forked from VoxeLibre/VoxeLibre
Add experimental, pseudobiome-based village variation.
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@ -270,7 +270,7 @@ function settlements.place_schematics_lvm(settlement_info, pr)
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local platform_material = settlement_info[i]["surface_mat"]
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platform_material_name = minetest.get_name_from_content_id(platform_material)
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-- pick random material
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local material = wallmaterial[pr:next(1,#wallmaterial)]
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--local material = wallmaterial[pr:next(1,#wallmaterial)]
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--
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local building = building_all_info["mts"]
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local replace_wall = building_all_info["rplc"]
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@ -280,7 +280,27 @@ function settlements.place_schematics_lvm(settlement_info, pr)
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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-- replace material
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if replace_wall == "y" then
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schem_lua = schem_lua:gsub("mcl_core:cobble", material)
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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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-- Example: Attempting to swap out 'mcl_core:stonebrick'; which has multiple, additional sub-variants: (carved, cracked, mossy). Will currently cause issues, so leaving disabled.
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if platform_material == "mcl_core:snow" or platform_material == "mcl_core:dirt_with_grass_snow" or platform_material == "mcl_core:podzol" then
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schem_lua = schem_lua:gsub("mcl_core:tree", "mcl_core:sprucetree")
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schem_lua = schem_lua:gsub("mcl_core:wood", "mcl_core:sprucewood")
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--schem_lua = schem_lua:gsub("mcl_fences:fence", "mcl_fences:spruce_fence")
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--schem_lua = schem_lua:gsub("mcl_stairs:slab_wood_top", "mcl_stairs:slab_sprucewood_top")
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--schem_lua = schem_lua:gsub("mcl_stairs:stair_wood", "mcl_stairs:stair_sprucewood")
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--schem_lua = schem_lua:gsub("mesecons_pressureplates:pressure_plate_wood_off", "mesecons_pressureplates:pressure_plate_sprucewood_off")
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elseif platform_material == "mcl_core:sand" or platform_material == "mcl_core:redsand" then
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schem_lua = schem_lua:gsub("mcl_core:tree", "mcl_core:sandstonecarved")
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schem_lua = schem_lua:gsub("mcl_core:cobble", "mcl_core:sandstone")
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schem_lua = schem_lua:gsub("mcl_core:wood", "mcl_core:sandstonesmooth")
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--schem_lua = schem_lua:gsub("mcl_fences:fence", "mcl_fences:birch_fence")
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--schem_lua = schem_lua:gsub("mcl_stairs:slab_wood_top", "mcl_stairs:slab_birchwood_top")
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--schem_lua = schem_lua:gsub("mcl_stairs:stair_wood", "mcl_stairs:stair_birchwood")
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--schem_lua = schem_lua:gsub("mesecons_pressureplates:pressure_plate_wood_off", "mesecons_pressureplates:pressure_plate_birchwood_off")
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--schem_lua = schem_lua:gsub("mcl_stairs:stair_stonebrick", "mcl_stairs:stair_redsandstone")
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--schem_lua = schem_lua:gsub("mcl_core:stonebrick", "mcl_core:redsandstonesmooth")
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schem_lua = schem_lua:gsub("mcl_core:brick_block", "mcl_core:redsandstone")
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end
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end
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schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material_name)
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@ -321,7 +341,7 @@ function settlements.place_schematics(settlement_info, pr)
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local platform_material = settlement_info[i]["surface_mat"]
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--platform_material_name = minetest.get_name_from_content_id(platform_material)
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-- pick random material
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local material = wallmaterial[pr:next(1,#wallmaterial)]
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--local material = wallmaterial[pr:next(1,#wallmaterial)]
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--
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local building = building_all_info["mts"]
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local replace_wall = building_all_info["rplc"]
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@ -331,7 +351,27 @@ function settlements.place_schematics(settlement_info, pr)
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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-- replace material
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if replace_wall == "y" then
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schem_lua = schem_lua:gsub("mcl_core:cobble", material)
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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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-- Example: Attempting to swap out 'mcl_core:stonebrick'; which has multiple, additional sub-variants: (carved, cracked, mossy). Will currently cause issues, so leaving disabled.
