Reenable village protection and markers

pull/14/head
Brandon 2015-07-25 23:25:56 -05:00
parent a71fc96bad
commit d5c8e4f136
3 changed files with 6 additions and 2 deletions

View File

@ -289,7 +289,7 @@ local function generate_building(pos, minp, maxp, data, param2_data, a, extranod
if( not( pos.no_plotmarker )) then
--generate_building_plotmarker( pos, minp, maxp, data, param2_data, a, cid, building_nr_in_bpos, village_id, binfo.scm );
generate_building_plotmarker( pos, minp, maxp, data, param2_data, a, cid, building_nr_in_bpos, village_id, binfo.scm );
end
-- skip building if it is not located at least partly in the area that is currently beeing generated

View File

@ -27,7 +27,7 @@ mg_villages.VILLAGE_DETECT_RANGE = 400;
mg_villages.REQUIRE_PRIV_FOR_TELEPORT = true;
-- if set to true, players cannot modify spawned villages without buying the house from the village first
mg_villages.ENABLE_PROTECTION = false;
mg_villages.ENABLE_PROTECTION = true;
-- the first village - the one the player spawns in - will be of this type
mg_villages.FIRST_VILLAGE_TYPE = 'nore';

View File

@ -16,6 +16,10 @@ mg_villages.get_town_id_at_pos = function( pos )
and minetest.registered_nodes[ node.name ].groups
and minetest.registered_nodes[ node.name ].groups.leaves ) then
return nil;
elseif( node
and node.name
and node.name == 'bones:bones' ) then
return nil;
else
return id;
end