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Author SHA1 Message Date
kno10 f219e5f4ae Fix structure spawns under water + peaceful spawns (#4607)
- peaceful structure spawns would not run in peaceful mode (e.g., parrots)
- water structure spawns (e.g., guardians) would not run because the code required air above
- small code improvements

Reviewed-on: VoxeLibre/VoxeLibre#4607
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-09-15 23:15:30 +02:00
kno10 72c7489976 use vector.new in mcl_dungeons (#4567)
No functional changes, just more vector API, which supposedly is faster?

Reviewed-on: VoxeLibre/VoxeLibre#4567
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-09-09 20:08:30 +02:00
kno10 71881154e9 use vector.in_area instead of own code in mapgen (#4562)
`between` and `in_cube` duplicate functionality already in minetest `vector`.

Reviewed-on: VoxeLibre/VoxeLibre#4562
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-09-09 20:05:59 +02:00
kno10 dd4898b319 Fix surface pools with deep holes (#4571)
Sometimes, pools would spawn deep underground and then produce deep holes.
I noticed that such pools would be at +48, at the block boundary.
IMHO this may be an error in minetest surface detection.

Nevertheless, here is a workaround: require air above pool spawns.

Also clean up the pool code

Reviewed-on: VoxeLibre/VoxeLibre#4571
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-09-09 13:25:30 +02:00
kno10 444c491e14 Remove mcl_structures:structblocks (#4619)
As spawning happens via gennotify anyway, we can omit placing a
structblock right away.

This also avoids certain cases of holes in snow cover or water.
Plus, the code is simpler.

Isolated from the big mapgen overhaul, for the main branch.

Reviewed-on: VoxeLibre/VoxeLibre#4619
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-08-31 21:01:44 +02:00
kno10 ecfa42d51d Update railcorridors, enable chest minecarts (#4620)
Minecart chests seem to work by now.

Reviewed-on: VoxeLibre/VoxeLibre#4620
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-08-31 19:36:18 +02:00
kno10 2dadfda76b Drop old (and disabled by default) fallen logs. (#4618)
There are better ones enabled in mods/MAPGEN/mcl_terrain_features/init.lua

Reviewed-on: VoxeLibre/VoxeLibre#4618
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-08-31 19:35:16 +02:00
kno10 12214c5bd6 Allow salmon, tropical fish, witch huts in rivers (#4605)
As witch huts use flag "liquid_surface", place_on only can be water. If we want on-shore witch huts, this needs to be solved differently.
Also, probably no witch huts in deep ocean swamp water?

Reviewed-on: VoxeLibre/VoxeLibre#4605
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-08-31 10:16:43 +02:00
kno10 8fd736e0fd Improve cactus drops and spawning (#4581)
- breaking cactus will drop randomly in x=-0.75..+0.75, z=-0.75..+0.75
- breaking cactus will have an initial velocity in this direction
- if a larger cactus break, they break into the same direction
- cactus growth rate reduced 4x, to debuff farm efficiency (will need a larger rebalancing)
- cactus only spawns when there is air surrounding it and above, so it does not immediately break
- slightly increase the frequency of cactus to counter this

The first changes make cactus farms possible.

Reviewed-on: VoxeLibre/VoxeLibre#4581
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-08-30 18:22:05 +02:00
kno10 d2b96b6142 Queue is not used anywhere (#4608)
Dead code.

Reviewed-on: VoxeLibre/VoxeLibre#4608
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-08-30 18:20:38 +02:00
kno10 df60ec947d Not all mangrove trees were post-processed (#4584)
Mangrove tree variants 4, 5 and bees nest were not post processed with root growth.

Reviewed-on: VoxeLibre/VoxeLibre#4584
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-08-16 21:58:04 +02:00
WillConker cddc1982be Fix first loot pool not being used in shipwrecks or ocean temples (#4523)
Reviewed-on: VoxeLibre/VoxeLibre#4523
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: WillConker <willconker@noreply.git.minetest.land>
Co-committed-by: WillConker <willconker@noreply.git.minetest.land>
2024-07-31 03:00:27 +02:00
the-real-herowl 753545d714 Merge pull request 'Rover and Stalker' (#4282) from rover_stalker into master
Reviewed-on: VoxeLibre/VoxeLibre#4282
2024-05-22 19:01:14 +00:00
teknomunk 98eed36938 Update matrix link, update git link in source code and one module README that has a link to git 2024-05-07 11:38:00 +00:00
teknomunk 5f6a9f3a0c Update more documentation to use VoxeLibre 2024-05-07 11:38:00 +00:00
teknomunk aabd80d54b Change MineClone 2 to VoxeLibre 2024-05-07 11:38:00 +00:00
teknomunk d2a49799ae Change over internal name so that /spawn_mob works 2024-05-05 16:22:19 +00:00
Bram van den Heuvel 69acc5074b Fix dungeon margin bug (#4276)
Some mapgen settings used to crash the game.