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if platform_material == "mcl_core:snow" or platform_material == "mcl_core:dirt_with_grass_snow" or platform_material == "mcl_core:podzol" then
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schem_lua = schem_lua:gsub("mcl_core:tree", "mcl_core:sprucetree")
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schem_lua = schem_lua:gsub("mcl_core:wood", "mcl_core:sprucewood")
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--schem_lua = schem_lua:gsub("mcl_fences:fence", "mcl_fences:spruce_fence")
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--schem_lua = schem_lua:gsub("mcl_stairs:slab_wood_top", "mcl_stairs:slab_sprucewood_top")
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--schem_lua = schem_lua:gsub("mcl_stairs:stair_wood", "mcl_stairs:stair_sprucewood")
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--schem_lua = schem_lua:gsub("mesecons_pressureplates:pressure_plate_wood_off", "mesecons_pressureplates:pressure_plate_sprucewood_off")
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elseif platform_material == "mcl_core:sand" or platform_material == "mcl_core:redsand" then
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schem_lua = schem_lua:gsub("mcl_core:tree", "mcl_core:sandstonecarved")
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schem_lua = schem_lua:gsub("mcl_core:cobble", "mcl_core:sandstone")
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schem_lua = schem_lua:gsub("mcl_core:wood", "mcl_core:sandstonesmooth")
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--schem_lua = schem_lua:gsub("mcl_fences:fence", "mcl_fences:birch_fence")
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--schem_lua = schem_lua:gsub("mcl_stairs:slab_wood_top", "mcl_stairs:slab_birchwood_top")
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--schem_lua = schem_lua:gsub("mcl_stairs:stair_wood", "mcl_stairs:stair_birchwood")
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--schem_lua = schem_lua:gsub("mesecons_pressureplates:pressure_plate_wood_off", "mesecons_pressureplates:pressure_plate_birchwood_off")
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--schem_lua = schem_lua:gsub("mcl_stairs:stair_stonebrick", "mcl_stairs:stair_redsandstone")
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--schem_lua = schem_lua:gsub("mcl_core:stonebrick", "mcl_core:redsandstonesmooth")
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schem_lua = schem_lua:gsub("mcl_core:brick_block", "mcl_core:redsandstone")
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end
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end
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schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material)
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@ -10,6 +10,7 @@ settlements.lvm = false
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settlements.last_settlement = os.time()
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--[[ Manually set in 'buildings.lua'
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-- material to replace cobblestone with
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wallmaterial = {
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"mcl_core:junglewood",
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@ -23,6 +24,7 @@ wallmaterial = {
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"mcl_core:sandstone",
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"mcl_core:sandstonesmooth2"
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}
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--]]
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settlements.surface_mat = {}
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-------------------------------------------------------------------------------
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-- Set array to list
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@ -38,7 +40,7 @@ function settlements.grundstellungen()
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"mcl_core:sand",
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"mcl_core:redsand",
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--"mcl_core:silver_sand",
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"mcl_core:snowblock"
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"mcl_core:snow"
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}
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end
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--
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@ -52,19 +54,37 @@ schem_path = settlements.modpath.."/schematics/"
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--
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-- list of schematics
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--
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schematic_table = {
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{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 11, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08, rplc = "n"},
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{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.055, rplc = "n"},
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{name = "butcher", mts = schem_path.."butcher.mts", hwidth = 11, hdepth = 8, hheight = 10, hsize = 14, max_num = 0.03, rplc = "n"},
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{name = "church", mts = schem_path.."church.mts", hwidth = 13, hdepth = 13, hheight = 14, hsize = 15, max_num = 0.04, rplc = "n"},
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{name = "farm", mts = schem_path.."farm.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.1, rplc = "n"},
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{name = "lamp", mts = schem_path.."lamp.mts", hwidth = 3, hdepth = 3, hheight = 13, hsize = 10, max_num = 0.1, rplc = "n"},
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{name = "library", mts = schem_path.."library.mts", hwidth = 12, hdepth = 12, hheight = 8, hsize = 13, max_num = 0.04, rplc = "n"},
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{name = "medium_house", mts = schem_path.."medium_house.mts", hwidth = 8, hdepth = 12, hheight = 8, hsize = 14, max_num = 0.08, rplc = "n"},
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{name = "small_house", mts = schem_path.."small_house.mts", hwidth = 9, hdepth = 7, hheight = 8, hsize = 13, max_num = 0.7, rplc = "n"},
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{name = "tavern", mts = schem_path.."tavern.mts", hwidth = 11, hdepth = 10, hheight = 10, hsize = 13, max_num = 0.050, rplc = "n"},
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{name = "well", mts = schem_path.."well.mts", hwidth = 6, hdepth = 8, hheight = 6, hsize = 10, max_num = 0.045, rplc = "n"},
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}
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local basic_pseudobiome_villages = minetest.settings:get_bool("basic_pseudobiome_villages", false)
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if basic_pseudobiome_villages == true then
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schematic_table = {
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{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 11, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08, rplc = "y"},
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{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.055, rplc = "y"},
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{name = "butcher", mts = schem_path.."butcher.mts", hwidth = 11, hdepth = 8, hheight = 10, hsize = 14, max_num = 0.03, rplc = "y"},
