188 lines
9.2 KiB
Lua
Executable File
188 lines
9.2 KiB
Lua
Executable File
-----------------------------------------------------------------------------
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-- configuration values which you can adjust according to your liking
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-----------------------------------------------------------------------------
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-- set to false if you do not want to have any villages spawning
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mg_villages.ENABLE_VILLAGES = true;
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-- generate one random building for each mg_villages.INVERSE_HOUSE_DENSITY th mapchunk;
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-- set to 0 in order to disable spawning of these lone buildings outside villages
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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 = 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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-- only place roads if there are at least that many buildings in the village
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mg_villages.MINIMAL_BUILDUNGS_FOR_ROAD_PLACEMENT = 4;
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-- players without the mg_villages priv can only see villages which are less than that many blocks away
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-- from them when using the /vmap command
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mg_villages.VILLAGE_DETECT_RANGE = 400;
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-- if set to true, only players which have the mg_villages priv can use the "/visit <village nr>"
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-- command which allows teleporting to the village with the given number
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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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-- 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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-- the mapgen will disregard mapchunks where min.y > mg_villages.MAX_HEIGHT_TREATED;
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-- you can set this value to 64 if you have a slow machine and a mapgen which does not create extreme mountains
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-- (or if you don't care if extreme mountains may create burried villages occasionally)
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mg_villages.MAX_HEIGHT_TREATED = 200;
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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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-- if set to true (or anything else but nil or false), highlandpools by paramat (see
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-- https://forum.minetest.net/viewtopic.php?t=8400) will be created
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mg_villages.CREATE_HIGHLANDPOOLS = true
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-- background image for the /vmap command
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-- RealTest comes with a diffrent texture
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if( minetest.get_modpath('grounds') and minetest.get_modpath('joiner_table')) then
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mg_villages.MAP_BACKGROUND_IMAGE = "default_dirt_grass.png";
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elseif( minetest.registered_nodes[ 'default:dirt_with_grass'] ) then
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mg_villages.MAP_BACKGROUND_IMAGE = "default_grass.png";
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else
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mg_villages.MAP_BACKGROUND_IMAGE = "";
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end
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-- if set to true, the outer buildings in medieval villages will be fields; this is not very convincing yet
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-- currently not really used; does not look as good as expected
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mg_villages.medieval_subtype = false;
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-- set this to true if you want to use normal lava - but beware: charachoal villages may cause bushfires!
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--mg_villages.use_normal_unsafe_lava = false;
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-----------------------------------------------------------------------------
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-- decrese these values slightly if you want MORE trees around your villages;
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-- increase it if you want to DECREASE the amount of trees around villages
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-----------------------------------------------------------------------------
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-- on average, every n.th node inside a village area may be one of these trees - and it will be a relatively dense packed forrest
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mg_villages.sapling_probability = {};
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mg_villages.sapling_probability[ minetest.get_content_id( 'default:sapling' ) ] = 25; -- suitable for a relatively dense forrest of normal trees
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mg_villages.sapling_probability[ minetest.get_content_id( 'default:junglesapling' ) ] = 40; -- jungletrees are a bit bigger and need more space
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mg_villages.sapling_probability[ minetest.get_content_id( 'default:pinesapling' ) ] = 30;
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if( minetest.get_modpath( 'mg' )) then
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mg_villages.sapling_probability[ minetest.get_content_id( 'mg:savannasapling' ) ] = 30;
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mg_villages.sapling_probability[ minetest.get_content_id( 'mg:pinesapling' ) ] = 35;
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end
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mg_villages.moretrees_treelist = nil;
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if( minetest.get_modpath( 'moretrees' )) then
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mg_villages.moretrees_treelist = moretrees.treelist;
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:birch_sapling_ongen' ) ] = 200;
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:spruce_sapling_ongen' ) ] = 200;
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:fir_sapling_ongen' ) ] = 90;
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:jungletree_sapling_ongen' ) ] = 200;
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:beech_sapling_ongen' ) ] = 30;
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:apple_sapling_ongen' ) ] = 380;
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:oak_sapling_ongen' ) ] = 380; -- ca 20x20; height: 10
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:sequoia_sapling_ongen' ) ] = 90; -- ca 10x10
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:palm_sapling_ongen' ) ] = 90;
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:pine_sapling_ongen' ) ] = 200;
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:willow_sapling_ongen' ) ] = 380;
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mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:rubber_tree_sapling_ongen' ) ] = 380;
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end
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-----------------------------------------------------------------------------
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-- no need to change this, unless you add new farming_plus fruits
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-----------------------------------------------------------------------------
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-- the schematics for buildings of type 'farm_tiny' grow cotton; the farming_plus fruits would be far more fitting
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mg_villages.fruit_list = {'carrot','potatoe','orange','rhubarb','strawberry','tomato','cotton'};
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-- is farming_plus available? If not, we can't use this
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if( not( minetest.get_modpath("farming_plus"))) then
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mg_villages.fruit_list = nil;
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end
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-----------------------------------------------------------------------------
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-- players can buy plots in villages with houses on for this price;
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-- set according to your liking
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-----------------------------------------------------------------------------
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-- how much does the player have to pay for a plot with a building?
