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TheDarkProject/mods/MAPGEN/tsm_railcorridors/gameconfig.lua

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2017-05-13 21:50:41 +02:00
-- This file stores the various node types. This makes it easier to plug this mod into subgames
-- in which you need to change the node names.
-- Adapted for MineClone 2!
-- Node names (Don't use aliases!)
tsm_railcorridors.nodes = {
dirt = "mcl_core:dirt",
chest = "mcl_chests:chest",
rail = "mcl_minecarts:rail",
torch_floor = "mcl_torches:torch",
torch_wall = "mcl_torches:torch_wall",
--[[ Wood types for the corridors. Corridors are made out of full wood blocks
and posts. For each corridor system, a random wood type is chosen with the chance
specified in per mille. ]]
corridor_woods = {
{ wood = "mcl_core:wood", post = "mcl_fences:fence", chance = 900},
{ wood = "mcl_core:darkwood", post = "mcl_fences:dark_oak_fence", chance = 100},
},
}
-- Fallback function. Returns a random treasure. This function is called for chests
-- only if the Treasurer mod is not found.
-- pr: A PseudoRandom object
function tsm_railcorridors.get_default_treasure(pr)
if pr:next(0,1000) < 30 then
return "mcl_farming:bread "..pr:next(1,3)
elseif pr:next(0,1000) < 50 then
if pr:next(0,1000) < 500 then
return "mcl_farming:pumpkin_seeds "..pr:next(1,5)
else
return "mcl_farming:melon_seeds "..pr:next(1,5)
end
elseif pr:next(0,1000) < 5 then
return "mcl_tools:pick_iron"
elseif pr:next(0,1000) < 3 then
local r = pr:next(0, 1000)
if r < 400 then
return "mcl_core:iron_ingot "..pr:next(1,5)
elseif r < 800 then
return "mcl_core:gold_ingot "..pr:next(1,3)
else
return "mcl_core:diamond "..pr:next(1,2)
end
elseif pr:next(0,1000) < 30 then
return "mcl_torches:torch "..pr:next(1,16)
elseif pr:next(0,1000) < 20 then
return "mcl_core:coal_lump "..pr:next(3,8)
else
return ""
end
end