Comment the biomes code in mcl_biomes

This commit is contained in:
Wuzzy 2017-09-09 19:30:22 +02:00
parent fa75eda9cf
commit 2916b28f87
1 changed files with 51 additions and 21 deletions

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@ -23,9 +23,38 @@ end
-- All mapgens except mgv6, flat and singlenode
local function register_biomes()
--[[ OVERWORLD ]]
-- Ice spikes
--[[ These biomes try to resemble MC as good as possible. This means especially the floor cover and
the type of plants and structures (shapes might differ). The terrain itself will be of course different
and depends on the mapgen.
Important: MC also takes the terrain into account while MT biomes don't care about the terrain at all
(except height).
MC has many M and Hills variants, most of which only differ in terrain compared to their original
counterpart.
In MT, any biome can occour in any terrain, so these variants are implied and are therefore
not explicitly implmented in MCL2. M variants are only included if they have another unique feature,
such as a different land cover.
In MCL2, MC biomes are usually split in two parts: A land part and an ocean part. Sometimes there's a beach/shore part as well.
The ocean biomes correspond to the MC Ocean biome.
Other intentionally missing biomes:
* River (generated by valleys and v7)
* Plateau (pure terrain)
Tricky are the beach (esp. stone beach) and mushroom island biomes as they have specific conditions we can't check in MT. :(
TODO: Find a way to position these biomes accordingly.
Biomes TODO list:
* Savanna M (coarse dirt instead of dirt)
* Jungle Edge M (super rare but melons are common here)
* Mesa biomes
]]
-- Ice Plains Spikes
minetest.register_biome({
name = "ice_plains_spike",
name = "ice_plains_spikes",
node_top = "mcl_core:snowblock",
depth_top = 2,
node_filler = "mcl_core:snowblock",
@ -40,10 +69,8 @@ local function register_biomes()
heat_point = 0,
humidity_point = 73,
})
-- Frozen ocean
minetest.register_biome({
name = "ice_plains_spike_ocean",
name = "ice_plains_spikes_ocean",
node_top = "mcl_core:gravel",
depth_top = 2,
node_filler = "mcl_core:dirt",
@ -106,7 +133,7 @@ local function register_biomes()
humidity_point = 40,
})
-- Mega taiga
-- Mega Taiga
minetest.register_biome({
name = "mega_taiga",
node_top = "mcl_core:podzol",
@ -135,7 +162,7 @@ local function register_biomes()
humidity_point = 72,
})
-- Mega spruce taiga
-- Mega Spruce Taiga
minetest.register_biome({
name = "mega_spruce_taiga",
node_top = "mcl_core:podzol",
@ -254,8 +281,7 @@ local function register_biomes()
humidity_point = 35,
})
-- Sub-biome for snow-covered mountains
-- TODO: Find a more generic way to cover high areas with snow, defining a new biome seems tedious.
---- Sub-biome Extra biome for Extreme Hills+ for those snow forests
minetest.register_biome({
name = "extreme_hills_plus_snowtop",
node_dust = "mcl_core:snow",
@ -285,7 +311,7 @@ local function register_biomes()
humidity_point = 35,
})
-- Stone beach
-- Stone Beach
minetest.register_biome({
name = "stone_beach",
y_min = -6,
@ -307,7 +333,7 @@ local function register_biomes()
humidity_point = 15,
})
-- Ice plains
-- Ice Plains
minetest.register_biome({
name = "ice_plains",
node_dust = "mcl_core:snow",
@ -457,7 +483,7 @@ local function register_biomes()
humidity_point = 73, --was 70
})
-- (Deciduous) forest
-- Forest
minetest.register_biome({
name = "forest",
node_top = "mcl_core:dirt_with_grass",
@ -500,7 +526,7 @@ local function register_biomes()
humidity_point = 44, --was 68
})
-- Flower forest
-- Flower Forest
minetest.register_biome({
name = "flower_forest",
node_top = "mcl_core:dirt_with_grass",
@ -543,7 +569,7 @@ local function register_biomes()
humidity_point = 51,
})
-- Birch forest
-- Birch Forest
minetest.register_biome({
name = "birch_forest",
node_top = "mcl_core:dirt_with_grass",
@ -572,7 +598,7 @@ local function register_biomes()
humidity_point = 49,
})
-- Birch forest M
-- Birch Forest M
minetest.register_biome({
name = "birch_forest_m",
node_top = "mcl_core:dirt_with_grass",
@ -602,6 +628,7 @@ local function register_biomes()
})
-- Desert (Red Sand)
-- FIXME: Not a real biome in MC
minetest.register_biome({
name = "red_desert",
node_top = "mcl_core:redsand",
@ -631,7 +658,7 @@ local function register_biomes()
humidity_point = 37, --was 16
})
-- Desert (Sand)
-- Desert
minetest.register_biome({
name = "desert",
node_top = "mcl_core:sand",
@ -661,7 +688,7 @@ local function register_biomes()
humidity_point = 0, --was 0
})
-- Roofed forest
-- Roofed Forest
minetest.register_biome({
name = "roofed_forest",
node_top = "mcl_core:dirt_with_grass",
@ -719,6 +746,7 @@ local function register_biomes()
heat_point = 88,
humidity_point = 20,
})
-- TODO: More mesa biomes
-- Savanna
minetest.register_biome({
@ -806,7 +834,7 @@ local function register_biomes()
humidity_point = 91,
})
-- Jungle edge
-- Jungle Edge
minetest.register_biome({
name = "jungle_edge",
node_top = "mcl_core:dirt_with_grass",
@ -859,6 +887,7 @@ local function register_biomes()
node_riverbed = "mcl_core:sand",
depth_riverbed = 2,
y_min = 1,
-- Note: Limited in height!
y_max = 23,
heat_point = 60,
humidity_point = 99,
@ -892,7 +921,7 @@ local function register_biomes()
humidity_point = 99,
})
-- Mushroom biomes
-- Mushroom Island / Mushroom Island Shore
-- TODO: Make sure these biomes only spawn in islands
minetest.register_biome({
name = "mushroom_island",
@ -903,6 +932,7 @@ local function register_biomes()
node_riverbed = "mcl_core:sand",
depth_riverbed = 2,
y_min = 4,
-- Note: Limited in height!
y_max = 20,
heat_point = 99,
humidity_point = 99,
@ -1456,7 +1486,7 @@ local function register_decorations()
octaves = 4,
persist = 0.67,
},
biomes = {"ice_plains_spike"},
biomes = {"ice_plains_spikes"},
y_min = 4,
y_max = mcl_vars.mg_overworld_max,
schematic = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large.mts",
@ -1477,7 +1507,7 @@ local function register_decorations()
octaves = 4,
persist = 0.67,
},
biomes = {"ice_plains_spike"},
biomes = {"ice_plains_spikes"},
y_min = 4,
y_max = mcl_vars.mg_overworld_max,
schematic = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_small.mts",