The following now applies to mapgens other than v6:
The MT 5.0.0 and 5.0.1 stable releases added the ability to define the dungeon nodes in biome definitions.
You should now define dungeon nodes in biome definitions instead of doing so using mapgen aliases.
As an example of how to do this see this recent commit to MTGame https://github.com/minetest/minetest_ga ... b1eb758510
From new documentation https://github.com/minetest/minetest/bl ... .txt#L6596
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node_dungeon = "default:cobble", -- Node used for primary dungeon structure. -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen -- alias, if that is also absent, dungeon nodes fall back to the biome -- 'node_stone'. -- If present, the following two nodes are also used. node_dungeon_alt = "default:mossycobble", -- Node used for randomly-distributed alternative structure nodes. -- If alternative structure nodes are not wanted leave this absent for -- performance reasons. node_dungeon_stair = "stairs:stair_cobble", -- Node used for dungeon stairs. -- If absent, stairs fall back to 'node_dungeon'.
Games that do not use mapgen v6 (i highly recommend not supporting mapgen v6, it will make your game much simpler and easier to develop) now do not need to define as many mapgen aliases.
From new documentation https://github.com/minetest/minetest/bl ... i.txt#L281
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### Aliases needed for all mapgens except Mapgen V6 * mapgen_stone * mapgen_water_source * mapgen_river_water_source `mapgen_river_water_source` is required for mapgens with sloping rivers where it is necessary to have a river liquid node with a short `liquid_range` and `liquid_renewable = false` to avoid flooding. #### Deprecated aliases * mapgen_lava_source * mapgen_cobble Use biome-defined cave liquids and dungeon nodes instead.
I can answer any questions here, feel free to ask.