Increase mcl_villages_light_threshold from 5 to 6 and mcl_villages_top_padding from 3 to 5
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@ -2,7 +2,7 @@
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local circles = minetest.settings:get_bool("mcl_villages_circles", true)
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local terrace = minetest.settings:get_bool("mcl_villages_terrace", true)
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local padding = tonumber(minetest.settings:get("mcl_villages_padding")) or 2
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local top_padding = tonumber(minetest.settings:get("mcl_villages_top_padding")) or 3
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local top_padding = tonumber(minetest.settings:get("mcl_villages_top_padding")) or 5
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local terrace_max_ext = tonumber(minetest.settings:get("mcl_villages_terrace_max_ext")) or 6
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@ -2,7 +2,7 @@
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-- generate paths between buildings
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-------------------------------------------------------------------------------
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local light_threshold = tonumber(minetest.settings:get("mcl_villages_light_threshold")) or 5
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local light_threshold = tonumber(minetest.settings:get("mcl_villages_light_threshold")) or 6
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function mcl_villages.paths(settlement_info)
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local starting_point
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@ -286,12 +286,12 @@ mcl_villages_terrace (Terrace above ground instead of having straight sides. Set
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mcl_villages_padding (Extra width to clear over ground. Set to zero to approximate old style) int 2
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mcl_villages_top_padding (Extra height to clear above building. Set to a big number to approximate old style) int 3
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mcl_villages_top_padding (Extra height to clear above building. Set to a big number to approximate old style) int 5
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# This constrains the effect on tall buildings
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mcl_villages_terrace_max_ext (Maximum width terracing is allowed to extend beyond building radius) int 6
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mcl_villages_light_threshold (Light level to control lamp placement on paths. Night time light levels below this value will trigger lamp placement) int 5
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mcl_villages_light_threshold (Light level to control lamp placement on paths. Night time light levels below this value will trigger lamp placement) int 6
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mcl_villages_village_chance (1 in X chance a village will spawn in a valid chunk. Set to 0 for no villages) int 100
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