village_sandcity/init.lua
2015-08-24 04:02:01 +02:00

66 lines
4.6 KiB
Lua

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