tsm_railcorridors/gameconfig.lua

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-- This file stores the various node types. This makes it easier to plug this mod into subgames
-- in which you need to change the node names.
-- Node names (Don't use aliases!)
tsm_railcorridors.nodes = {
dirt = "default:dirt",
chest = "default:chest",
rail = "default:rail",
torch_floor = "default:torch",
torch_wall = "default:torch_wall",
--[[ Wood types for the corridors. Corridors are made out of full wood blocks
and posts. For each corridor system, a random wood type is chosen with the chance
specified in per mille. ]]
corridor_woods = {
{ wood = "default:wood", post = "default:fence_wood", chance = 800},
{ wood = "default:junglewood", post = "default:fence_junglewood", chance = 150},
{ wood = "default:acacia_wood", post = "default:fence_acacia_wood", chance = 45},
{ wood = "default:pine_wood", post = "default:fence_pine_wood", chance = 3},
{ wood = "default:aspen_wood", post = "default:fence_aspen_wood", chance = 2},
},
}
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if minetest.get_modpath("mobs") then
tsm_railcorridors.nodes.cobweb = "mobs:cobweb"
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-- This is for subgames to add their spawner node. No spawner is added by default
-- because Mobs Redo's mob spawner is still unfinished.
-- If you set this, you MUST also set tsm_railcorridors.place_spawner.
tsm_railcorridors.nodes.spawner = nil
end
-- This is called after a spawner has been placed by the game.
-- Use this to properly set up the metadata and stuff.
-- This is needed for subgames if they include mob spawners.
function tsm_railcorridors.on_construct_spawner(pos)
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end
-- Fallback function. Returns a random treasure. This function is called for chests
-- only if the Treasurer mod is not found.
-- pr: A PseudoRandom object
function tsm_railcorridors.get_default_treasure(pr)
if pr:next(0,1000) < 30 then
return "farming:bread "..pr:next(1,3)
elseif pr:next(0,1000) < 50 then
if pr:next(0,1000) < 500 then
return "farming:seed_cotton "..pr:next(1,5)
else
return "farming:seed_wheat "..pr:next(1,5)
end
elseif pr:next(0,1000) < 5 then
return "tnt:tnt "..pr:next(1,3)
elseif pr:next(0,1000) < 5 then
return "default:pick_steel"
elseif pr:next(0,1000) < 3 then
local r = pr:next(0, 1000)
if r < 400 then
return "default:steel_ingot "..pr:next(1,5)
elseif r < 700 then
return "default:gold_ingot "..pr:next(1,3)
elseif r < 900 then
return "default:mese_crystal "..pr:next(1,3)
else
return "default:diamond "..pr:next(1,2)
end
elseif pr:next(0,1000) < 30 then
return "default:torch "..pr:next(1,16)
elseif pr:next(0,1000) < 20 then
return "default:coal_lump "..pr:next(3,8)
else
return ""
end
end
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