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mg_villages.prices = {
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empty = "default:copper_ingot 1", -- plot to build on
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-- building types which usually have inhabitants (and thus allow the player
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-- who bought the building to modifiy the entire village area minus other
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-- buildings)
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tent = "default:copper_ingot 1",
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hut = "default:copper_ingot 1",
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farm_full = "default:gold_ingot 4",
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farm_tiny = "default:gold_ingot 2",
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lumberjack = "default:gold_ingot 2",
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house = "default:gold_ingot 2",
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house_large = "default:gold_ingot 4",
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tavern = "default:gold_ingot 12",
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trader = "default:gold_ingot 2",
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-- more or less community buildings
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well = "default:gold_ingot 1",
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village_square = "default:goldblock 1",
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secular = "default:goldblock 2", -- secular buildings, such as libraries ec.
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church = "default:goldblock 10",
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-- places for mobs to work at; usually without inhabitants
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tower = "default:copper_ingot 1",
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shed = "default:copper_ingot 2",
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pit = "default:copper_ingot 3", -- claytrader pit
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mill = "default:gold_ingot 10",
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forge = "default:gold_ingot 10",
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bakery = "default:gold_ingot 10",
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shop = "default:gold_ingot 20",
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sawmill = "default:gold_ingot 30",
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-- decoration
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wagon = "default:tree 10",
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bench = "default:tree 4",
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-- seperate fields
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pasture = "default:copper_ingot 2",
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field = "default:copper_ingot 2",
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-- chateaus are expensive
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chateau = "default:diamondblock 5",
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}
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-----------------------------------------------------------------------------
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-- The values below seldom need adjustment; don't change them unless you
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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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-- 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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-- internal variables for village generation
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mg_villages.VILLAGE_CHECK_RADIUS = 2
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mg_villages.VILLAGE_CHECK_COUNT = 1
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--mg_villages.VILLAGE_CHANCE = 28
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--mg_villages.VILLAGE_MIN_SIZE = 20
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--mg_villages.VILLAGE_MAX_SIZE = 40
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mg_villages.VILLAGE_CHANCE = 28
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-- min and max size are only used in case of them beeing not provided by the village type (see buildings.lua)
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mg_villages.VILLAGE_MIN_SIZE = 10
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mg_villages.VILLAGE_MAX_SIZE = 15 --55
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mg_villages.FIRST_ROADSIZE = 3
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mg_villages.BIG_ROAD_CHANCE = 0
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-- Enable that for really big villages (there are also really slow to generate)
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--[[mg_villages.VILLAGE_CHECK_RADIUS = 3
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mg_villages.VILLAGE_CHECK_COUNT = 3
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mg_villages.VILLAGE_CHANCE = 28
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mg_villages.VILLAGE_MIN_SIZE = 100
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mg_villages.VILLAGE_MAX_SIZE = 150
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mg_villages.FIRST_ROADSIZE = 5
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mg_villages.BIG_ROAD_CHANCE = 50]]
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