-- "Dungeon Loot" [dungeon_loot] -- Original by BlockMen, this entire file by Amoeba -- -- config.lua -- -- Note: All positive heights (above water level) are treated as depth 0. -- Also, no comma after the item of a list. -- Minimum number of rooms a dungeon should have for a chest to be generated dungeon_loot.min_num_of_rooms = 4 -- Items on basic lists have three depth ranges for their listed amount -- maximums; they get max/2 before first increase point (minimum of 1 if -- amount is >0), the given max between the 1st and 2nd increase point, -- and max*2 after the 2nd. dungeon_loot.depth_first_basic_increase = 200 dungeon_loot.depth_second_basic_increase = 2000 -- The master list of loot types -- Note that tools and weapons should always have max_amount = 1. -- Chance is a probability between 0 (practically never) and 1 (always), -- so change a chance to 0 if you don't want a type (eg. weapons) included -- in your game (or -0.001 if you want to be REALLY sure). dungeon_loot.loot_types = { {name="treasure", max_amount = 10, chance = 0.7, type = "depth_cutoff"}, {name="tools", max_amount = 1, chance = 0.5, type = "depth_cutoff"}, {name="weapons", max_amount = 1, chance = 0.1, type = "depth_cutoff"}, {name="consumables", max_amount = 80, chance = 0.9, type = "basic_list"}, {name="seedlings", max_amount = 5, chance = 0.3, type = "basic_list"} } -- Loot type lists; these names MUST be exactly of the format: -- "dungeon_loot.name_list" where "name" is in the above list -- Depth cutoff lists -- These must be in order of increasing depth (but can include the same item -- more than once). Method: a random number between 1 and chest depth is -- chosen, and the item in that range is added to the loot. Then, there's -- a chance additional items of the same type are added to stack; if the -- random number is much greater than the item's min_depth, the amount -- can grow pretty big. dungeon_loot.treasure_list = { {name="default:steel_ingot", min_depth = 0}, {name="default:bronze_ingot", min_depth = 20}, {name="default:gold_ingot", min_depth = 45}, {name="default:mese_crystal", min_depth = 50}, {name="default:diamond", min_depth = 150}, {name="default:gold_block", min_depth = 777}, {name="default:mese", min_depth = 800}, {name="default:diamond_block", min_depth = 1800}, {name="default:mese", min_depth = 2000} } dungeon_loot.tools_list = { {name="default:pick_steel", min_depth = 0}, {name="default:shovel_diamond", min_depth = 38}, {name="default:pick_bronze", min_depth = 40}, {name="default:axe_diamond", min_depth = 95}, {name="default:pick_diamond", min_depth = 100} } dungeon_loot.weapons_list = { {name="default:sword_steel", min_depth = 0}, {name="default:sword_bronze", min_depth = 50}, {name="default:sword_mese", min_depth = 150}, {name="default:sword_diamond", min_depth = 250} } -- Basic lists -- These can be of two types, either with combined chance and amount, -- or with the two variables separated. "chance" means each item has a -- N/M chance of being chosen, where N is it's own chance and M is the -- total sum of chances on the list. "amount" is the maximum amount of -- items given at the middle depth range. dungeon_loot.consumables_list = { {name="default:apple", chance_and_amount = 20}, {name="default:torch", chance_and_amount = 30}, {name="default:stick", chance_and_amount = 10} } dungeon_loot.seedlings_list = { {name="default:sapling", chance = 5, amount = 2}, {name="default:pine_sapling", chance = 10, amount = 2}, {name="default:junglesapling", chance = 15, amount = 2}, {name="default:acacia_sapling", chance = 15, amount = 2} } -- Add items from other mods here inside the appropriate -- "if ... then ... end" test -- For basic lists, just using insert without a value works fine. -- For depth cutoff lists, you can use insert with a table index, eg. -- table.insert(dungeon_loot.treasure_list, 5, {name="your_mod:platinum_ingot", min_depth = 120} -- The above would add a new item to the treasure list as the 5th item, -- moving diamond and all below it one down in the list. Just make sure -- that the increasing min_depth order is kept. -- Tips: With multiple insertions in a depth cutoff list, start from the -- last item and work towards the beginning, then you don't have to calculate -- your number of additions. Also, trying to make sure too many different -- mods work together in a single list will probably give you a headache; -- just create a new list (or two) for mods with lots of additions. if minetest.get_modpath("farming") then table.insert(dungeon_loot.consumables_list, {name="farming:bread", chance_and_amount = 10}) table.insert(dungeon_loot.seedlings_list, {name="farming:seed_wheat", chance = 1, amount = 10}) table.insert(dungeon_loot.seedlings_list, {name="farming:seed_cotton", chance = 20, amount = 5}) end