updateHeightmap(node_min, node_max);
// Place biome-specific nodes and build biomemap
- MgStoneType stone_type = generateBiomes(water_level - 1);
+ MgStoneType mgstone_type;
+ content_t biome_stone;
+ generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
// Cave creation.
if (flags & MG_CAVES)
// Dungeon creation
if ((flags & MG_DUNGEONS) && node_max.Y < 50)
- generateDungeons(stone_surface_max_y, stone_type);
+ generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
// Generate the registered decorations
if (flags & MG_DECORATIONS)