Use opaque instead of solid to determine ground for ground spawning
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7185998bb3
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593c4dd264
@ -201,11 +201,11 @@ local function spawn_check(pos,spawn_def,ignore_caps)
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local gotten_node = minetest.get_node_or_nil(pos)
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if not gotten_node then return end
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gotten_node = gotten_node.name
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local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
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local is_ground = minetest.get_item_group(gotten_node,"opaque") ~= 0
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if not is_ground then
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pos.y = pos.y - 1
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gotten_node = minetest.get_node(pos).name
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is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
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is_ground = minetest.get_item_group(gotten_node,"opaque") ~= 0
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end
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pos.y = pos.y + 1
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local is_water = minetest.get_item_group(gotten_node, "water") ~= 0
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@ -416,7 +416,7 @@ local function get_next_mob_spawn_pos(pos)
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local spawning_position_list = minetest.find_nodes_in_area_under_air(
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{x = goal_pos.x, y = y_min, z = goal_pos.z},
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{x = goal_pos.x, y = y_max, z = goal_pos.z},
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{"group:solid", "group:water", "group:lava"}
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{"group:opaque", "group:water", "group:lava"}
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) or {}
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-- Select only the locations at a valid distance
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