diff --git a/mods/MAPGEN/mcl_villages/buildings.lua b/mods/MAPGEN/mcl_villages/buildings.lua index 2e9011a22..b21c0157d 100644 --- a/mods/MAPGEN/mcl_villages/buildings.lua +++ b/mods/MAPGEN/mcl_villages/buildings.lua @@ -23,9 +23,7 @@ function settlements.create_site_plan(minp, maxp, pr) -- find center of chunk local center = vector.add(minp, mcl_mapgen.HALF_CS_NODES) -- find center_surface of chunk - local center_surface , surface_material = settlements.find_surface(center) - local chunks = {} - chunks[mcl_mapgen.get_chunk_number(center)] = true + local center_surface, surface_material = settlements.find_surface(center) -- go build settlement around center if not center_surface then return false end @@ -60,15 +58,8 @@ function settlements.create_site_plan(minp, maxp, pr) local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle ) ptx = settlements.round(ptx, 0) ptz = settlements.round(ptz, 0) - local pos1 = { x=ptx, y=center_surface.y+50, z=ptz} - local chunk_number = mcl_mapgen.get_chunk_number(pos1) - local pos_surface, surface_material - if chunks[chunk_number] then - pos_surface, surface_material = settlements.find_surface(pos1) - else - chunks[chunk_number] = true - pos_surface, surface_material = settlements.find_surface(pos1) - end + local pos1 = { x=ptx, y=center_surface.y, z=ptz} + local pos_surface, surface_material = settlements.find_surface(pos1) if not pos_surface then break end local randomized_schematic_table = shuffle(settlements.schematic_table, pr) diff --git a/mods/MAPGEN/mcl_villages/init.lua b/mods/MAPGEN/mcl_villages/init.lua index fa4f2b7b7..386056ac6 100644 --- a/mods/MAPGEN/mcl_villages/init.lua +++ b/mods/MAPGEN/mcl_villages/init.lua @@ -8,7 +8,7 @@ dofile(settlements.modpath.."/utils.lua") dofile(settlements.modpath.."/foundation.lua") dofile(settlements.modpath.."/buildings.lua") dofile(settlements.modpath.."/paths.lua") ---dofile(settlements.modpath.."/convert_lua_mts.lua") + -- -- load settlements on server -- @@ -33,24 +33,6 @@ minetest.register_node("mcl_villages:stonebrickcarved", { }) - - ---[[ Enable for testing, but use MineClone2's own spawn code if/when merging. --- --- register inhabitants --- -if minetest.get_modpath("mobs_mc") then - mobs:register_spawn("mobs_mc:villager", --name - {"mcl_core:stonebrickcarved"}, --nodes - 15, --max_light - 0, --min_light - 20, --chance - 7, --active_object_count - 31000, --max_height - nil) --day_toggle -end ---]] - -- -- on map generation, try to build a settlement --