added aspen trees which are now in minetest_game
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mapgen.lua
17
mapgen.lua
@ -96,7 +96,7 @@ mg_villages.check_if_ground = function( ci )
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-- pre-generate a list of no-ground-nodes for caching
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if( replacements_group.node_is_ground[ minetest.get_content_id('air')]==nil) then
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local no_ground_nodes = {'air','ignore','default:sandstonebrick','default:cactus','default:wood','default:junglewood',
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'default:pine_wood','default:pine_tree','default:acacia_wood','default:acacia_tree',
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'default:pine_wood','default:pine_tree','default:acacia_wood','default:acacia_tree', 'default:aspen_wood', 'default:aspen_tree',
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'ethereal:mushroom_pore','ethereal:mushroom_trunk','ethereal:bamboo', 'ethereal:mushroom'};
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-- TODO: add all those other tree and leaf nodes that might be added by mapgen
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for _,name in ipairs( no_ground_nodes ) do
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@ -145,6 +145,7 @@ mg_villages.lower_or_raise_terrain_at_point = function( x, z, target_height, min
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local jtree = false;
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local ptree = false;
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local atree = false;
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local asptree = false;
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local old_height = maxp.y;
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local y = maxp.y;
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@ -188,6 +189,9 @@ mg_villages.lower_or_raise_terrain_at_point = function( x, z, target_height, min
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-- acacia
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elseif( ci == cid.c_atree and data[a:index( x, y-1, z)]==cid.c_atree) then
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atree = true;
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-- aspen
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elseif( ci == cid.c_asptree and data[a:index( x, y-1, z)]==cid.c_asptree) then
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asptree = true;
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elseif( not( surface_node) and ci ~= cid.c_air and ci ~= cid.c_ignore and mg_villages.check_if_ground( ci ) == true) then
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-- we have found a surface of some kind
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surface_node = ci;
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@ -281,6 +285,9 @@ mg_villages.lower_or_raise_terrain_at_point = function( x, z, target_height, min
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elseif( atree and not( mg_villages.ethereal_trees ) and treepos) then
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data[ a:index( x, target_height+1, z)] = cid.c_asapling
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table.insert( treepos, {x=x, y=target_height+1, z=z, typ=3, snow=has_artificial_snow});
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elseif( asptree and not( mg_villages.ethereal_trees ) and treepos) then
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data[ a:index( x, target_height+1, z)] = cid.c_aspsapling
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table.insert( treepos, {x=x, y=target_height+1, z=z, typ=3, snow=has_artificial_snow});
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elseif( has_snow ) then
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data[ a:index( x, target_height+1, z)] = cid.c_snow;
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end
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@ -726,6 +733,10 @@ mg_villages.grow_a_tree = function( pos, plant_id, minp, maxp, data, a, cid, pr,
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elseif( plant_id == cid.c_asapling and minetest.registered_nodes[ 'default:acacia_tree']) then
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data[ a:index( pos.x, pos.y, pos.z )] = cid.c_asapling;
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return true;
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-- aspen tree from newer minetest game
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elseif( plant_id == cid.c_aspsapling and minetest.registered_nodes[ 'default:aspen_tree']) then
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data[ a:index( pos.x, pos.y, pos.z )] = cid.c_aspsapling;
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return true;
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-- a savannatree from the mg mod
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elseif( plant_id == cid.c_savannasapling and mg_villages.add_savannatree) then
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mg_villages.add_savannatree( data, a, pos.x, pos.y, pos.z, minp, maxp, pr) -- TODO: snow
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@ -896,6 +907,8 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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cid.c_psapling = minetest.get_content_id( 'default:pine_sapling');
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cid.c_atree = minetest.get_content_id( 'default:acacia_tree');
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cid.c_asapling = minetest.get_content_id( 'default:acacia_sapling');
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cid.c_asptree = minetest.get_content_id( 'default:aspen_tree');
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cid.c_aspsapling = minetest.get_content_id( 'default:aspen_sapling');
