sorted config.lua a bit

master
Sokomine 2015-03-14 19:14:08 +01:00
parent 8286af3975
commit 41a9e0fd05
1 changed files with 51 additions and 29 deletions

View File

@ -1,4 +1,6 @@
-----------------------------------------------------------------------------
-- configuration values which you can adjust according to your liking
-----------------------------------------------------------------------------
-- set to false if you do not want to have any villages spawning
mg_villages.ENABLE_VILLAGES = true;
@ -15,10 +17,6 @@ mg_villages.use_soil_snow = false;
-- only place roads if there are at least that many buildings in the village
mg_villages.MINIMAL_BUILDUNGS_FOR_ROAD_PLACEMENT = 4;
-- if set to false, villages will not be integrated into the terrain - which looks very bad
mg_villages.ENABLE_TERRAIN_BLEND = true;
-- 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;
-- players without the mg_villages priv can only see villages which are less than that many blocks away
-- from them when using the /vmap command
@ -47,29 +45,16 @@ else
mg_villages.MAP_BACKGROUND_IMAGE = "";
end
-- if set to true, the outer buildings in medieval villages will be fields; this is not very convincing yet
-- currently not really used; does not look as good as expected
mg_villages.medieval_subtype = false;
mg_villages.VILLAGE_CHECK_RADIUS = 2
mg_villages.VILLAGE_CHECK_COUNT = 1
--mg_villages.VILLAGE_CHANCE = 28
--mg_villages.VILLAGE_MIN_SIZE = 20
--mg_villages.VILLAGE_MAX_SIZE = 40
mg_villages.VILLAGE_CHANCE = 28
-- min and max size are only used in case of them beeing not provided by the village type (see buildings.lua)
mg_villages.VILLAGE_MIN_SIZE = 25
mg_villages.VILLAGE_MAX_SIZE = 90 --55
mg_villages.FIRST_ROADSIZE = 3
mg_villages.BIG_ROAD_CHANCE = 0
-- Enable that for really big villages (there are also really slow to generate)
--[[mg_villages.VILLAGE_CHECK_RADIUS = 3
mg_villages.VILLAGE_CHECK_COUNT = 3
mg_villages.VILLAGE_CHANCE = 28
mg_villages.VILLAGE_MIN_SIZE = 100
mg_villages.VILLAGE_MAX_SIZE = 150
mg_villages.FIRST_ROADSIZE = 5
mg_villages.BIG_ROAD_CHANCE = 50]]
-- on average, every n.th node may be one of these trees - and it will be a relatively dense packed forrest
-----------------------------------------------------------------------------
-- decrese these values slightly if you want MORE trees around your villages;
-- increase it if you want to DECREASE the amount of trees around villages
-----------------------------------------------------------------------------
-- 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
mg_villages.sapling_probability = {};
mg_villages.sapling_probability[ minetest.get_content_id( 'default:sapling' ) ] = 25; -- suitable for a relatively dense forrest of normal trees
@ -97,6 +82,9 @@ if( minetest.get_modpath( 'moretrees' )) then
end
-----------------------------------------------------------------------------
-- no need to change this, unless you add new farming_plus fruits
-----------------------------------------------------------------------------
-- the schematics for buildings of type 'farm_tiny' grow cotton; the farming_plus fruits would be far more fitting
mg_villages.fruit_list = {'carrot','potatoe','orange','rhubarb','strawberry','tomato','cotton'};
-- is farming_plus available? If not, we can't use this
@ -104,10 +92,11 @@ if( not( minetest.get_modpath("farming_plus"))) then
mg_villages.fruit_list = nil;
end
-- if set to true, the outer buildings in medieval villages will be fields; this is not very convincing yet
-- currently not really used; does not look as good as expected
mg_villages.medieval_subtype = false;
-----------------------------------------------------------------------------
-- players can buy plots in villages with houses on for this price;
-- set according to your liking
-----------------------------------------------------------------------------
-- how much does the player have to pay for a plot with a building?
mg_villages.prices = {
empty = "default:copper_ingot 1", -- plot to build on
@ -152,3 +141,36 @@ mg_villages.prices = {
-- chateaus are expensive
chateau = "default:diamondblock 5",
}
-----------------------------------------------------------------------------
-- The values below seldom need adjustment; don't change them unless you
-- 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;
-- 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;
-- internal variables for village generation
mg_villages.VILLAGE_CHECK_RADIUS = 2
mg_villages.VILLAGE_CHECK_COUNT = 1
--mg_villages.VILLAGE_CHANCE = 28
--mg_villages.VILLAGE_MIN_SIZE = 20
--mg_villages.VILLAGE_MAX_SIZE = 40
mg_villages.VILLAGE_CHANCE = 28
-- min and max size are only used in case of them beeing not provided by the village type (see buildings.lua)
mg_villages.VILLAGE_MIN_SIZE = 25
mg_villages.VILLAGE_MAX_SIZE = 90 --55
mg_villages.FIRST_ROADSIZE = 3
mg_villages.BIG_ROAD_CHANCE = 0
-- Enable that for really big villages (there are also really slow to generate)
--[[mg_villages.VILLAGE_CHECK_RADIUS = 3
mg_villages.VILLAGE_CHECK_COUNT = 3
mg_villages.VILLAGE_CHANCE = 28
mg_villages.VILLAGE_MIN_SIZE = 100
mg_villages.VILLAGE_MAX_SIZE = 150
mg_villages.FIRST_ROADSIZE = 5
mg_villages.BIG_ROAD_CHANCE = 50]]