-- set to false if you do not want to have any villages spawning mg_villages.ENABLE_VILLAGES = true; -- generate one random building for each mg_villages.INVERSE_HOUSE_DENSITY th mapchunk; -- set to 0 in order to disable spawning of these lone buildings outside villages mg_villages.INVERSE_HOUSE_DENSITY = 4; -- cover some villages with artificial snow; probability: 1/mg_villages.artificial_snow_probability mg_villages.artificial_snow_probability = 10; -- 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 mg_villages.VILLAGE_DETECT_RANGE = 400; -- if set to true, only players which have the mg_villages priv can use the "/visit " -- command which allows teleporting to the village with the given number mg_villages.REQUIRE_PRIV_FOR_TELEPORT = false; -- if set to true, players cannot modify spawned villages without buying the house from the village first mg_villages.ENABLE_PROTECTION = true; -- the first village - the one the player spawns in - will be of this type mg_villages.FIRST_VILLAGE_TYPE = 'medieval'; -- background image for the /vmap command -- RealTest comes with a diffrent texture if( minetest.get_modpath('grounds') and minetest.get_modpath('joiner_table')) then mg_villages.MAP_BACKGROUND_IMAGE = "default_dirt_grass.png"; elseif( minetest.registered_nodes[ 'default:dirt_with_grass'] ) then mg_villages.MAP_BACKGROUND_IMAGE = "default_grass.png"; else mg_villages.MAP_BACKGROUND_IMAGE = ""; end 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 mg_villages.sapling_probability = {}; mg_villages.sapling_probability[ minetest.get_content_id( 'default:sapling' ) ] = 25; -- suitable for a relatively dense forrest of normal trees mg_villages.sapling_probability[ minetest.get_content_id( 'default:junglesapling' ) ] = 40; -- jungletrees are a bit bigger and need more space if( minetest.get_modpath( 'mg' )) then mg_villages.sapling_probability[ minetest.get_content_id( 'mg:savannasapling' ) ] = 30; mg_villages.sapling_probability[ minetest.get_content_id( 'mg:pinesapling' ) ] = 35; end mg_villages.moretrees_treelist = nil; if( minetest.get_modpath( 'moretrees' )) then mg_villages.moretrees_treelist = moretrees.treelist; mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:birch_sapling_ongen' ) ] = 200; mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:spruce_sapling_ongen' ) ] = 200; mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:fir_sapling_ongen' ) ] = 90; mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:jungletree_sapling_ongen' ) ] = 200; mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:beech_sapling_ongen' ) ] = 30; mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:apple_sapling_ongen' ) ] = 380; mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:oak_sapling_ongen' ) ] = 380; -- ca 20x20; height: 10 mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:sequoia_sapling_ongen' ) ] = 90; -- ca 10x10 mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:palm_sapling_ongen' ) ] = 90; mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:pine_sapling_ongen' ) ] = 200; mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:willow_sapling_ongen' ) ] = 380; mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:rubber_tree_sapling_ongen' ) ] = 380; end -- 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 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; -- 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 -- building types which usually have inhabitants (and thus allow the player -- who bought the building to modifiy the entire village area minus other -- buildings) tent = "default:copper_ingot 1", hut = "default:copper_ingot 1", farm_full = "default:gold_ingot 4", farm_tiny = "default:gold_ingot 2", lumberjack = "default:gold_ingot 2", house = "default:gold_ingot 2", house_large = "default:gold_ingot 4", tavern = "default:gold_ingot 12", trader = "default:gold_ingot 2", -- more or less community buildings well = "default:gold_ingot 1", village_square = "default:goldblock 1", secular = "default:goldblock 2", -- secular buildings, such as libraries ec. church = "default:goldblock 10", -- places for mobs to work at; usually without inhabitants tower = "default:copper_ingot 1", shed = "default:copper_ingot 2", pit = "default:copper_ingot 3", -- claytrader pit mill = "default:gold_ingot 10", forge = "default:gold_ingot 10", bakery = "default:gold_ingot 10", shop = "default:gold_ingot 20", sawmill = "default:gold_ingot 30", -- decoration wagon = "default:tree 10", bench = "default:tree 4", -- seperate fields pasture = "default:copper_ingot 2", field = "default:copper_ingot 2", -- chateaus are expensive chateau = "default:diamondblock 5", }