I found a weird bug:
2015-11-20 11:13:57: ERROR[Main]: mod "village_canadian" has unsatisfied dependencies: "hdb" "nbu"
RESOLVED....Also, having moreblocks installed created this:
![Image](https://forum.minetest.net/download/file.php?mode=view&id=4175&sid=2ef6ea882b38bb2003c1980e0a25e3c9)
So I removed moreblocks and this popped up, from the army mod:
![Image](https://forum.minetest.net/download/file.php?mode=view&id=4176&sid=2ef6ea882b38bb2003c1980e0a25e3c9)
And it keeps doing this with other mods.
Where in villages is it grabbing a random block and placing it on the ground?
EDIT:
it may be in this:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
-- the flattened land around the village where wheat, cotton, trees or grass may be grown (depending on village type)
elseif( vn <= 80 ) then -- see mg_villages.inside_village_area
village_area[ x ][ z ] = { village_nr, 1};
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
mg_villages.village_area_mark_inside_village_area = function( village_area, villages, village_noise, minp, maxp )
-- mark the rest ( inside_village but not part of an actual building) as well
for x = minp.x, maxp.x do
if( not( village_area[ x ] )) then
village_area[ x ] = {};
end
for z = minp.z, maxp.z do
if( not( village_area[ x ][ z ] )) then
village_area[ x ][ z ] = { 0, 0 };
local n_rawnoise = village_noise:get2d({x = x, y = z}) -- create new blended terrain
for village_nr, village in ipairs(villages) do
local vn = mg_villages.get_vn(x, z, n_rawnoise, village);
if( village.is_single_house ) then
-- do nothing here; the village area will be specificly marked later on
-- the village core; this is where the houses stand (but there's no house or road at this particular spot)
elseif( vn <= 40 ) then -- see mg_villages.inside_village
village_area[ x ][ z ] = { village_nr, 6};
-- the flattened land around the village where wheat, cotton, trees or grass may be grown (depending on village type)
elseif( vn <= 80 ) then -- see mg_villages.inside_village_area
village_area[ x ][ z ] = { village_nr, 1};
-- terrain blending for the flattened land
elseif( vn <= 160 and mg_villages.ENABLE_TERRAIN_BLEND) then -- see mg_villages.inside_village_terrain_blend_area
if n_rawnoise > -0.5 then -- leave some cliffs unblended
local blend = (( vn - 80) / 80) ^ 2 -- 0 at village edge, 1 at normal terrain
-- assign a negative value to terrain that needs to be adjusted in height
village_area[ x ][ z ] = { village_nr, -1 * blend};
else
-- no height adjustments for this terrain; the terrain is not considered to be part of the village
village_area[ x ][ z ] = { village_nr, 0};
end
end
end
end
end
end
For some strange reason this
fixed itself after I deleted the mg_all_villages.data file Unexplainable.
![Image](https://forum.minetest.net/download/file.php?mode=view&id=4177&sid=2ef6ea882b38bb2003c1980e0a25e3c9)
Maybe my map is somewhat broken???
The village is fixed now.