forked from VoxeLibre/VoxeLibre
Fix villages generating with incorrect water
This commit fixes an issue where villages would generate with water which wasn't of the correct biome. The new function simply looks for water source nodes around the entire village and replaces any it finds with the same node, except with blank params so that the `on_construct` of the newly placed water source node gets called.
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@ -224,6 +224,14 @@ local function spawn_villagers(minp,maxp)
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end
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end
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local function fix_village_water(minp,maxp)
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local palettenodes = minetest.find_nodes_in_area(vector.offset(minp,-20,-20,-20),vector.offset(maxp,20,20,20), "group:water_palette")
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for _, palettenodepos in pairs(palettenodes) do
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local palettenode = minetest.get_node(palettenodepos)
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minetest.set_node(palettenodepos, {name = palettenode.name})
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end
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end
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local function init_nodes(p1, p2, size, rotation, pr)
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construct_node(p1, p2, "mcl_itemframes:item_frame")
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construct_node(p1, p2, "mcl_furnaces:furnace")
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@ -309,7 +317,7 @@ function settlements.place_schematics(settlement_info, pr)
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-- format schematic string
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local schematic = loadstring(schem_lua)()
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local is_belltower = building_all_info["name"] == "belltower"
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-- build foundation for the building an make room above
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@ -327,6 +335,7 @@ function settlements.place_schematics(settlement_info, pr)
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else
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init_nodes(p1, p2, size, rotation, pr)
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spawn_villagers(p1,p2)
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fix_village_water(p1,p2)
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end
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end,
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pr
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