From 41a9e0fd05ab28e96e197547b886ba8c51c1a6f6 Mon Sep 17 00:00:00 2001 From: Sokomine Date: Sat, 14 Mar 2015 19:14:08 +0100 Subject: [PATCH] sorted config.lua a bit --- config.lua | 80 ++++++++++++++++++++++++++++++++++-------------------- 1 file changed, 51 insertions(+), 29 deletions(-) diff --git a/config.lua b/config.lua index 96ee9e6..5ecab24 100644 --- a/config.lua +++ b/config.lua @@ -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]]