Remove plot markers, reincorporate mob:spawner blocks

pull/14/head
Brandon 2015-07-24 22:12:21 -05:00
parent bec29af215
commit f5a8627bc4
3 changed files with 20 additions and 8 deletions

View File

@ -285,7 +285,7 @@ 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

@ -9,7 +9,7 @@ mg_villages.ENABLE_VILLAGES = true;
mg_villages.INVERSE_HOUSE_DENSITY = 0;
-- cover some villages with artificial snow; probability: 1/mg_villages.artificial_snow_probability
mg_villages.artificial_snow_probability = 10;
mg_villages.artificial_snow_probability = 0;
-- if set to true, soil around villaes will get special soil-snow instead of plant + snow cover
mg_villages.use_soil_snow = false;
@ -27,10 +27,10 @@ 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 = true;
mg_villages.ENABLE_PROTECTION = false;
-- the first village - the one the player spawns in - will be of this type
mg_villages.FIRST_VILLAGE_TYPE = 'medieval';
mg_villages.FIRST_VILLAGE_TYPE = 'nore';
-- choose the debug level you want
mg_villages.DEBUG_LEVEL = mg_villages.DEBUG_LEVEL_NONE
@ -148,7 +148,7 @@ mg_villages.prices = {
-- know exactly what you are doing.
-----------------------------------------------------------------------------
-- if set to false, villages will not be integrated into the terrain - which looks very bad
mg_villages.ENABLE_TERRAIN_BLEND = true;
mg_villages.ENABLE_TERRAIN_BLEND = false;
-- if set to false, holes digged by cavegen and mudflow inside the village will not be repaired; houses will be destroyed
mg_villages.UNDO_CAVEGEN_AND_MUDFLOW = true;

View File

@ -136,8 +136,14 @@ local numNPCs = math.random(0,1)
mob = mob:get_luaentity()
local newHP = mob.hp_min + math.floor( mob.hp_max * distance_rating )
mob.object:set_hp( newHP )
local metatable = { fields = { entity = barbarian, active_objects = 6 } }
--local metatable = { fields = { entity = barbarian, active_objects = 6 } }
--table.insert(extranodes, {node={name="mobs:spawner",param1=0, param2=0}, pos=spawnerpos,mob="barbarian"})
minetest.set_node(spawnerpos,{name="mobs:spawner"})
local meta = minetest.get_meta(spawnerpos)
meta:set_string("entity","barbarian")
meta:set_string("infotext","barbarian")
meta:set_int("active_objects",6)
meta:set_int("active_objects_wider",8)
end
else
@ -147,8 +153,14 @@ local numNPCs = math.random(0,1)
if mob then
mob = mob:get_luaentity()
local p = mob.object:getpos()
--math.randomseed( ( p.x * p.y * p.z ) )
local metatable = { fields = { entity = npc, active_objects = 6 } }
math.randomseed( ( p.x * p.y * p.z ) )
minetest.set_node(spawnerpos,{name="mobs:spawner"})
local meta = minetest.get_meta(spawnerpos)
meta:set_string("entity","npc")
meta:set_string("infotext","npc")
meta:set_int("active_objects",6)
meta:set_int("active_objects_wider",8)
--table.insert(extranodes, {node={name="mobs:spawner",param1=0, param2=0}, pos=spawnerpos, mob="npc"})
end
end