many worldgen mods and gonna try technic now
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-- Code borrowed from Ethereal by TenPlus1
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local old_biomes = {}
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local old_decor = {}
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-- backup registered biome data
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for key, def in pairs(core.registered_biomes) do
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old_biomes[key] = def
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end
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for key, def in pairs(core.registered_decorations) do
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old_decor[key] = def
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end
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-- clear current biome data
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core.clear_registered_biomes()
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core.clear_registered_decorations()
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-- core.clear_registered_ores()
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-- create list of default biomes to remove
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local def_biomes = {
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["snowy_grassland"] = 1,
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}
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-- only re-register biomes that aren't on the list
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for key, def in pairs(old_biomes) do
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if not def_biomes[key] then
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core.register_biome(def)
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end
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end
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-- loop through decorations
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for key, def in pairs(old_decor) do
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local can_add = true
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local new_biomes = {}
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if type(def.biomes) == "table" then
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-- loop through decoration biomes, only re-add one's not on above list
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for num, bio in pairs(def.biomes) do
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if not def_biomes[bio] then
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table.insert(new_biomes, bio)
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end
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end
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-- if no biomes are left on new list, do not re-add decoration
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if #new_biomes == 0 then
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can_add = false
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end
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elseif type(def.biomes) == "string" then
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if def_biomes[def.biomes] then
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can_add = false
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else
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new_biomes = {def.biomes} -- convert to table
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end
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elseif not def.biomes then
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new_biomes = nil -- keep it nil for re-adding
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end
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if can_add == true then
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def.biomes = new_biomes
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core.register_decoration(def)
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end
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end
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--Snowy grassland new
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-- Pine bush
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-- Snowy grassland
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core.register_biome({
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name = "snowy_grassland",
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node_dust = "default:snow",
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node_top = "default:dirt_with_snow",
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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_riverbed = "default:sand",
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depth_riverbed = 2,
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node_dungeon = "default:cobble",
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node_dungeon_alt = "default:mossycobble",
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node_dungeon_stair = "stairs:stair_cobble",
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y_max = 31000,
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y_min = 4,
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heat_point = 20,
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humidity_point = 35,
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})
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core.register_biome({
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name = "snowy_grassland_ocean",
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node_dust = "default:snow",
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node_top = "default:sand",
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depth_top = 1,
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node_filler = "default:sand",
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depth_filler = 3,
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node_riverbed = "default:sand",
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depth_riverbed = 2,
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node_cave_liquid = "default:water_source",
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node_dungeon = "default:cobble",
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node_dungeon_alt = "default:mossycobble",
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node_dungeon_stair = "stairs:stair_cobble",
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vertical_blend = 1,
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y_max = 3,
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y_min = -255,
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heat_point = 20,
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humidity_point = 35,
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})
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core.register_biome({
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name = "snowy_grassland_under",
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node_cave_liquid = {"default:water_source", "default:lava_source"},
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node_dungeon = "default:cobble",
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node_dungeon_alt = "default:mossycobble",
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node_dungeon_stair = "stairs:stair_cobble",
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y_max = -256,
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y_min = -400,
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heat_point = 20,
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humidity_point = 35,
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})
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-- Dirt
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core.register_ore({
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ore_type = "blob",
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ore = "default:dirt",
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wherein = {"default:stone"},
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clust_scarcity = 16 * 16 * 16,
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clust_size = 5,
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y_max = 31000,
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y_min = -31,
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noise_threshold = 0.0,
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noise_params = {
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offset = 0.5,
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scale = 0.2,
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spread = {x = 5, y = 5, z = 5},
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seed = 17676,
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octaves = 1,
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persist = 0.0
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},
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-- Only where default:dirt is present as surface material
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biomes = {"snowy_grassland"}
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})
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-- Pine bush
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core.register_decoration({
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name = "ebiomes:pine_bush_sg",
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deco_type = "schematic",
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place_on = {"default:dirt_with_snow"},
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sidelen = 16,
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noise_params = {
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offset = -0.004,
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scale = 0.01,
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spread = {x = 100, y = 100, z = 100},
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seed = 137,
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octaves = 3,
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persist = 0.7,
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},
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biomes = {"snowy_grassland"},
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y_max = 31000,
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y_min = 4,
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schematic = core.get_modpath("default") .. "/schematics/pine_bush.mts",
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flags = "place_center_x, place_center_z",
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})
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