--[[ Everness. Never ending discovery in Everness mapgen. Copyright (C) 2025 SaKeL This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. --]] -- -- Register biomes -- local y_max = Everness.settings.biomes.everness_mineral_waters.y_max local y_min = Everness.settings.biomes.everness_mineral_waters.y_min -- Mineral Waters Everness:register_biome({ name = 'everness:mineral_waters', node_top = 'everness:mineral_sand', depth_top = 1, node_filler = 'everness:mineral_stone', depth_filler = 1, node_stone = 'everness:mineral_stone', node_riverbed = 'everness:mineral_sand', depth_riverbed = 2, node_dungeon = 'everness:mineral_stone_brick', node_dungeon_alt = 'everness:mineral_stone_brick_with_growth', node_dungeon_stair = 'stairs:stair_mineral_stone_brick', y_max = y_max, y_min = y_min, vertical_blend = 16, heat_point = 78, humidity_point = 58, }) -- -- Register ores -- -- Scatter ores -- Coal Everness:register_ore({ ore_type = 'scatter', ore = 'everness:mineral_stone_with_coal', wherein = 'everness:mineral_stone', clust_scarcity = 8 * 8 * 8, clust_num_ores = 9, clust_size = 3, y_max = y_max, y_min = y_min, biomes = { 'everness:mineral_waters' } }) Everness:register_ore({ ore_type = 'scatter', ore = 'everness:mineral_stone_with_ceramic_sherds', wherein = 'everness:mineral_stone', clust_scarcity = 14 * 14 * 14, clust_num_ores = 5, clust_size = 3, y_max = y_max, y_min = y_min, biomes = { 'everness:mineral_waters' } }) -- -- On Generated -- local function find_irecursive(tbl, c_id) for _, v in ipairs(tbl) do if type(v) == 'table' then if find_irecursive(v, c_id) then return true end elseif c_id == v then return true end end return false end -- Get the content IDs for the nodes used local c_everness_mineral_water_source = core.get_content_id('everness:mineral_water_source') local c_everness_mineral_stone = core.get_content_id('everness:mineral_stone') local c_everness_mineral_stone_brick = core.get_content_id('everness:mineral_stone_brick') local c_everness_mineral_stone_brick_with_growth = core.get_content_id('everness:mineral_stone_brick_with_growth') local c_everness_mineral_stone_brick_with_flower_growth = core.get_content_id('everness:mineral_stone_brick_with_flower_growth') local c_everness_mineral_sand = core.get_content_id('everness:mineral_sand') local c_everness_mineral_sandstone = core.get_content_id('everness:mineral_sandstone') local c_everness_mineral_sandstone_block = core.get_content_id('everness:mineral_sandstone_block') local c_everness_chest = core.get_content_id('everness:chest') local c_everness_mineral_stone_with_coal = core.get_content_id('everness:mineral_stone_with_coal') local c_everness_mineral_stone_with_ceramic_sherds = core.get_content_id('everness:mineral_stone_with_ceramic_sherds') local c_everness_lotus_flower_white = core.get_content_id('everness:lotus_flower_white') local c_everness_lotus_flower_purple = core.get_content_id('everness:lotus_flower_purple') local c_everness_lotus_flower_pink = core.get_content_id('everness:lotus_flower_pink') local c_everness_lotus_lotus_leaf = core.get_content_id('everness:lotus_leaf') local c_everness_lotus_lotus_leaf_2 = core.get_content_id('everness:lotus_leaf_2') local c_everness_lotus_lotus_leaf_3 = core.get_content_id('everness:lotus_leaf_3') local c_everness_ceramic_pot_blank = core.get_content_id('everness:ceramic_pot_blank') local c_everness_ceramic_pot_flowers = core.get_content_id('everness:ceramic_pot_flowers') local c_everness_ceramic_pot_lines = core.get_content_id('everness:ceramic_pot_lines') local c_everness_ceramic_pot_tribal = core.get_content_id('everness:ceramic_pot_tribal') local c_everness_mineral_water_weed_1 = core.get_content_id('everness:mineral_water_weed_1') local c_everness_mineral_water_weed_2 = core.get_content_id('everness:mineral_water_weed_2') local c_everness_mineral_water_weed_3 = core.get_content_id('everness:mineral_water_weed_3') local c_everness_water_geyser = core.get_content_id('everness:water_geyser') local c_everness_rose_bush = core.get_content_id('everness:rose_bush') -- Biome IDs local biome_id_everness_mineral_waters = core.get_biome_id('everness:mineral_waters') -- Pool building blocks variations local pool_build_nodes = { { c_everness_mineral_stone, c_everness_mineral_stone_brick, c_everness_mineral_stone_brick_with_growth, c_everness_mineral_stone_brick_with_flower_growth }, { c_everness_mineral_sandstone, c_everness_mineral_sandstone_block } } local c_lotus_flowers = { c_everness_lotus_flower_white, c_everness_lotus_flower_purple, c_everness_lotus_flower_pink } local c_lotus_leaves = { c_everness_lotus_lotus_leaf, c_everness_lotus_lotus_leaf_2, c_everness_lotus_lotus_leaf_3 } local c_pots = { c_everness_ceramic_pot_blank, c_everness_ceramic_pot_flowers, c_everness_ceramic_pot_lines, c_everness_ceramic_pot_tribal } local c_water_weeds = { c_everness_mineral_water_weed_1, c_everness_mineral_water_weed_2 } local chance = 20 local disp = 16 local schem = core.get_modpath('everness') .. '/schematics/everness_mineral_waters_tower.mts' local size = { x = 7, y = 16, z = 9 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) Everness:add_to_queue_on_generated({ name = 'everness:mineral_waters', can_run = function(biomemap, chunk_biomes) return (chunk_biomes and chunk_biomes[biome_id_everness_mineral_waters]) or table.indexof(biomemap, biome_id_everness_mineral_waters) ~= -1 end, on_data = function(minp, maxp, area, data, p2data, gennotify, rand, shared_args, biomemap) biomemap = biomemap or core.get_mapgen_object('biomemap') or {} local csize_x = maxp.x - minp.x + 1 local rand_version = rand:next(1, 2) local chest_positions = {} local pot_pos = {} if rand_version == 1 then -- -- Pools -- for y = minp.y, maxp.y do for z = minp.z, maxp.z do for x = minp.x, maxp.x do local b_idx_start = (z - minp.z) * csize_x + (x - minp.x) + 1 if biomemap[b_idx_start] == biome_id_everness_mineral_waters then local ai = area:index(x, y, z) local node_cid = data[ai] local node_name = core.get_name_from_content_id(node_cid) local node_def = core.registered_nodes[node_name] local is_start_tree_or_leaf = node_def and node_def.groups and ( (node_def.groups.tree and node_def.groups.tree > 0) or (node_def.groups.leaves and node_def.groups.leaves > 0) or (node_def.groups.wood and node_def.groups.wood > 0) ) local is_start_ground = node_def and node_def.walkable and not is_start_tree_or_leaf and ( node_cid == c_everness_mineral_sand or node_cid == c_everness_mineral_stone or (node_def.groups and (node_def.groups.sand or node_def.groups.stone or node_def.groups.soil)) ) if data[ai + area.ystride] == core.CONTENT_AIR and is_start_ground then local length = 5 + rand:next(0, 10) local width = 5 + rand:next(0, 10) local height = 3 + rand:next(0, 4) local walkable_nodes = 0 local invalid_placement = false -- find space for lake (walkable rectangle) for li = 1, length do local x_rec = x + li for wi = 1, width do local z_rec = z + wi local ai_rec = (ai + li) + (area.zstride * wi) local n_cid = data[ai_rec] local is_target_biome -- 1. Fast path: check biomemap flat array (within chunk bounds) if x_rec >= minp.x and x_rec <= maxp.x and z_rec >= minp.z and z_rec <= maxp.z then local b_idx = (z_rec - minp.z) * csize_x + (x_rec - minp.x) + 1 is_target_biome = (biomemap[b_idx] == biome_id_everness_mineral_waters) else -- 2. Fallback: for coordinates extending outside chunk boundaries local b_data = core.get_biome_data({ x = x_rec, y = y, z = z_rec }) is_target_biome = (b_data and b_data.biome == biome_id_everness_mineral_waters) end if n_cid == core.CONTENT_IGNORE then if is_target_biome then walkable_nodes = walkable_nodes + 1 else invalid_placement = true break end else local n_name = core.get_name_from_content_id(n_cid) local n_def = core.registered_nodes[n_name] local is_tree_or_leaf = n_def and n_def.groups and ( (n_def.groups.tree and n_def.groups.tree > 0) or (n_def.groups.leaves and n_def.groups.leaves > 0) or (n_def.groups.wood and n_def.groups.wood > 0) ) if not is_target_biome or is_tree_or_leaf then invalid_placement = true break end if n_def and n_def.walkable and data[ai_rec + area.ystride] == core.CONTENT_AIR then walkable_nodes = walkable_nodes + 1 end end end if invalid_placement then break end end -- build pool (cuboid) if not invalid_placement and walkable_nodes >= (width * length * 0.75) then local pool_build_nodes_group = pool_build_nodes[rand:next(1, #pool_build_nodes)] -- offset y so the pools are sticking out / sinking in from the ground vertically local ai_offset_y = ai - (area.ystride * height) + (area.ystride * rand:next(0, math.ceil(height / 2))) for hi = 1, height do for li = 1, length do for wi = 1, width do local mineral_stone = pool_build_nodes_group[rand:next(1, #pool_build_nodes_group)] local ai_cub = (ai_offset_y + li) + (area.ystride * hi) + (area.zstride * wi) local current_c_id = data[ai_cub] local is_outer_boundary = (hi == 1 or li == 1 or li == length or wi == 1 or wi == width) if is_outer_boundary then -- Guarantee 100% solid floor (hi == 1) and all 4 solid perimeter walls to prevent leaks if not find_irecursive(pool_build_nodes, current_c_id) then data[ai_cub] = mineral_stone end else -- Interior of the pool: fill with water data[ai_cub] = c_everness_mineral_water_source end -- place loot chest in the middle of the pool floor if hi == 2 and height > 4 and math.ceil(length / 2) == li and math.ceil(width / 2) == wi and data[ai_cub - area.ystride] ~= c_everness_mineral_water_source and rand:next(0, 100) < 3 then data[ai_cub] = c_everness_chest table.insert(chest_positions, vector.new(area:position(ai_cub))) end end end end end end end end end end -- Plug any holes along chunk boundaries where adjacent lake chunks placed water for y = minp.y, maxp.y do for z = minp.z, maxp.z do for x = minp.x, maxp.x do if x == minp.x or x == maxp.x or z == minp.z or z == maxp.z or z == minp.z + 1 or z == maxp.z - 1 then local ai = area:index(x, y, z) if data[ai] == core.CONTENT_AIR then local is_leaking = false if x == minp.x and data[ai - 1] == c_everness_mineral_water_source then is_leaking = true elseif x == maxp.x and data[ai + 1] == c_everness_mineral_water_source then is_leaking = true elseif (z == minp.z and (data[ai - area.zstride] == c_everness_mineral_water_source or data[ai - area.zstride * 2] == c_everness_mineral_water_source)) or (z == minp.z + 1 and data[ai - area.zstride * 2] == c_everness_mineral_water_source) then is_leaking = true elseif (z == maxp.z and (data[ai + area.zstride] == c_everness_mineral_water_source or data[ai + area.zstride * 2] == c_everness_mineral_water_source)) or (z == maxp.z - 1 and data[ai + area.zstride * 2] == c_everness_mineral_water_source) then is_leaking = true end if is_leaking then data[ai] = c_everness_mineral_sand -- Support down if there is air below so the sand wall is solid local down_count = 1 while down_count <= 8 do local down_ai = ai - area.ystride * down_count if data[down_ai] == core.CONTENT_AIR then data[down_ai] = c_everness_mineral_sand else break end down_count = down_count + 1 end end end end end end end elseif rand_version == 2 then -- -- Lakes -- local function is_valid_lake_node(c_id, nx, ny, nz) if c_id == c_everness_mineral_sand or c_id == c_everness_mineral_water_source or c_id == c_everness_mineral_stone or c_id == c_everness_mineral_stone_with_coal or c_id == c_everness_mineral_stone_with_ceramic_sherds then return true end -- At chunk boundaries, ungenerated adjacent chunk nodes in data are CONTENT_IGNORE if c_id == core.CONTENT_IGNORE then local is_target_biome if nx >= minp.x and nx <= maxp.x and nz >= minp.z and nz <= maxp.z then local b_idx = (nz - minp.z) * csize_x + (nx - minp.x) + 1 is_target_biome = (biomemap[b_idx] == biome_id_everness_mineral_waters) else local b_data = core.get_biome_data({ x = nx, y = ny, z = nz }) is_target_biome = (b_data and b_data.biome == biome_id_everness_mineral_waters) end return is_target_biome == true end return false end for z = minp.z, maxp.z do for y = minp.y, maxp.y do for x = minp.x, maxp.x do local ai = area:index(x, y, z) local c_current = data[ai] -- Check 4 horizontal cardinal neighbors (+X, -X, +Z, -Z) local c_right = data[ai + 1] local c_left = data[ai - 1] local c_front = data[ai + (area.zstride * 2)] local c_back = data[ai - (area.zstride * 2)] local keep_going = true local while_count = 1 local max_dig_depth = 11 if c_current == c_everness_mineral_sand and is_valid_lake_node(c_right, x + 1, y, z) and is_valid_lake_node(c_left, x - 1, y, z) and is_valid_lake_node(c_front, x, y, z + 2) and is_valid_lake_node(c_back, x, y, z - 2) then -- dig below while keep_going and while_count <= max_dig_depth do local while_index = ai - area.ystride * while_count local cur_y = y - while_count if ( data[while_index] == c_everness_mineral_stone or data[while_index] == c_everness_mineral_stone_with_coal or data[while_index] == c_everness_mineral_stone_with_ceramic_sherds ) and is_valid_lake_node(data[while_index + 1 + area.ystride], x + 1, cur_y + 1, z) and is_valid_lake_node(data[while_index - 1 + area.ystride], x - 1, cur_y + 1, z) and is_valid_lake_node(data[while_index + area.zstride + area.ystride], x, cur_y + 1, z + 1) and is_valid_lake_node(data[while_index - area.zstride + area.ystride], x, cur_y + 1, z - 1) then data[while_index + area.ystride] = c_everness_mineral_water_source else keep_going = false end while_count = while_count + 1 end end end end end end -- Place decorations after generating (2nd pass) -- luacheck: ignore 512 for y = minp.y, maxp.y do for z = minp.z, maxp.z do for x = minp.x, maxp.x do local ai = area:index(x, y, z) -- -- Place Lotus Flowers and Leaves -- if data[ai] == c_everness_mineral_water_source -- spawn around water and data[ai + 1 + area.zstride] == c_everness_mineral_water_source and data[ai + 1 - area.zstride] == c_everness_mineral_water_source and data[ai + 1] == c_everness_mineral_water_source and data[ai - 1] == c_everness_mineral_water_source and