Update and improve a couple of schematics
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@ -195,66 +195,14 @@ end
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mcl_structures.generate_boulder = function(pos)
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-- Choose between 2 boulder sizes (2×2×2 or 3×3×3)
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local r = math.random(1, 10)
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local w
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local path
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if r <= 3 then
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w = 2
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path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder_small.mts"
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else
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w = 3
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end
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local data, yslice_prob
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if w == 2 then
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local a = { name = "mcl_core:mossycobble" }
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local p = { name = "mcl_core:mossycobble", prob = 127 }
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data = {
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a, a,
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p, p,
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a, a,
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p, p,
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}
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elseif w == 3 then
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local a = { name = "mcl_core:mossycobble" } -- bottom layer
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local x = { name = "mcl_core:mossycobble", prob = 192 } -- corner in middle layer
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local b, c -- middle and top layer
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local e = { name = "air", prob = 0 } -- empty
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-- This selects the amount of erosion (random removal of blocks)
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if r == 10 then
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-- Erosion occours on top 2 layers
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-- Top layer is completely eroded and middle layer is randomly eroded
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b = { name = "mcl_core:mossycobble", prob = 127 }
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x.prob = 127
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c = e
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else
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-- Erosion occours randomly on top layer only
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b = a
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c = { name = "mcl_core:mossycobble", prob = 127 }
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end
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local e = { name = "air", prob = 0 }
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data = {
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e, a, e,
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x, b, x,
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e, c, e,
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a, a, a,
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b, b, b,
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c, c, c,
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e, a, e,
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x, b, x,
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e, c, e,
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}
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-- Chance to destroy the bottom slice
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yslice_prob = { { ypos=1, prob=140 } }
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path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder.mts"
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end
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local schematic = {
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size = { x=w, y=w, z=w},
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data = data,
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yslice_prob = yslice_prob,
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}
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minetest.place_schematic(pos, schematic)
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minetest.place_schematic(pos, path)
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end
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mcl_structures.generate_witch_hut = function(pos)
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@ -268,49 +216,8 @@ mcl_structures.generate_ice_spike_small = function(pos)
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end
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mcl_structures.generate_ice_spike_large = function(pos)
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local h = math.random(20, 40)
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local r = math.random(1,3)
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local top = false
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local simple_spike_bonus = 2
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-- Decide between MTS file-based top or simple top
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if r == 1 then
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-- MTS file
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top = true
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else
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-- Simple top, just some stacked nodes
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h = h + simple_spike_bonus
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end
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local w = 3
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local data = {}
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local middle = 2
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for z=1, w do
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for y=1, h do
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for x=1, w do
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local prob
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-- This creates a simple 1 node wide spike top
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if not top and ((y > h - simple_spike_bonus) and (x==1 or x==w or z==1 or z==w)) then
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prob = 0
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-- Chance to leave out ice spike piece at corners, but never at bottom
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elseif y~=1 and ((x==1 and z==1) or (x==1 and z==w) or (x==w and z==1) or (x==w and z==w)) then
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prob = 140 -- 54.6% chance to stay
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end
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table.insert(data, {name = "mcl_core:packed_ice", prob = prob })
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end
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end
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end
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local base_schematic = {
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size = { x=w, y=h, z=w},
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data = data,
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}
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minetest.place_schematic(pos, base_schematic)
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if top then
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local toppos = {x=pos.x-1, y=pos.y+h, z=pos.z-1}
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large_top.mts"
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minetest.place_schematic(toppos, path, "random")
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end
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large.mts"
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minetest.place_schematic(pos, path, "random", nil, false)
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end
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mcl_structures.generate_fossil = function(pos)
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