- But you don't need to get the clouds from sky. It's furthermore free ;)
- Additional change: Skip "flowing" nodes because this nodes flows away
- Also add support for skipping nodes trough mapping (using name="")
metadata handling added to unknown nodes override
change on free items selection
pay different dirt types by the sane dirt
Nanuk_chapel.we updated with version from deploy_nodes mod (with dirt_with gras/ door and xpanes:pane windows)
Currently hard-coded only in mapping.lua. Some usefull mappings added, like usage of buckets instead of sources for liquids
As usual some small off-topic fixes
- skip_already_placed - usefull to resume build after breaking the chest, or to repair the building if you breaks some building nodes.
- Just replace the chest and select the same building
- optimization in finding the build order for bigger buildings. Hardcoded parameter c_npc_imagination = 600 to limit the calculation.
- If the NPC is on the way, The route can be changed now if a better node is found in the meantime
- small change on npc. take always a step forward for looking to the right direction
- whitespace fixes (yes, geany is great!)
- develpoed/tested with format version 5
- applying metadata, stored in newer WorldEdit format. So the direction of objects is right now
- more robust. unknown nodes ignored
- differentiation of nodes to place and items as payment. Sample: lrfurn:coffeetable_front is node to place, but lrfurn:coffeetable is item to pay
(determinated by drop, if the node is masked in creative)
- nodes masked in creative and without drop are placed for free. So doors:hidden, lrfurn:coffeetable_back and other "multiblocks"/helpers will be placed as expected
(but not in the right order because there is no relation to the door or the right coffeetable in data)
- Now you can just save a building using worldedit and move the file to the towntest_chest/buildings and it should work! I do not provide my sample because ist not pretty :(