forked from LizzyFleckenstein03/Memeclone
Comment the biomes code in mcl_biomes
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@ -23,9 +23,38 @@ end
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-- All mapgens except mgv6, flat and singlenode
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local function register_biomes()
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--[[ OVERWORLD ]]
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-- Ice spikes
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--[[ These biomes try to resemble MC as good as possible. This means especially the floor cover and
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the type of plants and structures (shapes might differ). The terrain itself will be of course different
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and depends on the mapgen.
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Important: MC also takes the terrain into account while MT biomes don't care about the terrain at all
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(except height).
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MC has many “M” and “Hills” variants, most of which only differ in terrain compared to their original
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counterpart.
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In MT, any biome can occour in any terrain, so these variants are implied and are therefore
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not explicitly implmented in MCL2. “M” variants are only included if they have another unique feature,
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such as a different land cover.
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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.
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The ocean biomes correspond to the MC Ocean biome.
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Other intentionally missing biomes:
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* River (generated by valleys and v7)
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* Plateau (pure terrain)
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Tricky are the beach (esp. stone beach) and mushroom island biomes as they have specific conditions we can't check in MT. :(
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TODO: Find a way to position these biomes accordingly.
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Biomes TODO list:
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* Savanna M (coarse dirt instead of dirt)
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* Jungle Edge M (super rare but melons are common here)
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* Mesa biomes
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]]
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-- Ice Plains Spikes
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minetest.register_biome({
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name = "ice_plains_spike",
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name = "ice_plains_spikes",
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node_top = "mcl_core:snowblock",
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depth_top = 2,
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node_filler = "mcl_core:snowblock",
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@ -40,10 +69,8 @@ local function register_biomes()
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heat_point = 0,
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humidity_point = 73,
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})
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-- Frozen ocean
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minetest.register_biome({
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name = "ice_plains_spike_ocean",
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name = "ice_plains_spikes_ocean",
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node_top = "mcl_core:gravel",
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depth_top = 2,
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node_filler = "mcl_core:dirt",
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@ -106,7 +133,7 @@ local function register_biomes()
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humidity_point = 40,
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})
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-- Mega taiga
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-- Mega Taiga
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minetest.register_biome({
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name = "mega_taiga",
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node_top = "mcl_core:podzol",
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@ -135,7 +162,7 @@ local function register_biomes()
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humidity_point = 72,
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})
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-- Mega spruce taiga
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-- Mega Spruce Taiga
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minetest.register_biome({
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name = "mega_spruce_taiga",
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node_top = "mcl_core:podzol",
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@ -254,8 +281,7 @@ local function register_biomes()
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humidity_point = 35,
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})
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-- Sub-biome for snow-covered mountains
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-- TODO: Find a more generic way to cover high areas with snow, defining a new biome seems tedious.
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---- Sub-biome Extra biome for Extreme Hills+ for those snow forests
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minetest.register_biome({
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name = "extreme_hills_plus_snowtop",
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node_dust = "mcl_core:snow",
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@ -285,7 +311,7 @@ local function register_biomes()
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humidity_point = 35,
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})
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-- Stone beach
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-- Stone Beach
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minetest.register_biome({
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name = "stone_beach",
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y_min = -6,
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@ -307,7 +333,7 @@ local function register_biomes()
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humidity_point = 15,
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})
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-- Ice plains
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-- Ice Plains
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minetest.register_biome({
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name = "ice_plains",
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node_dust = "mcl_core:snow",
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@ -457,7 +483,7 @@ local function register_biomes()
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humidity_point = 73, --was 70
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})
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-- (Deciduous) forest
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-- Forest
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minetest.register_biome({
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name = "forest",
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node_top = "mcl_core:dirt_with_grass",
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@ -500,7 +526,7 @@ local function register_biomes()
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humidity_point = 44, --was 68
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})
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-- Flower forest
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-- Flower Forest
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minetest.register_biome({
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name = "flower_forest",
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node_top = "mcl_core:dirt_with_grass",
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@ -543,7 +569,7 @@ local function register_biomes()
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humidity_point = 51,
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})
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-- Birch forest
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-- Birch Forest
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minetest.register_biome({
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name = "birch_forest",
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node_top = "mcl_core:dirt_with_grass",
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@ -572,7 +598,7 @@ local function register_biomes()
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humidity_point = 49,
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})
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-- Birch forest M
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-- Birch Forest M
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minetest.register_biome({
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name = "birch_forest_m",
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node_top = "mcl_core:dirt_with_grass",
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@ -602,6 +628,7 @@ local function register_biomes()
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})
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-- Desert (Red Sand)
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-- FIXME: Not a real biome in MC
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minetest.register_biome({
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name = "red_desert",
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node_top = "mcl_core:redsand",
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@ -631,7 +658,7 @@ local function register_biomes()
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humidity_point = 37, --was 16
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})
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-- Desert (Sand)
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-- Desert
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minetest.register_biome({
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name = "desert",
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node_top = "mcl_core:sand",
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@ -661,7 +688,7 @@ local function register_biomes()
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humidity_point = 0, --was 0
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})
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-- Roofed forest
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-- Roofed Forest
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minetest.register_biome({
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name = "roofed_forest",
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node_top = "mcl_core:dirt_with_grass",
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@ -719,6 +746,7 @@ local function register_biomes()
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heat_point = 88,
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humidity_point = 20,
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})
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-- TODO: More mesa biomes
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-- Savanna
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minetest.register_biome({
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@ -806,7 +834,7 @@ local function register_biomes()
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humidity_point = 91,
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})
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-- Jungle edge
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-- Jungle Edge
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minetest.register_biome({
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name = "jungle_edge",
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node_top = "mcl_core:dirt_with_grass",
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@ -859,6 +887,7 @@ local function register_biomes()
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node_riverbed = "mcl_core:sand",
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depth_riverbed = 2,
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y_min = 1,
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-- Note: Limited in height!
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y_max = 23,
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heat_point = 60,
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humidity_point = 99,
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@ -892,7 +921,7 @@ local function register_biomes()
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humidity_point = 99,
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})
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-- Mushroom biomes
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-- Mushroom Island / Mushroom Island Shore
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-- TODO: Make sure these biomes only spawn in islands
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minetest.register_biome({
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name = "mushroom_island",
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@ -903,6 +932,7 @@ local function register_biomes()
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node_riverbed = "mcl_core:sand",
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depth_riverbed = 2,
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y_min = 4,
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-- Note: Limited in height!
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y_max = 20,
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heat_point = 99,
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humidity_point = 99,
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@ -1456,7 +1486,7 @@ local function register_decorations()
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octaves = 4,
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persist = 0.67,
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},
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biomes = {"ice_plains_spike"},
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biomes = {"ice_plains_spikes"},
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y_min = 4,
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y_max = mcl_vars.mg_overworld_max,
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schematic = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large.mts",
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@ -1477,7 +1507,7 @@ local function register_decorations()
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octaves = 4,
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persist = 0.67,
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},
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biomes = {"ice_plains_spike"},
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biomes = {"ice_plains_spikes"},
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y_min = 4,
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y_max = mcl_vars.mg_overworld_max,
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schematic = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_small.mts",
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