function place_structures(x, z, w, d, seed, hmap) local placements = {} for i=1,10 do local sx = math.random() * w local sz = math.random() * d local sy = math.random() * 128 if sy < hmap:at(sx, sz) * 256 - 6 then table.insert(placements, {"coal_ore0", {sx, sy, sz}, math.random()*4}) end end return placements end function generate_heightmap(x, y, w, h, seed, s) local umap = Heightmap(w, h) local vmap = Heightmap(w, h) umap.noiseSeed = seed vmap.noiseSeed = seed vmap:noise({x+521, y+70}, 0.1*s, 3, 25.8) vmap:noise({x+95, y+246}, 0.15*s, 3, 25.8) local map = Heightmap(w, h) map.noiseSeed = seed map:noise({x, y}, 0.8*s, 4, 0.02) map:cellnoise({x, y}, 0.1*s, 3, 0.3, umap, vmap) map:add(0.4) local rivermap = Heightmap(w, h) rivermap.noiseSeed = seed rivermap:noise({x+21, y+12}, 0.1*s, 4) rivermap:abs() rivermap:mul(2.0) rivermap:pow(0.15) rivermap:max(0.3) map:add(0.3) map:mul(rivermap) return map end function generate_biome_parameters(x, y, w, h, seed, s) local tempmap = Heightmap(w, h) tempmap.noiseSeed = seed + 5324 tempmap:noise({x, y}, 0.04*s, 6) local hummap = Heightmap(w, h) hummap.noiseSeed = seed + 953 hummap:noise({x, y}, 0.04*s, 6) tempmap:pow(3) hummap:pow(3) return tempmap, hummap end