removed the water sources below the fields again
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@ -40,6 +40,11 @@ mg_villages.MAX_HEIGHT_TREATED = 200;
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-- choose the debug level you want
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mg_villages.DEBUG_LEVEL = mg_villages.DEBUG_LEVEL_NORMAL
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-- if set to true, a water source will be added all 2-3 blocks on a field for farming;
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-- as long as you do not plan to dig up all fields, hoe them and use them manually,
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-- better keep this to "false" as that is much faster
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mg_villages.PLACE_WATER_FOR_FARMING = false
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-- if set to true (or anything else but nil or false), highlandpools by paramat (see
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-- https://forum.minetest.net/viewtopic.php?t=8400) will be created
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mg_villages.CREATE_HIGHLANDPOOLS = true
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@ -832,10 +832,6 @@ mg_villages.village_area_fill_with_plants = function( village_area, villages, mi
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-- these extra nodes are used in order to avoid abms on the huge fields around the villages
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cid.c_soil_wet = minetest.get_content_id( 'mg_villages:soil' ); --'farming:soil_wet' );
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cid.c_soil_sand = minetest.get_content_id( 'mg_villages:desert_sand_soil'); --'farming:desert_sand_soil_wet' );
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-- desert sand soil is only available in minetest_next
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if( not( cid.c_soil_sand )) then
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cid.c_soil_sand = cid.c_soil_wet;
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end
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local c_feldweg = minetest.get_content_id( 'cottages:feldweg');
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if( not( c_feldweg )) then
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c_feldweg = cid.c_dirt_with_grass;
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@ -942,7 +938,7 @@ mg_villages.village_area_fill_with_plants = function( village_area, villages, mi
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end
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-- place a water source now and then so that the fake soil can later be turned into real soil if needed
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if( on_soil and x%3==0 and z%3==0 and h>minp.y) then
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if( mg_villages.PLACE_WATER_FOR_FARMING and on_soil and x%3==0 and z%3==0 and h>minp.y) then
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data[a:index( x, h-1, z)] = cid.c_water;
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end
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end
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@ -31,7 +31,7 @@ minetest.register_node("mg_villages:soil", {
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tiles = {"default_dirt.png^farming_soil_wet.png", "default_dirt.png"},
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drop = "default:dirt",
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is_ground_content = true,
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groups = {crumbly=3, not_in_creative_inventory=1, grassland = 1},
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groups = {crumbly=3, not_in_creative_inventory=1, grassland = 1, soil=3, wet=1},
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sounds = default.node_sound_dirt_defaults(),
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})
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@ -40,7 +40,7 @@ minetest.register_node("mg_villages:desert_sand_soil", {
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tiles = {"default_desert_sand.png^farming_soil_wet.png", "default_desert_sand.png"},
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is_ground_content = true,
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drop = "default:desert_sand",
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groups = {crumbly=3, not_in_creative_inventory = 1, sand=1, desert = 1},
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groups = {crumbly=3, not_in_creative_inventory = 1, sand=1, desert = 1, soil=3, wet=1},
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sounds = default.node_sound_sand_defaults(),
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})
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