86 lines
5.5 KiB
Lua
86 lines
5.5 KiB
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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local wood = mg_villages.do_group_replacement( replacements, pr, 'wood', wood_type)
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mg_villages.replace_materials( replacements, pr,
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{'default:sandstonebrick'},
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{''},
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{'default:sandstonebrick', 'default:sandstonebrick',
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'default:clay', 'default:desert_stonebrick', 'default:desert_stone',
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'default:stonebrick', 'default:obsidianbrick'},
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'default:sandstonebrick');
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-- adds stairs and slabs for clay and loam
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if( minetest.get_modpath( 'cottages' )) then
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local mat = mg_villages.replace_materials( replacements, pr,
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{'default:sandstone'},
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{''},
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{'default:sandstone', 'default:clay', 'cottages:loam'},
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'default:sandstone');
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if( mat == 'default:clay' ) then
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table.insert( replacements, {'stairs:stair_sandstone', 'stairs:stair_clay'});
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table.insert( replacements, {'stairs:slab_sandstone', 'stairs:slab_clay'});
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elseif( mat == 'cottages:loam') then
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table.insert( replacements, {'stairs:stair_sandstone', 'stairs:stair_loam'});
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table.insert( replacements, {'stairs:slab_sandstone', 'stairs:slab_loam'});
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end
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end
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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='townhall'});
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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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