sorted config.lua a bit
parent
8286af3975
commit
41a9e0fd05
80
config.lua
80
config.lua
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@ -1,4 +1,6 @@
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-----------------------------------------------------------------------------
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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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-- 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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mg_villages.ENABLE_VILLAGES = true;
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@ -15,10 +17,6 @@ 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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-- 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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mg_villages.MINIMAL_BUILDUNGS_FOR_ROAD_PLACEMENT = 4;
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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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-- players without the mg_villages priv can only see villages which are less than that many blocks away
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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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-- from them when using the /vmap command
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@ -47,29 +45,16 @@ else
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mg_villages.MAP_BACKGROUND_IMAGE = "";
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mg_villages.MAP_BACKGROUND_IMAGE = "";
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end
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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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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 = 25
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mg_villages.VILLAGE_MAX_SIZE = 90 --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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-----------------------------------------------------------------------------
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--[[mg_villages.VILLAGE_CHECK_RADIUS = 3
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-- decrese these values slightly if you want MORE trees around your villages;
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mg_villages.VILLAGE_CHECK_COUNT = 3
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-- increase it if you want to DECREASE the amount of trees around villages
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mg_villages.VILLAGE_CHANCE = 28
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-----------------------------------------------------------------------------
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mg_villages.VILLAGE_MIN_SIZE = 100
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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.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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-- on average, every n.th node 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 = {};
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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:sapling' ) ] = 25; -- suitable for a relatively dense forrest of normal trees
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@ -97,6 +82,9 @@ if( minetest.get_modpath( 'moretrees' )) then
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end
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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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-- 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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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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-- is farming_plus available? If not, we can't use this
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@ -104,10 +92,11 @@ if( not( minetest.get_modpath("farming_plus"))) then
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mg_villages.fruit_list = nil;
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mg_villages.fruit_list = nil;
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end
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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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-----------------------------------------------------------------------------
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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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-- 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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mg_villages.prices = {
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empty = "default:copper_ingot 1", -- plot to build on
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empty = "default:copper_ingot 1", -- plot to build on
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@ -152,3 +141,36 @@ mg_villages.prices = {
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-- chateaus are expensive
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-- chateaus are expensive
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chateau = "default:diamondblock 5",
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chateau = "default:diamondblock 5",
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}
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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 = 25
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mg_villages.VILLAGE_MAX_SIZE = 90 --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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