heat, humidity)
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end)
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local goblin_cap_shrublist
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local tunnel_tube_shrublist
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local spore_tree_shrublist
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if minetest.get_modpath("df_farming") then
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goblin_cap_shrublist = {
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df_farming.spawn_plump_helmet_vm,
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df_farming.spawn_plump_helmet_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_cavern_fungi_vm,
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}
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tunnel_tube_shrublist = {
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df_farming.spawn_sweet_pod_vm,
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df_farming.spawn_cave_wheat_vm,
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df_farming.spawn_cave_wheat_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_cavern_fungi_vm,
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}
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spore_tree_shrublist = {
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df_farming.spawn_pig_tail_vm,
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df_farming.spawn_pig_tail_vm,
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df_farming.spawn_cave_wheat_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_cavern_fungi_vm,
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}
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end
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local goblin_cap_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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local ystride = area.ystride
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if abs_cracks < 0.1 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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elseif data[vi-ystride] ~= c_air then -- leave the ground as rock if it's only one node thick
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if math.random() < 0.25 then
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data[vi] = c_dirt
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else
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data[vi] = c_dirt_moss
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end
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if math.random() < 0.1 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, goblin_cap_shrublist)
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elseif math.random() < 0.02 then
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df_trees.spawn_spindlestem_vm(vi+ystride, area, data, data_param2, c_red)
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elseif math.random() < 0.015 then
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df_trees.spawn_goblin_cap_vm(vi+ystride, area, data, data_param2)
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end
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end
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end
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local spore_tree_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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local ystride = area.ystride
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if abs_cracks < 0.1 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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elseif data[vi-ystride] ~= c_air then -- leave the ground as rock if it's only one node thick
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if math.random() < 0.25 then
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data[vi] = c_dirt
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else
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data[vi] = c_pebble_fungus
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end
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if math.random() < 0.1 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, spore_tree_shrublist)
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elseif math.random() < 0.05 then
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df_trees.spawn_spore_tree_vm(vi+ystride, area, data, data_param2)
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end
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end
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end
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local tunnel_tube_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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local ystride = area.ystride
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if abs_cracks < 0.1 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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elseif data[vi-ystride] ~= c_air then -- leave the ground as rock if it's only one node thick
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if math.random() < 0.25 then
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data[vi] = c_dirt
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else
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data[vi] = c_stillworm
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end
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if math.random() < 0.1 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, tunnel_tube_shrublist)
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elseif math.random() < 0.05 then
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df_trees.spawn_tunnel_tube_vm(vi+ystride, area, data, data_param2)
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end
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end
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end
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local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
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math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
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local heatmap = minetest.get_mapgen_object("heatmap")
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local humiditymap = minetest.get_mapgen_object("humiditymap")
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local data_param2 = df_caverns.data_param2
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vm:get_param2_data(data_param2)
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local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
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local nvals_cave = node_arrays.nvals_cave
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local cave_area = node_arrays.cave_area
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local cavern_def = node_arrays.cavern_def
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local vein_noise
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local vein_area
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-- Partly fill flooded caverns and warrens
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for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
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local cave_val = nvals_cave[vi]
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if cave_val < -flooding_threshold then
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if mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp) then
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local cave_threshold = cavern_def.cave_threshold
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--check if we're just inside the boundary of the (negazone) cavern threshold
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if biome_name == "barren" and cave_val < -cave_threshold and cave_val > -cave_threshold - 0.01 then
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-- add giant rooty structures to the flooded barren caverns
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if vein_noise == nil then
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vein_noise, vein_area = mapgen_helper.perlin3d("df_caverns:wall_veins", minp, maxp, wall_vein_perlin_params)
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end
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if data[vi] == c_air and math.abs(vein_noise[vein_area:transform(area, vi)]) < 0.02 then
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data[vi] = c_veinstone
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end
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if log_location then log_location("level2_veinstone", area:position(vi)) end
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end
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end
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if data[vi] == c_air and y <= subsea_level then
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data[vi] = c_water -- otherwise, fill air with water when below sea level
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end
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end
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end
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---------------------------------------------------------
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-- Cavern floors
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for _, vi in ipairs(node_arrays.cavern_floor_nodes) do
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local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local abs_cracks = math.abs(nvals_cracks[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
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-- underwater floor
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df_caverns.flooded_cavern_floor(abs_cracks, vert_rand, vi, area, data)
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if log_location then log_location("level2_flooded_"..biome_name, area:position(vi)) end
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elseif biome_name == "barren" then
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if flooded_caverns then
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df_caverns.wet_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level2_barren_wet", area:position(vi)) end
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else
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df_caverns.dry_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level2_barren_dry", area:position(vi)) end
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end
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elseif biome_name == "goblincap" then
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goblin_cap_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level2_goblincap", area:position(vi)) end
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elseif biome_name == "sporetree" then
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spore_tree_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level2_sporetree", area:position(vi)) end
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elseif biome_name == "tunneltube" then
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tunnel_tube_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level2_tunneltube", area:position(vi)) end
