mg_villages/config.lua

177 lines
8.6 KiB
Lua

-----------------------------------------------------------------------------
-- 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;
-- 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;
-- if set to true, soil around villaes will get special soil-snow instead of plant + snow cover
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;
-- 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 <village nr>"
-- 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';
-- choose the debug level you want
mg_villages.DEBUG_LEVEL = mg_villages.DEBUG_LEVEL_NORMAL
-- 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
-- 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;
-----------------------------------------------------------------------------
-- 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
mg_villages.sapling_probability[ minetest.get_content_id( 'default:junglesapling' ) ] = 40; -- jungletrees are a bit bigger and need more space
mg_villages.sapling_probability[ minetest.get_content_id( 'default:pinesapling' ) ] = 30;
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
-----------------------------------------------------------------------------
-- 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
if( not( minetest.get_modpath("farming_plus"))) then
mg_villages.fruit_list = nil;
end
-----------------------------------------------------------------------------
-- 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
-- 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",
}
-----------------------------------------------------------------------------
-- 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]]