data[ai - 1 + area.zstride] == c_everness_mineral_water_source and data[ai - 1 - area.zstride] == c_everness_mineral_water_source and data[ai + area.zstride] == c_everness_mineral_water_source and data[ai - area.zstride] == c_everness_mineral_water_source -- make sure there is space above and data[ai + area.ystride] == core.CONTENT_AIR -- spawn around air above and data[ai + area.ystride + 1] == core.CONTENT_AIR and data[ai + area.ystride + 1 + area.zstride] == core.CONTENT_AIR and data[ai + area.ystride + 1 - area.zstride] == core.CONTENT_AIR and data[ai + area.ystride - 1] == core.CONTENT_AIR and data[ai + area.ystride - 1 + area.zstride] == core.CONTENT_AIR and data[ai + area.ystride - 1 - area.zstride] == core.CONTENT_AIR and data[ai + area.ystride + area.zstride] == core.CONTENT_AIR and data[ai + area.ystride - area.zstride] == core.CONTENT_AIR then if rand:next(0, 100) < 2 then data[ai + area.ystride] = c_lotus_flowers[rand:next(1, #c_lotus_flowers)] -- Place Lotus Leaves around Flowers local radius = 3 local chance_max = 80 for i = -radius, radius do for j = -radius, radius do local idx = ai + i + (area.zstride * j) + area.ystride local distance = math.round(vector.distance(area:position(ai), area:position(idx))) local chance_lotus_leaf = math.round(chance_max / distance) if chance_lotus_leaf > chance_max then chance_lotus_leaf = chance_max end if rand:next(0, 100) < chance_lotus_leaf and data[idx] == core.CONTENT_AIR and data[idx - area.ystride] == c_everness_mineral_water_source then data[idx] = c_lotus_leaves[rand:next(1, #c_lotus_leaves)] p2data[idx] = rand:next(0, 3) end end end elseif rand:next(0, 100) < 4 then data[ai + area.ystride] = c_lotus_leaves[rand:next(1, #c_lotus_leaves)] p2data[ai + area.ystride] = rand:next(0, 3) -- add some more leaves around the leaf for i = -1, 1 do for j = -1, 1 do local idx = ai + i + (area.zstride * j) + area.ystride if rand:next(0, 100) < 25 and data[idx] == core.CONTENT_AIR and data[idx - area.ystride] == c_everness_mineral_water_source then data[idx] = c_lotus_leaves[rand:next(1, #c_lotus_leaves)] p2data[idx] = rand:next(0, 3) end end end end end -- -- Place Seaweed -- if data[ai] == c_everness_mineral_water_source and data[ai + area.ystride] == c_everness_mineral_water_source and rand:next(0, 100) < 33 then local c_weed = c_water_weeds[rand:next(1, #c_water_weeds)] if rand:next(0, 100) < 5 then -- Weed with light source with a bit less probability c_weed = c_everness_mineral_water_weed_3 end if data[ai + 1] == c_everness_mineral_stone then data[ai + 1] = c_weed data[ai + 1] = c_weed data[ai + 1] = c_weed p2data[ai + 1] = 2 elseif data[ai - 1] == c_everness_mineral_stone then data[ai - 1] = c_weed data[ai - 1] = c_weed data[ai - 1] = c_weed p2data[ai - 1] = 3 elseif data[ai + area.zstride] == c_everness_mineral_stone then data[ai + area.zstride] = c_weed data[ai + area.zstride] = c_weed data[ai + area.zstride] = c_weed p2data[ai + area.zstride] = 4 elseif data[ai - area.zstride] == c_everness_mineral_stone then data[ai - area.zstride] = c_weed data[ai - area.zstride] = c_weed data[ai - area.zstride] = c_weed p2data[ai - area.zstride] = 5 elseif data[ai - area.ystride] == c_everness_mineral_stone then data[ai - area.ystride] = c_weed data[ai - area.ystride] = c_weed data[ai - area.ystride] = c_weed p2data[ai - area.ystride] = 1 end end -- -- Place pots under water -- if data[ai] == c_everness_mineral_water_source -- spawn around water and data[ai + 1 + area.zstride] == c_everness_mineral_water_source and data[ai + 1 - area.zstride] == c_everness_mineral_water_source and data[ai + 1] == c_everness_mineral_water_source and data[ai - 1] == c_everness_mineral_water_source and data[ai - 1 + area.zstride] == c_everness_mineral_water_source and data[ai - 1 - area.zstride] == c_everness_mineral_water_source and data[ai + area.zstride] == c_everness_mineral_water_source and data[ai - area.zstride] == c_everness_mineral_water_source -- spawn around water above and data[ai + area.ystride] == c_everness_mineral_water_source and data[ai + area.ystride + 1] == c_everness_mineral_water_source and data[ai + area.ystride + 1 + area.zstride] == c_everness_mineral_water_source and data[ai + area.ystride + 1 - area.zstride] == c_everness_mineral_water_source and data[ai + area.ystride - 1] == c_everness_mineral_water_source and data[ai + area.ystride - 1 + area.zstride] == c_everness_mineral_water_source and data[ai + area.ystride - 1 - area.zstride] == c_everness_mineral_water_source and data[ai + area.ystride + area.zstride] == c_everness_mineral_water_source and data[ai + area.ystride - area.zstride] == c_everness_mineral_water_source -- spawn on solid node below and data[ai - area.ystride] ~= c_everness_mineral_water_source then if rand:next(0, 100) < 1 then table.insert(pot_pos, vector.new(area:position(ai))) end end -- -- Surface Decorations on dry mineral sand (Rose Bush, Water Geyser, Pots) -- if data[ai] == c_everness_mineral_sand and data[ai + area.ystride] == core.CONTENT_AIR then local r_val = rand:next(1, 1000) if r_val <= 6 then -- Rose Bush (needs air around) if data[ai + area.ystride * 2] == core.CONTENT_AIR and data[ai + 1 + area.ystride] == core.CONTENT_AIR and data[ai - 1 + area.ystride] == core.CONTENT_AIR and data[ai + area.zstride + area.ystride] == core.CONTENT_AIR and data[ai - area.zstride + area.ystride] == core.CONTENT_AIR then data[ai + area.ystride] = c_everness_rose_bush end elseif r_val <= 9 then -- Water Geyser (needs air around) if data[ai + area.ystride * 2] == core.CONTENT_AIR and data[ai + 1 + area.ystride] == core.CONTENT_AIR and data[ai - 1 + area.ystride] == core.CONTENT_AIR and data[ai + area.zstride + area.ystride] == core.CONTENT_AIR and data[ai - area.zstride + area.ystride] == core.CONTENT_AIR then data[ai + area.ystride] = c_everness_water_geyser end elseif r_val <= 12 then -- Ceramic Pots (above water on dry sand) if data[ai + area.ystride * 2] == core.CONTENT_AIR then data[ai + area.ystride] = c_pots[rand:next(1, #c_pots)] end end end end end end -- Set `shared_args` shared_args.chest_positions = chest_positions shared_args.pot_pos = pot_pos end, after_set_data = function(minp, maxp, vm, area, data, p2data, gennotify, rand, shared_args) local sidelength = maxp.x - minp.x + 1 local x_disp = rand:next(0, disp) local z_disp = rand:next(0, disp) shared_args.schem_positions = {} for y = minp.y, maxp.y do local vi = area:index(minp.x + sidelength / 2 + x_disp, y, minp.z + sidelength / 2 + z_disp) if data[vi + area.ystride] == core.CONTENT_AIR and ( data[vi] == c_everness_mineral_water_source or data[vi] == c_everness_mineral_sand ) and rand:next(0, 100) < chance then local s_pos = area:position(vi) -- -- Mineral Waters Tower -- -- find floor big enough local positions = core.find_nodes_in_area_under_air( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'everness:mineral_sand', 'everness:mineral_water_source' } ) if #positions < size.x * size.z then -- not enough space return end -- enough air to place structure ? local air_positions = core.