Mapgen: Use getBlockSeed2() for blockseeds (much better uniformity)
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@@ -78,6 +78,8 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data) {
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v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
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v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
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blockseed = getBlockSeed2(node_min, data->seed);
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MapNode n_node(c_node);
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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