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cid.c_water = minetest.get_content_id( 'default:water_source'); -- PM ^
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cid.c_stone_with_coal = minetest.get_content_id( 'default:stone_with_coal');
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cid.c_sandstone = minetest.get_content_id( 'default:sandstone');
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@ -1061,7 +1074,7 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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t1 = time_elapsed( t1, 'fill_with_plants' );
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if( mg_villages.CREATE_HIGHLANDPOOLS ) then
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mg_villages.do_highlandpools(minp, maxp, seed, vm, a, data, village_area);
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mg_villages.do_highlandpools(minp, maxp, seed, vm, a, data, village_area, cid);
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end
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t1 = time_elapsed( t1, 'create highlandpools' );
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@ -172,6 +172,8 @@ mg_villages.replace_tree_trunk = function( replacements, wood_type )
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table.insert( replacements, {'default:tree', 'default:pine_tree'});
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elseif( wood_type == 'default:acacia_wood' ) then
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table.insert( replacements, {'default:tree', 'default:acacia_tree'});
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elseif( wood_type == 'default:aspen_wood' ) then
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table.insert( replacements, {'default:tree', 'default:aspen_tree'});
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elseif( wood_type == 'mg:savannawood' ) then
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table.insert( replacements, {'default:tree', 'mg:savannatree'});
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elseif( wood_type == 'mg:pinewood' ) then
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@ -272,6 +274,8 @@ mg_villages.replace_saplings = function( replacements, wood_type )
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table.insert( replacements, {'default:sapling', 'default:pine_sapling'});
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elseif( wood_type == 'default:acacia_wood' ) then
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table.insert( replacements, {'default:sapling', 'default:acacia_sapling'});
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elseif( wood_type == 'default:aspen_wood' ) then
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table.insert( replacements, {'default:sapling', 'default:aspen_sapling'});
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elseif( wood_type == 'mg:savannawood' ) then
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table.insert( replacements, {'default:sapling', 'mg:savannasapling'});
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elseif( wood_type == 'mg:pinewood' ) then
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@ -309,6 +313,7 @@ mg_villages.replace_saplings = function( replacements, wood_type )
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table.insert( replacements, {'default:sapling', "trees:"..v.."_sapling"});
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table.insert( replacements, {'default:junglesapling', "trees:"..v.."_sapling"});
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table.insert( replacements, {'default:pine_sapling', "trees:"..v.."_sapling"});
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table.insert( replacements, {'default:aspen_sapling', "trees:"..v.."_sapling"});
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end
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end
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@ -378,7 +383,7 @@ mg_villages.replacements_taoki = function( housetype, pr, replacements )
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wood_type = mg_villages.replace_materials( replacements, pr,
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{'default:wood'},
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{''},
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{'default:wood', 'default:junglewood', 'default:pine_wood', 'default:acacia_wood', 'mg:pinewood', 'mg:savannawood',
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{'default:wood', 'default:junglewood', 'default:pine_wood', 'default:acacia_wood', 'default:aspen_wood', 'mg:pinewood', 'mg:savannawood',
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'default:clay', 'default:brick', 'default:sandstone',
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'default:stonebrick', 'default:desert_stonebrick','default:sandstonebrick', 'default:sandstone','default:stone','default:desert_stone',
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'default:coalblock','default:steelblock','default:goldblock', 'default:bronzeblock', 'default:copperblock', 'wool:white',
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@ -404,7 +409,7 @@ mg_villages.replacements_taoki = function( housetype, pr, replacements )
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mg_villages.replace_materials( replacements, pr,
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{'stairs:stair_wood'},
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{'stairs:stair_'},
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{'stonebrick', 'stone', 'sandstone', 'cobble', 'wood', 'junglewood', 'pine_wood', 'acaica_wood' },
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{'stonebrick', 'stone', 'sandstone', 'cobble', 'wood', 'junglewood', 'pine_wood', 'acaica_wood', 'aspen_wood' },
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'wood');
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-- brick roofs are a bit odd; but then...
