Viking wrote:Charcoal is carbon, so is diamond, so I added some code to charcoal init creating a new craftitem I called diamond fragment. Basically, 9 charcoal lumps creates a diamond fragment, 9 diamond fragments creates a diamond.
Viking wrote:On another note, a few hundred years ago it was thought you could make gold from lead. Perhaps someone can find a way :)
mg.register_ore({
name = "titanium:titanium_in_ground",
wherein = "default:stone",
seeddiff = 8,
maxvdistance = 10,
sizen = 54,
sizedev = 27,
maxheight = 64,
seglenghtn = 15,
seglenghtdev = 6,
segincln = 0,
segincldev = 0.36,
turnangle = 57,
forkturnangle = 57,
radius = 1,
numperblock = 6
})
Sokomine wrote:I wonder how the overview map will look with the new village types added.
sfan5 wrote:New village types? Which new village types?
As with my villages mod, some materials used in the buildings are randomly changed for entire villages so that they look a bit diffrent.
dm42 wrote:Is there any way to "scout" what materials are/will be availalbe in that area before the village is created? For example, if it's going to be a log-cabin type village - is there a way to find out what wood is "naturally" in the area? Or even base it on what biome you're in (and make some assumptions about what's available)? Just curious. Haven't checked out the pack yet, but will be very soon.
local function spawnplayer(player)
local noise1 = minetest.get_perlin(12345, 6, 0.5, 256)
local min_dist = math.huge
local min_pos = {x = 0, y = 3, z = 0}
for bx = -20, 20 do
for bz = -20, 20 do
local minp = {x = -32 + 80 * bx, y = -32, z = -32 + 80 * bz}
for _, village in ipairs(villages_at_point(minp, noise1)) do
if math.abs(village.vx) + math.abs(village.vz) < min_dist then
min_pos = {x = village.vx, y = village.vh + 2, z = village.vz}
min_dist = math.abs(village.vx) + math.abs(village.vz)
end
end
end
end
player:setpos(min_pos)
end
minetest.register_on_newplayer(function(player)
spawnplayer(player)
end)
minetest.register_on_respawnplayer(function(player)
spawnplayer(player)
return true
end)
Fritigern wrote:This is so not cool, all mods should honor minetest.conf's settings, unless the user somehow indicates that they don't wish to use the static_spawnpoint, for instance by leaving static_spawnpoint empty, or by setting a config option on the mod's settings but no such provision was made in this mod's code!!!
trigger_on_spawning_new_player
{
while(node.above.head != air && node.at.head.level != air )
{
player_pos.z = player_pos.z + 2
}
}
Fritigern wrote:Here's an idea in pseudo-code, because i don't know Lua:
Sokomine wrote:IMHO the spawning in the next village is a very good thing. That way, you know what this mapgen can do, and have a more intresting starting point than those random ones.
Fritigern wrote:ISSUE #1
Before you can spawn in a village, the following two conditions have to be met:
1 - The world must have generated far enough to have spawned a village, or you will simply spawn at 0,0,0
Fritigern wrote:Only, it doesn't, because Sokomine thought it was a good idea to override the static_spawnpoint, causing unexpected behavior in the game.
See the problem with an overridden static_spawnpoint?
Fritigern wrote:So okay, Jimmy goes and sets 0,0,0 as his static_spawnpoint in minetest.conf because that should work.
Fritigern wrote:Only, it doesn't, because Sokomine thought it was a good idea to override the static_spawnpoint, causing unexpected behavior in the game.
Nore wrote:It has been fixed in the latest version.
trunk = "mg:pinetree",
Wayward_One wrote:Hello :) I'm not sure how hard it would be to implement this, but I would really like to see abandoned mines in addition to villages, like the ones from this mod: viewtopic.php?f=11&t=6307 or this one: viewtopic.php?f=9&t=10225
Wayward_One wrote:Maybe they could even be made to spawn under and/or near villages as well :D
It still a little buggyNore wrote: It has been fixed in the latest version.
wcwyes wrote:It still a little buggyNore wrote: It has been fixed in the latest version.
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