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{name = "church", mts = schem_path.."church.mts", hwidth = 13, hdepth = 13, hheight = 14, hsize = 15, max_num = 0.04, rplc = "y"},
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{name = "farm", mts = schem_path.."farm.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.1, rplc = "y"},
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{name = "lamp", mts = schem_path.."lamp.mts", hwidth = 3, hdepth = 3, hheight = 13, hsize = 10, max_num = 0.1, rplc = "n"},
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{name = "library", mts = schem_path.."library.mts", hwidth = 12, hdepth = 12, hheight = 8, hsize = 13, max_num = 0.04, rplc = "y"},
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{name = "medium_house", mts = schem_path.."medium_house.mts", hwidth = 8, hdepth = 12, hheight = 8, hsize = 14, max_num = 0.08, rplc = "y"},
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{name = "small_house", mts = schem_path.."small_house.mts", hwidth = 9, hdepth = 7, hheight = 8, hsize = 13, max_num = 0.7, rplc = "y"},
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{name = "tavern", mts = schem_path.."tavern.mts", hwidth = 11, hdepth = 10, hheight = 10, hsize = 13, max_num = 0.050, rplc = "y"},
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{name = "well", mts = schem_path.."well.mts", hwidth = 6, hdepth = 8, hheight = 6, hsize = 10, max_num = 0.045, rplc = "y"},
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}
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else
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schematic_table = {
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{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 11, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08, rplc = "n"},
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{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.055, rplc = "n"},
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{name = "butcher", mts = schem_path.."butcher.mts", hwidth = 11, hdepth = 8, hheight = 10, hsize = 14, max_num = 0.03, rplc = "n"},
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{name = "church", mts = schem_path.."church.mts", hwidth = 13, hdepth = 13, hheight = 14, hsize = 15, max_num = 0.04, rplc = "n"},
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{name = "farm", mts = schem_path.."farm.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.1, rplc = "n"},
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{name = "lamp", mts = schem_path.."lamp.mts", hwidth = 3, hdepth = 3, hheight = 13, hsize = 10, max_num = 0.1, rplc = "n"},
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{name = "library", mts = schem_path.."library.mts", hwidth = 12, hdepth = 12, hheight = 8, hsize = 13, max_num = 0.04, rplc = "n"},
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{name = "medium_house", mts = schem_path.."medium_house.mts", hwidth = 8, hdepth = 12, hheight = 8, hsize = 14, max_num = 0.08, rplc = "n"},
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{name = "small_house", mts = schem_path.."small_house.mts", hwidth = 9, hdepth = 7, hheight = 8, hsize = 13, max_num = 0.7, rplc = "n"},
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{name = "tavern", mts = schem_path.."tavern.mts", hwidth = 11, hdepth = 10, hheight = 10, hsize = 13, max_num = 0.050, rplc = "n"},
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{name = "well", mts = schem_path.."well.mts", hwidth = 6, hdepth = 8, hheight = 6, hsize = 10, max_num = 0.045, rplc = "n"},
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}
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end
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--
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-- list of settlements, load on server start up
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--
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@ -164,7 +164,11 @@ function settlements.paths(settlement_info)
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-- replace surface node with mcl_core:grass_path
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if surface_point
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then
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minetest.swap_node(surface_point,{name="mcl_core:grass_path"})
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if surface_mat == "mcl_core:sand" or surface_mat == "mcl_core:redsand" then
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minetest.swap_node(surface_point,{name="mcl_core:sandstonesmooth2"})
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else
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minetest.swap_node(surface_point,{name="mcl_core:grass_path"})
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end
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-- don't set y coordinate, surface might be too low or high
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starting_point.x = surface_point.x
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starting_point.z = surface_point.z
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@ -9,7 +9,7 @@ local c_desert_sand = minetest.get_content_id("mcl_core:redsand"
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--local c_silver_sand = minetest.get_content_id("mcl_core:silver_sand")
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--
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local c_air = minetest.get_content_id("air")
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local c_snow = minetest.get_content_id("mcl_core:snowblock")
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local c_snow = minetest.get_content_id("mcl_core:snow")
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local c_fern_1 = minetest.get_content_id("mcl_flowers:fern")
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local c_fern_2 = minetest.get_content_id("mcl_flowers:fern")
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local c_fern_3 = minetest.get_content_id("mcl_flowers:fern")
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@ -55,7 +55,8 @@ function settlements.find_surface_lvm(pos, minp)
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--c_dirt_with_dry_grass,
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c_podzol,
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c_sand,
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c_desert_sand
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c_desert_sand,
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c_snow
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}
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local cnt = 0
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local itter -- count up or down
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@ -130,6 +130,8 @@ mcl_superflat_classic (Classic superflat map generation) bool false
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# game by a lot.
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mcl_node_particles (Block particles detail level) enum none high,medium,low,none
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# If enabled, this will substitute a few blocks in village schematics so they blend into normal, snowy, and sandy areas. Defaults to false.
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basic_pseudobiome_villages (Enables very basic, and experimental "pseudobiome-based" villages) bool false
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# If enabled, will run an LBM to fix the top 1/2 of double plants in mcimported worlds; defaults to true.
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fix_doubleplants (Mcimport double plant fixes) bool true
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