Enable villager spawning.
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@ -11,7 +11,7 @@ function mobs:spawn_abm_check(pos, node, name)
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elseif is_forbidden_node(pos, node) or is_forbidden_node(vector.add(pos, vector.new(0, 1, 0))) then
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elseif is_forbidden_node(pos, node) or is_forbidden_node(vector.add(pos, vector.new(0, 1, 0))) then
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return true
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return true
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-- Spawn on opaque or liquid nodes
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-- Spawn on opaque or liquid nodes
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elseif minetest.get_item_group(node.name, "opaque") ~= 0 or minetest.registered_nodes[node.name].liquidtype ~= "none" then
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elseif minetest.get_item_group(node.name, "opaque") ~= 0 or minetest.registered_nodes[node.name].liquidtype ~= "none" or node.name == "mcl_core:grass_path" then
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return false
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return false
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end
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end
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@ -1067,7 +1067,7 @@ mobs:register_mob("mobs_mc:villager", {
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mobs:spawn_specific("mobs_mc:villager", mobs_mc.spawn.village, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 8000, 4, mobs_mc.spawn_height.water+1, mobs_mc.spawn_height.overworld_max)
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mobs:spawn_specific("mobs_mc:villager", mobs_mc.spawn.village, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 20, 4, mobs_mc.spawn_height.water+1, mobs_mc.spawn_height.overworld_max)
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-- spawn eggs
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-- spawn eggs
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mobs:register_egg("mobs_mc:villager", S("Villager"), "mobs_mc_spawn_icon_villager.png", 0)
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mobs:register_egg("mobs_mc:villager", S("Villager"), "mobs_mc_spawn_icon_villager.png", 0)
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@ -225,6 +225,7 @@ mobs_mc.override.spawn = {
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nether_fortress = { "mcl_nether:nether_brick", "mcl_nether:netherrack" },
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nether_fortress = { "mcl_nether:nether_brick", "mcl_nether:netherrack" },
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nether_portal = { mobs_mc.override.items.nether_portal },
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nether_portal = { mobs_mc.override.items.nether_portal },
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wolf = { mobs_mc.override.items.grass_block, "mcl_core:dirt", "mcl_core:dirt_with_grass_snow", "mcl_core:snow", "mcl_core:snowblock", "mcl_core:podzol" },
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wolf = { mobs_mc.override.items.grass_block, "mcl_core:dirt", "mcl_core:dirt_with_grass_snow", "mcl_core:snow", "mcl_core:snowblock", "mcl_core:podzol" },
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village = { "mcl_villages:stonebrickcarved", "mcl_core:grass_path", "mcl_core:sandstonesmooth2" },
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}
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}
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-- This table contains important spawn height references for the mob spawn height.
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-- This table contains important spawn height references for the mob spawn height.
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@ -188,6 +188,7 @@ function settlements.place_schematics(settlement_info, pr)
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local schem_lua = minetest.serialize_schematic(building,
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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schem_lua = schem_lua:gsub("mcl_core:stonebrickcarved", "mcl_villages:stonebrickcarved")
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-- replace material
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-- replace material
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if replace_wall then
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if replace_wall then
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--Note, block substitution isn't matching node names exactly; so nodes that are to be substituted that have the same prefixes cause bugs.
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--Note, block substitution isn't matching node names exactly; so nodes that are to be substituted that have the same prefixes cause bugs.
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@ -13,18 +13,24 @@ dofile(settlements.modpath.."/paths.lua")
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settlements_in_world = settlements.load()
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settlements_in_world = settlements.load()
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settlements.grundstellungen()
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settlements.grundstellungen()
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--[[ Disable custom node spawning.
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--
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--
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-- register block for npc spawn
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-- register block for npc spawn
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--
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--
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minetest.register_node("settlements:junglewood", {
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minetest.register_node("mcl_villages:stonebrickcarved", {
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description = "special junglewood floor",
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description = ("Chiseled Stone Village Bricks"),
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tiles = {"default_junglewood.png"},
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_doc_items_longdesc = doc.sub.items.temp.build,
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groups = {choppy=3, wood=2},
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tiles = {"mcl_core_stonebrick_carved.png"},
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sounds = default.node_sound_wood_defaults(),
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stack_max = 64,
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})
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drop = "mcl_core:stonebrickcarved",
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groups = {pickaxey=1, stone=1, stonebrick=1, building_block=1, material_stone=1},
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sounds = mcl_sounds.node_sound_stone_defaults(),
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is_ground_content = false,
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_mcl_blast_resistance = 6,
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_mcl_hardness = 1.5,
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})
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--]]
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--[[ Enable for testing, but use MineClone2's own spawn code if/when merging.
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--[[ Enable for testing, but use MineClone2's own spawn code if/when merging.
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