local step = 1 local chunk_borders = false local levels = { [-9] = "black", [-8] = "brown", [-7] = "brown", [-6] = "gray", [-5] = "gray", [-4] = "red", [-3] = "orange", [-2] = "purple", [-1] = "magenta", [0] = "pink", [1] = "yellow", [2] = "green", [3] = "lime", [4] = "blue", [5] = "cyan", [6] = "light_blue", [7] = "silver", [8] = "silver", [9] = "white", } local math_min, math_max = math.min, math.max local math_floor, math_ceil = math.floor, math.ceil local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level local noise_offset_x_and_z = math_floor(mcl_mapgen.CS_NODES/2) mcl_mapgen.register_mapgen(function(minp, maxp, seed, vm_context) local y0 = minp.y for x0 = minp.x, maxp.x, step do for z0 = minp.z, maxp.z, step do local current_noise_level = mcl_structures_get_perlin_noise_level({x = x0 - noise_offset_x_and_z, y = y0, z = z0 - noise_offset_x_and_z}) local amount if current_noise_level < 0 then amount = math_max(math_ceil(current_noise_level * 9), -9) else amount = math_min(math_floor(current_noise_level * 9), 9) end local y0 = maxp.y - 9 + amount minetest.set_node({x=x0, y=y0, z=z0}, {name = "mcl_core:glass_"..levels[amount]}) end end if chunk_borders then for x0 = minp.x, maxp.x, step do for y0 = minp.y, maxp.y, step do minetest.set_node({x=x0, y=y0, z=maxp.z}, {name = "mcl_core:glass"}) end end for z0 = minp.z, maxp.z, step do for y0 = minp.y, maxp.y, step do minetest.set_node({x=maxp.x, y=y0, z=z0}, {name = "mcl_core:glass"}) end end end end, 99999999999999)