diff --git a/mods/handle_schematics/place_buildings.lua b/mods/handle_schematics/place_buildings.lua index 6207060..03a235e 100755 --- a/mods/handle_schematics/place_buildings.lua +++ b/mods/handle_schematics/place_buildings.lua @@ -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 diff --git a/mods/mg_villages/config.lua b/mods/mg_villages/config.lua index ce7f5b5..c996c45 100755 --- a/mods/mg_villages/config.lua +++ b/mods/mg_villages/config.lua @@ -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; diff --git a/mods/mobs/spawner.lua b/mods/mobs/spawner.lua index 2916e91..d35b22a 100755 --- a/mods/mobs/spawner.lua +++ b/mods/mobs/spawner.lua @@ -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