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), { 'air' } ) if #air_positions > (size.x * size.y * size.z) / 2 then core.place_schematic_on_vmanip( vm, s_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) shared_args.schem_positions.everness_mineral_waters_tower = shared_args.schem_positions.everness_mineral_waters_tower or {} table.insert(shared_args.schem_positions.everness_mineral_waters_tower, { pos = s_pos, minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z) }) core.log('action', '[Everness] Mineral Waters Tower was placed at ' .. s_pos:to_string()) end end end -- -- Palm Trees (placed on dry mineral sand after pools & lakes) -- local num_palms = rand:next(1, 33) for _ = 1, num_palms do local px = rand:next(minp.x + 3, maxp.x - 3) local pz = rand:next(minp.z + 3, maxp.z - 3) for py = maxp.y, minp.y, -1 do local vi = area:index(px, py, pz) local c_ground = data[vi] if c_ground == c_everness_mineral_sand and data[vi + area.ystride] == core.CONTENT_AIR then local p = vector.new(px, py + 1, pz) local air_positions = core.find_nodes_in_area( vector.new(p.x - 2, p.y, p.z - 2), vector.new(p.x + 2, p.y + 6, p.z + 2), { 'air' } ) if #air_positions >= 25 then core.place_schematic_on_vmanip( vm, p, core.get_modpath('everness') .. '/schematics/everness_palm_tree.mts', 'random', nil, true, 'place_center_x, place_center_z' ) end break elseif c_ground ~= core.CONTENT_AIR and c_ground ~= core.CONTENT_IGNORE then break end end end -- -- Pots (under water) -- local pot_pos = shared_args.pot_pos or {} for _, v in ipairs(pot_pos) do vm:set_node_at(v, { name = core.get_name_from_content_id(c_pots[rand:next(1, #c_pots)]) }) end end, after_write_to_map = function(shared_args, gennotify, rand, minp, maxp) -- Populate loot chest inventory local chest_positions = shared_args.chest_positions or {} if next(chest_positions) then Everness:populate_loot_chests(chest_positions) end -- Populate loot chest inventory for schematics local schem_positions = shared_args.schem_positions or {} for name, tbl in pairs(schem_positions) do if next(tbl) then for i, v in ipairs(tbl) do local chest_positions2 = core.find_nodes_in_area( v.minp, v.maxp, { 'everness:chest' } ) if #chest_positions2 > 0 then Everness:populate_loot_chests(chest_positions2) end end end end -- Populate ceramic pot inventory local pot_nodes = { 'everness:ceramic_pot_blank', 'everness:ceramic_pot_flowers', 'everness:ceramic_pot_lines', 'everness:ceramic_pot_tribal' } local pot_positions = (minp and maxp and core.find_nodes_in_area(minp, maxp, pot_nodes)) or {} for _, p in ipairs(pot_positions) do local meta = core.get_meta(p) local inv = meta:get_inventory() if not inv or inv:get_size('main') == 0 then local n = core.get_node(p) local ndef = core.registered_nodes[n.name] if ndef and ndef.on_construct then ndef.on_construct(p) end inv = meta:get_inventory() end if inv and inv:get_size('main') > 0 and inv:is_empty('main') then local rand_idx = rand:next(1, #Everness.loot_chest.default) local item_def = Everness.loot_chest.default[rand_idx] if item_def and core.registered_items[item_def.name] then if rand:next(0, 100) <= item_def.chance then local stack = ItemStack(item_def.name) if core.registered_tools[item_def.name] then stack:set_wear(rand:next(1, 65535)) else stack:set_count(rand:next(1, math.min(item_def.max_count, stack:get_stack_max()))) end inv:set_stack('main', 1, stack) end end end end end })