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README.md
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README.md
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New village type for https://github.com/Sokomine/mg_villages/
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This mod does depend on mg_villages.
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The buildings found in this mod (in the schems/ folder) have been built by me
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(Sokomine) for the poor sand mobs from mobs (https://github.com/PilzAdam/mobs
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and derivates). They ought to have a home.
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depends.txt
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depends.txt
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mg_villages
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init.lua
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init.lua
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village_sandcity = {}
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village_sandcity.replacements_sandcity = function( housetype, pr, replacements )
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-- those guys are poor - all they have is sandstone
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-- but at least they've got suitable trees growing (either acacia or a palm type)
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local wood_type = mg_villages.replace_materials( replacements, pr,
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{'default:wood'},
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{''},
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{ 'default:acacia_wood', 'moretrees:palm_planks', 'ethereal:palm_wood' },
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'default:acacia_wood');
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mg_villages.replace_tree_trunk( replacements, wood_type );
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mg_villages.replace_saplings( replacements, wood_type );
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print('ALL REPLACEMENTS for sandcity: '..minetest.serialize( replacements ));
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return replacements;
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end
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-- add a new village type for all those buildings
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mg_villages.add_village_type( 'sandcity', { min = 5, max = 60, space_between_buildings=-1, mods={}, texture = 'default_sandstone.png',
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sapling_divisor = 10,
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-- the villages are sourrounded by some cacti which form some form of defense
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plant_type = 'default:cactus',
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-- there are not too many cacti
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plant_frequency = 30,
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-- the roads are a bit diffrent
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roadsize_list = {2,3,4,5,6},
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road_materials = {"default:desert_sand","default:desert_sand","default:desert_sand","default:desert_sand",
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"default:desert_sand","default:desert_sand","default:desert_sand","default:desert_sand"},
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-- we want desert sand as ground - so that the sandmobs can be happy
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force_ground = "default:desert_sand",
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-- below that, there's desert stone
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force_underground = "default:desert_stone",
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-- snow would look odd in such a desert village
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no_snow = true,
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replacement_function = village_sandcity.replacements_sandcity});
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local path = minetest.get_modpath( 'village_sandcity' )..'/schems/';
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mg_villages.add_building( { scm="sandcity_tiny_1_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_tiny_2_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_tiny_3_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_tiny_4_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_small_1_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_small_2_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_small_3_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_small_4_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_small_5_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_meeting_small_1_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_tower_1_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_tower_2_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_tower_3_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_tower_4_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_tower_5_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_tower_6_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_tower_7_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_mixed_1_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_mixed_2_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_tiny_3_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_ap_tiny_3b_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_small_2_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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mg_villages.add_building( { scm="sandcity_small_3_1_270", mts_path=path, weight={sandcity=1, single=1}, inh=nil, typ='house'});
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schems/sandcity_ap_mixed_1_1_270.mts
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schems/sandcity_ap_mixed_2_1_270.mts
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schems/sandcity_ap_small_2_1_270.mts
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schems/sandcity_ap_small_3_1_270.mts
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schems/sandcity_ap_tiny_3_1_270.mts
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schems/sandcity_meeting_small_1_1_270.mts
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schems/sandcity_small_5_1_270.mts
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schems/sandcity_tiny_1_1_270.mts
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schems/sandcity_tiny_4_1_270.mts
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