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@ -412,7 +417,7 @@ mg_villages.replacements_taoki = function( housetype, pr, replacements )
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mg_villages.replace_materials( replacements, pr,
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{'stairs:stair_brick', 'stairs:slab_brick', 'default:brick'},
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{'stairs:stair_', 'stairs:slab_', 'default:' },
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{ 'brick', 'stone', 'cobble', 'stonebrick', 'wood', 'junglewood', 'pine_wood', 'acacia_wood', 'sandstone' },
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{ 'brick', 'stone', 'cobble', 'stonebrick', 'wood', 'junglewood', 'pine_wood', 'acacia_wood', 'aspen_wood', 'sandstone' },
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'brick' );
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return replacements;
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@ -433,7 +438,7 @@ mg_villages.replacements_nore = function( housetype, pr, replacements )
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local wood_type = mg_villages.replace_materials( replacements, pr,
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{'default:wood'},
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{''},
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{ 'default:wood', 'default:junglewood', 'default:pine_wood', 'default:acacia_wood', 'mg:savannawood', 'mg:pinewood' },
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{ 'default:wood', 'default:junglewood', 'default:pine_wood', 'default:acacia_wood', 'default:aspen_wood', 'mg:savannawood', 'mg:pinewood' },
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'default:wood');
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mg_villages.replace_tree_trunk( replacements, wood_type );
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mg_villages.replace_saplings( replacements, wood_type );
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@ -455,7 +460,7 @@ mg_villages.replacements_lumberjack = function( housetype, pr, replacements )
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local wood_type = mg_villages.replace_materials( replacements, pr,
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{'default:wood'},
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{''},
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{ 'default:wood', 'default:junglewood', 'default:pine_wood', 'default:acacia_wood', 'mg:savannawood', 'mg:pinewood' },
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{ 'default:wood', 'default:junglewood', 'default:pine_wood', 'default:acacia_wood', 'default:aspen_wood', 'mg:savannawood', 'mg:pinewood' },
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'default:wood');
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mg_villages.replace_tree_trunk( replacements, wood_type );
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mg_villages.replace_saplings( replacements, wood_type );
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@ -543,7 +548,7 @@ mg_villages.replacements_chateau = function( housetype, pr, replacements )
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local wood_type = mg_villages.replace_materials( replacements, pr,
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{'default:wood'},
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{''},
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{ 'default:wood', 'default:junglewood', 'default:pine_wood', 'default:acacia_wood', 'mg:savannawood', 'mg:pinewood'}, --, 'default:brick', 'default:sandstone', 'default:desert_cobble' },
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{ 'default:wood', 'default:junglewood', 'default:pine_wood', 'default:acacia_wood', 'default:aspen_wood', 'mg:savannawood', 'mg:pinewood'}, --, 'default:brick', 'default:sandstone', 'default:desert_cobble' },
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'default:wood');
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mg_villages.replace_tree_trunk( replacements, wood_type );
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mg_villages.replace_saplings( replacements, wood_type );
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@ -717,7 +722,7 @@ mg_villages.replacements_medieval = function( housetype, pr, replacements )
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-- loam and clay are mentioned multiple times because those are the most likely building materials in reality
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local materials = {'cottages:loam', 'cottages:loam', 'cottages:loam', 'cottages:loam', 'cottages:loam',
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'default:clay', 'default:clay', 'default:clay', 'default:clay', 'default:clay',
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'default:wood','default:junglewood', 'default:pine_wood', 'default:acacia_wood', 'default:sandstone',
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'default:wood','default:junglewood', 'default:pine_wood', 'default:acacia_wood', 'default:aspen_wood', 'default:sandstone',
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'default:desert_stone','default:brick','default:cobble','default:stonebrick',
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'default:desert_stonebrick','default:sandstonebrick','default:stone',
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'mg:savannawood', 'mg:savannawood', 'mg:savannawood', 'mg:savannawood',
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