Remove plot markers, reincorporate mob:spawner blocks
parent
bec29af215
commit
f5a8627bc4
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@ -285,7 +285,7 @@ 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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@ -9,7 +9,7 @@ mg_villages.ENABLE_VILLAGES = true;
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mg_villages.INVERSE_HOUSE_DENSITY = 0;
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-- cover some villages with artificial snow; probability: 1/mg_villages.artificial_snow_probability
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mg_villages.artificial_snow_probability = 10;
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mg_villages.artificial_snow_probability = 0;
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-- if set to true, soil around villaes will get special soil-snow instead of plant + snow cover
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mg_villages.use_soil_snow = false;
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@ -27,10 +27,10 @@ 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 = true;
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mg_villages.ENABLE_PROTECTION = false;
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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 = 'medieval';
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mg_villages.FIRST_VILLAGE_TYPE = 'nore';
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-- choose the debug level you want
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mg_villages.DEBUG_LEVEL = mg_villages.DEBUG_LEVEL_NONE
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@ -148,7 +148,7 @@ mg_villages.prices = {
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-- know exactly what you are doing.
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-----------------------------------------------------------------------------
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-- if set to false, villages will not be integrated into the terrain - which looks very bad
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mg_villages.ENABLE_TERRAIN_BLEND = true;
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mg_villages.ENABLE_TERRAIN_BLEND = false;
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-- if set to false, holes digged by cavegen and mudflow inside the village will not be repaired; houses will be destroyed
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mg_villages.UNDO_CAVEGEN_AND_MUDFLOW = true;
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@ -136,8 +136,14 @@ local numNPCs = math.random(0,1)
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mob = mob:get_luaentity()
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local newHP = mob.hp_min + math.floor( mob.hp_max * distance_rating )
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mob.object:set_hp( newHP )
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local metatable = { fields = { entity = barbarian, active_objects = 6 } }
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--local metatable = { fields = { entity = barbarian, active_objects = 6 } }
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--table.insert(extranodes, {node={name="mobs:spawner",param1=0, param2=0}, pos=spawnerpos,mob="barbarian"})
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minetest.set_node(spawnerpos,{name="mobs:spawner"})
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local meta = minetest.get_meta(spawnerpos)
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meta:set_string("entity","barbarian")
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meta:set_string("infotext","barbarian")
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meta:set_int("active_objects",6)
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meta:set_int("active_objects_wider",8)
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end
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else
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@ -147,8 +153,14 @@ local numNPCs = math.random(0,1)
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if mob then
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mob = mob:get_luaentity()
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local p = mob.object:getpos()
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--math.randomseed( ( p.x * p.y * p.z ) )
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local metatable = { fields = { entity = npc, active_objects = 6 } }
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math.randomseed( ( p.x * p.y * p.z ) )
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minetest.set_node(spawnerpos,{name="mobs:spawner"})
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local meta = minetest.get_meta(spawnerpos)
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meta:set_string("entity","npc")
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meta:set_string("infotext","npc")
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meta:set_int("active_objects",6)
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meta:set_int("active_objects_wider",8)
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--table.insert(extranodes, {node={name="mobs:spawner",param1=0, param2=0}, pos=spawnerpos, mob="npc"})
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end
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end
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