Reviewed-on: MineClone2/MineClone2#4276
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: Bram van den Heuvel <bram.vdh1999@gmail.com>
Co-committed-by: Bram van den Heuvel <bram.vdh1999@gmail.com>
2024-05-03 14:05:51 +00:00
the-real-herowl c65176af81 Merge pull request 'Added clovers' (#4224) from clovers into master
Reviewed-on: MineClone2/MineClone2#4224
2024-03-27 00:15:32 +00:00
the-real-herowl 26fc0cd4d8 Merge pull request 'update melon and pumpkin biomes' (#4037) from michaljmalinowski/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#4037
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2024-03-24 05:17:20 +00:00
the-real-herowl c6a112d200 Clovers now generate
Also added a way to alter flower rarity
2024-03-20 22:29:03 +01:00
JoseDouglas26 3e131a213f mcl_villages pt_BR translation 2023-12-22 23:45:07 +01:00
JoseDouglas26 f824f109e2 mcl_structures pt_BR translation 2023-12-22 23:45:07 +01:00
Zasco 351e31a889 Move deepslate ore registration within generation check 2023-12-12 23:16:51 +00:00
Eliy21 4127d120d2 Add server privs restriction to mcl_villages build tool (#4043)
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Fixes #4022

### Testing
-Make a new world, check host server and go into creative mode
-Since you're the server you have the server privs so get the mcl_villages build tool item in creative inventory and use it to see if it works
-Have someone join your server and give them the same item to use and see if they are restricted from using it

Reviewed-on: MineClone2/MineClone2#4043
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
Co-authored-by: Eliy21 <eliy21@noreply.git.minetest.land>
Co-committed-by: Eliy21 <eliy21@noreply.git.minetest.land>
2023-12-05 12:49:49 +00:00
michaljmalinowski 9be5de980e Update mods/MAPGEN/mcl_biomes/init.lua
update melon and pumpkin biomes
2023-11-28 20:26:24 +00:00
chmodsayshello 712a6d6c66 Merge pull request 'add 1.20 armor trims' (#3784) from armor_trims into master
Reviewed-on: MineClone2/MineClone2#3784
Reviewed-by: AFCMS <afcm.contact@gmail.com>
2023-10-03 21:46:00 +00:00
chmodsayshello 408c7f71da Merge pull request 'Update Russian translation' (#3896) from Nanashi_Mumei/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#3896
Reviewed-by: rudzik8
2023-09-02 08:25:43 +00:00
SmokeyDope aa08a176fc lower ruined portal structure spawn rate 2023-08-31 22:47:02 +00:00
chmodsayshello 7c43c15fda update loottables 2023-08-31 17:17:38 +02:00
Sab Pyrope 5b4a79a26d Update russian translation 2023-08-31 14:16:42 +08:00
chmodsayshello fb74689f3d resolve merge conflicts 2023-08-28 16:47:31 +02:00
PrairieWind 74742f7fc8 Add cherry sapling to dungeon loot temporarily 2023-06-25 16:37:02 +00:00
chmodsayshello 8431ac34d0 add armor trim templates 2023-06-08 00:16:57 +02:00
ancientmarinerdev 10a3d06360 Fix global variable references and exit mob_step if missing pos 2023-05-22 21:05:12 +00:00
PrairieWind e2963f88a7 Update dead bush generation
Removed Taiga biome and changed the generation values
2023-05-16 23:13:11 +00:00
ancientmarinerdev 3b1464ecc8 Tweak leaf generator numbers to catch missed jungle leaves 2023-04-16 17:50:22 +01:00
ancientmarinerdev 1015f5a569 Optimize folliage fixes code 2023-04-16 16:20:45 +00:00
ancientmarinerdev 31b65bac91 Move generator code to functions to aid in profiling 2023-04-16 16:20:45 +00:00
FossFanatic 01ac9ad685 Add old method back for foliage
This commit adds back the old `set_node` method for the foliage, since the foliage is much more difficult to work with via the VoxelManip method due to them being part of schematics that could span across mapblocks in some cases.

The old method will complement the new one by running after the VoxelManip has done its job, and fixes any foliage that the VoxelManip had missed.
2023-04-16 16:20:45 +00:00
FossFanatic d28dcb1b10 Another small change to account for mangrove leaves
This one should actually work as expected.
2023-04-16 16:20:45 +00:00
FossFanatic aac6af4c20 Small change to account for mangrove leaves 2023-04-16 16:20:45 +00:00
FossFanatic d8d83dd21c Make vines use voxelmanip colouring as well
This commit adds some code to the `set_foliage_palette` function which checks for the `param2` of the foliage node in question to see whether or not said `param2` value is `0` upon first being generated.

If it isn't, then it's safe to assume that said foliage is a vine, and therefore needs to use the other method of calculating the final `param2` value.
2023-04-16 16:20:45 +00:00
FossFanatic 76bf98b26c Use voxelmanip to set the correct param2 for nodes
Voxelmanip is now used to set the correct `param2` for the nodes which use biome colouring or, in the case of seagrass, the correct meshoption.
2023-04-16 16:20:44 +00:00
ancientmarinerdev 0abc0ffc48 Mapgen optimisations 2023-04-01 18:53:51 +00:00
PrairieWind f7bdf7481c Update ruined portal loot table 2023-04-01 00:11:56 +00:00
PrairieWind 802ff3d984 Remove evoker spawning in Pillager Outposts 2023-03-23 01:53:44 +00:00
ancientmarinerdev 6989e00af7 Tweak lapis distribution. 2023-03-19 18:01:39 +00:00
FossFanatic b80dd0294c Change the grass LBM & generator
This commit makes the grass LBM & generator look for nodes in the `grass_palette` group, instead of looking at a local list.
2023-03-05 12:45:44 +00:00
FossFanatic a457853938 Improve code relating to vines
This commit makes the LBM and `register_on_generated` for foliage now use the better calculation for the vines.
2023-02-27 20:25:36 +00:00