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Add node_stone to mgv5 biomes. Remove unnecessary underwater grass hack #1892

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commented Dec 1, 2014

screenshot_72794710

^ Here i am at y = 47

node_stone = "default:xxxxxxx"
can be added to a biome definition, the chosen stone will extend down to y = -32.

screenshot_63343680

^ Obsidian biome

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commented Dec 1, 2014

paramat: Cool screenshots! Was this terrain generated with default settings or did you use other minetest.conf values?

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commented Dec 1, 2014

Those screenshots are default mgv5, 3D perlin noise is amazing.
I need to edit documentation, i will also edit mgv7 to have this feature.

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commented Dec 2, 2014

Of course there are no docs for biome API yet.
The 2nd commit adds definable stone to mgv7, removes the unnecessary grass under water hack and also thins the extremely thick biomes: now filler depth is depth_filler + noise_filler as it should be.

@paramat paramat force-pushed the paramat:nodestone branch Dec 2, 2014

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commented Dec 2, 2014

3rd commit adds '#include "mapgen_v5.h"' to l_mapgen.cpp because a similar mgv7 line is there. I'm not sure if this is needed so a separate commit.

@paramat paramat force-pushed the paramat:nodestone branch 3 times, most recently Dec 3, 2014

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commented Dec 3, 2014

The underwater grass hacks were needed after all because the biome API will place surface nodes underwater under overhangs or floatlands, now re-added. Rebased and squashed.

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commented Dec 4, 2014

I improved the underwater grass hacks in mgv5/v7 by making it more general and flexible: now filler nodes are placed instead of top nodes when under water.

Add definable node_stone to biome API, mgv5, mgv7. Reduce and correct…
… depth of mgv7 biomes. l_mapgen.cpp: add '#include mapgen_v5.h' because '#include mapgen_v7' is there. Improve underwater grass hack

@paramat paramat force-pushed the paramat:nodestone branch to 62e214c Dec 4, 2014

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commented Dec 4, 2014

@ShadowNinja ShadowNinja closed this Dec 4, 2014

@paramat paramat deleted the paramat:nodestone branch Dec 12, 2014

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