Reenable village protection and markers
parent
a71fc96bad
commit
d5c8e4f136
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@ -289,7 +289,7 @@ local function generate_building(pos, minp, maxp, data, param2_data, a, extranod
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if( not( pos.no_plotmarker )) then
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--generate_building_plotmarker( pos, minp, maxp, data, param2_data, a, cid, building_nr_in_bpos, village_id, binfo.scm );
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generate_building_plotmarker( pos, minp, maxp, data, param2_data, a, cid, building_nr_in_bpos, village_id, binfo.scm );
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end
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-- skip building if it is not located at least partly in the area that is currently beeing generated
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@ -27,7 +27,7 @@ mg_villages.VILLAGE_DETECT_RANGE = 400;
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mg_villages.REQUIRE_PRIV_FOR_TELEPORT = true;
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-- if set to true, players cannot modify spawned villages without buying the house from the village first
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mg_villages.ENABLE_PROTECTION = false;
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mg_villages.ENABLE_PROTECTION = true;
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-- the first village - the one the player spawns in - will be of this type
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mg_villages.FIRST_VILLAGE_TYPE = 'nore';
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@ -16,6 +16,10 @@ mg_villages.get_town_id_at_pos = function( pos )
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and minetest.registered_nodes[ node.name ].groups
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and minetest.registered_nodes[ node.name ].groups.leaves ) then
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return nil;
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elseif( node
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and node.name
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and node.name == 'bones:bones' ) then
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return nil;
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else
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return id;
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end
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