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-rw-r--r--src/mapgen/mapgen.cpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/mapgen/mapgen.cpp b/src/mapgen/mapgen.cpp
index 85aab363b..7de367a27 100644
--- a/src/mapgen/mapgen.cpp
+++ b/src/mapgen/mapgen.cpp
@@ -655,6 +655,7 @@ void MapgenBasic::generateBiomes()
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = NULL;
+ biome_t water_biome_index = 0;
u16 depth_top = 0;
u16 base_filler = 0;
u16 depth_water_top = 0;
@@ -697,6 +698,11 @@ void MapgenBasic::generateBiomes()
if (biomemap[index] == BIOME_NONE && is_stone_surface)
biomemap[index] = biome->index;
+ // Store biome of first water surface detected, as a fallback
+ // entry for the biomemap.
+ if (water_biome_index == 0 && is_water_surface)
+ water_biome_index = biome->index;
+
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top +
biome->depth_filler +
@@ -763,6 +769,11 @@ void MapgenBasic::generateBiomes()
VoxelArea::add_y(em, vi, -1);
}
+ // If no stone surface detected in mapchunk column and a water surface
+ // biome fallback exists, add it to the biomemap. This avoids water
+ // surface decorations failing in deep water.
+ if (biomemap[index] == BIOME_NONE && water_biome_index != 0)
+ biomemap[index] = water_biome_index;
}
}