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end
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end
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--------------------------------------
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-- Cavern ceilings
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for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do
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local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local abs_cracks = math.abs(nvals_cracks[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
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-- underwater ceiling, do nothing
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elseif biome_name == "barren" then
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if flooded_caverns then
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-- wet barren
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if abs_cracks < 0.1 then
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df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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end
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else
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-- dry barren
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if abs_cracks < 0.075 then
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df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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end
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local y = area:get_y(vi)
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local y_proportional = (y - df_caverns.config.level1_min) / (df_caverns.config.level2_min - df_caverns.config.level1_min)
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if abs_cracks * y_proportional > 0.3 and math.random() < 0.005 * y_proportional then
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df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,1), true)
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end
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end
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else -- all the other biomes
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df_caverns.glow_worm_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
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end
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end
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----------------------------------------------
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-- Tunnel floors
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for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name ~= "barren" then
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-- we're in flooded areas or are not barren
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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else
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false, c_gravel)
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end
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end
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end
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------------------------------------------------------
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-- Tunnel ceiling
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for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local ystride = area.ystride
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name ~= "barren" then
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-- we're in flooded areas or are not barren
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df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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else
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df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
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end
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if not flooded_caverns and (biome_name == "barren" or biome_name == "sporetree") and nvals_cracks[index2d] > 0.5 then
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for i= 1, 4 do
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if math.random() > 0.5 then
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local index = vi-i*ystride
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if data[index] == c_air then
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df_mapitems.place_against_surface_vm(c_pearls, index, area, data, data_param2)
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end
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end
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end
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end
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else
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-- air pockets
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local ystride = area.ystride
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local cracks = nvals_cracks[index2d]
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if cracks > 0.4 and data[vi-ystride] == c_water then
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data[vi-ystride] = c_air
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if cracks > 0.6 and data[vi-ystride*2] == c_water then
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data[vi-ystride*2] = c_air
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end
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end
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end
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end
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----------------------------------------------
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-- Warren floors
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for _, vi in ipairs(node_arrays.warren_floor_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if log_location then
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local flood_name = ""
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if flooded_caverns then flood_name = "_flooded" end
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log_location("level2_warren_"..biome_name..flood_name, area:position(vi))
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end
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name ~= "barren" then
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-- we're in flooded areas or are not barren
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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else
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false, c_gravel)
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end
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end
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end
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------------------------------------------------------
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-- Warren ceiling
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for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local ystride = area.ystride
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name ~= "barren" then
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-- we're in flooded areas or are not barren
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df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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else
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df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
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end
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if not flooded_caverns and (biome_name == "barren" or biome_name == "sporetree") and nvals_cracks[index2d] > 0.5 then
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for i= 1, 4 do
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if math.random() > 0.5 then
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local index = vi-i*ystride
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if data[index] == c_air then
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df_mapitems.place_against_surface_vm(c_pearls, index, area, data, data_param2)
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end
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end
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||||
end
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end
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else
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-- air pockets
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local cracks = nvals_cracks[index2d]
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if cracks > 0.4 and data[vi-ystride] == c_water then
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data[vi-ystride] = c_air
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if cracks > 0.6 and data[vi-ystride*2] == c_water then
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data[vi-ystride*2] = c_air
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end
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||||
end
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||||
end
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||||
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||||
end
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----------------------------------------------
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-- Column material override for dry biome
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||||
for _, vi in ipairs(node_arrays.column_nodes) do
|
||||
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
||||
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
|
||||
local dry = (biome_name == "barren") and (nvals_cave[vi] > 0)
|
||||
|
||||
if dry and data[vi] == c_wet_flowstone then
|
||||
data[vi] = c_dry_flowstone
|
||||
end
|
||||
|
||||
if chasms_path then
|
||||
local pos = area:position(vi)
|
||||
if chasms.is_in_chasm_without_taper(pos) then
|
||||
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
|
||||
if flooded_caverns and pos.y < subsea_level then
|
||||
data[vi] = c_water
|
||||
else
|
||||
data[vi] = c_air
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
vm:set_param2_data(data_param2)
|
||||
end
|
||||
|
||||
subterrane.register_layer({
|
||||
name = "cavern layer 2",
|
||||
y_max = df_caverns.config.level1_min-1,
|
||||
y_min = df_caverns.config.level2_min,
|
||||
cave_threshold = df_caverns.config.cavern_threshold,
|
||||
boundary_blend_range = 64, -- range near ymin and ymax over which caves diminish to nothing
|
||||
perlin_cave = df_caverns.perlin_cave,
|
||||
perlin_wave = df_caverns.perlin_wave,
|
||||
solidify_lava = true,
|
||||
columns = {
|
||||
maximum_radius = 15,
|
||||
minimum_radius = 4,
|
||||
node = "df_mapitems:wet_flowstone",
|
||||
weight = 0.25,
|
||||
maximum_count = 50,
|
||||
minimum_count = 5,
|
||||
},
|
||||
decorate = decorate_level_2,
|
||||
warren_region_variability_threshold = 0.33,
|
||||
double_frequency = true,
|
||||
is_ground_content = df_caverns.is_ground_content,
|
||||
})
|
||||
|
||||
Reference in New Issue
Block a user