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-rw-r--r--games/minimal/mods/default/init.lua76
1 files changed, 76 insertions, 0 deletions
diff --git a/games/minimal/mods/default/init.lua b/games/minimal/mods/default/init.lua
index 9900b98a5..15cc5a0bd 100644
--- a/games/minimal/mods/default/init.lua
+++ b/games/minimal/mods/default/init.lua
@@ -1586,6 +1586,82 @@ minetest.register_alias("mapgen_stone_with_coal", "default:stone_with_coal")
minetest.register_alias("mapgen_stone_with_iron", "default:stone_with_iron")
minetest.register_alias("mapgen_mese", "default:mese")
+minetest.register_biome_groups({
+0.35, 0.30, 0.20
+})
+
+--
+-- Register the biomes for the map generator
+--
+minetest.register_biome({
+ group_id = 0,
+ name = "Ocean",
+ terrain_type = "liquid",
+ node_top = "default:gravel",
+ node_filler = "default:stone",
+ num_top_nodes = 4,
+ height_min = -3000,
+ height_max = 3000,
+ heat_min = -20.0,
+ heat_max = 100.0,
+ humidity_min = 0.0,
+ humidity_max = 100.0,
+ scale = 10.0,
+ offset = -10.0,
+})
+
+minetest.register_biome({
+ group_id = 1,
+ name = "Beach",
+ terrain_type = "normal",
+ node_top = "default:sand",
+ node_filler = "default:stone",
+ num_top_nodes = 5,
+ height_min = -3000,
+ height_max = 3000,
+ heat_min = 60.0,
+ heat_max = 100.0,
+ humidity_min = 0.0,
+ humidity_max = 100.0,
+ scale = 5.0,
+ offset = 5.0,
+})
+
+minetest.register_biome({
+ group_id = 2,
+ name = "Land",
+ terrain_type = "normal",
+ node_top = "default:dirt_with_grass",
+ node_filler = "default:stone",
+ num_top_nodes = 5,
+ height_min = -3000,
+ height_max = 3000,
+ heat_min = -50.0,
+ heat_max = 100.0,
+ humidity_min = 0.0,
+ humidity_max = 100.0,
+ scale = 12.0,
+ offset = 10.0,
+})
+
+minetest.register_biome({
+ group_id = 3,
+ name = "Hills",
+ terrain_type = "normal",
+ node_top = "default:dirt",
+ node_filler = "default:stone",
+ num_top_nodes = 3,
+ height_min = -3000,
+ height_max = 3000,
+ heat_min = -50.0,
+ heat_max = 100.0,
+ humidity_min = 0.0,
+ humidity_max = 100.0,
+ scale = 70.0,
+ offset = 30.0,
+})
+
+
-- Support old code
function default.spawn_falling_node(p, nodename)
spawn_falling_node(p, nodename)