[Mod] [in progress] random buildings / homes for lumberjacks
Important: Most of the mods in this modpack are outdated and have been replaced with newer versions.
The cottages mod still resides inside this modpack. The documentation for it can be found in this thread.
The traders have been heavily improved, do not have any dependencies and are far better than the version found in this modpack here. The new version of mobf_trader and its documentation can be found here.
Even the random_buildings part is done diffrent now. Entire villages and lone houses are spawned by mg_villages. The mod does not have its own thread yet but is discussed in this thread - which is mainly about my villages mod, which is also obsolete and is about to be replaced by mg_villages.
Want some wood?
Sample trader inventory:

Inside of a lumberjack house
This mod - or perhaps better modpack - is intended to bring some life to singleplayer by adding lumberjacks which settle close to moretrees and are willing to trade wood with you. The lumberjacks do not really cut down trees; they just live there and sell the wood to travellers like you are. Thus, you do not have to destroy the landscape to get wood from moretrees. Or clay. Or sand. Right now, only moretrees-traders spawn. Perserving the landscape was the original intention for this mod. Sapiers traders proved to be a nice addition on their own. It's good to find a friendly house somewhere in singleplacer.
The whole thing is not finished yet. It is work in progress. You may test it if you want. If you do so, better use a world specificly for this.
New huts are placed some 30 seconds after new parts of the map are generated and moretrees spawned a tree. The hut uses the same material as the tree that caused its spawning. In order to integrate the building better in the landscape, it is built on a platform. The ground will be either dirt, desert sand or sand. The building is a random one taken from a list and rotated randomly. Each building is read from a worldedit blueprint.
It is very similar to mtcities from Mauvebic (thanks to him for a lot of help and hints!) and bears some resemblance to mods such as deploy_node by Cornernote, villages by Ironzorg or towntest by Cornernote. It differs from those mods in the way that it comes with a trader from Sapiers animals mod mobf. The mobf_trader.lua file basicly clones Sapiers trader npc and lets those clones sell diffrent things depending on which mods you have installed (supported: default (clay/sand), animals, moretrees, farming, farming_plus). Only specialised moretrees-traders spawn automaticly next to their hut. All others can be spawned manually with e.g. "/trader animal_cow" . The traders as such might eventually be very intresting for servers where they might help preserve areas with clay and moretrees from material gathering players.
nodes.lua provides a small amount of nodes that where usefull for the lumberjack homes: modified beds (from the beds mod; without functionality; better stackable; texture not yet adapted), small benches to sit on, special roof parts (if you don't like them include them in the replacements-list in random_buildings.lua), and a dirt road. The texture for the dirt road was done by badger436.
If you want to give it a try, you will need a recent build of MT (one where npc can show you a formspec), the development branch of Sapiers animals modpack (else the trader will not be able to trade diffrent amounts of the same good) and of course the latest moretrees from VanessaE (thanks to her for help with spawning and other things!). A lot of other regular MT contributors on IRC helped as well to get this as far as it is.
Requires:
* recent version of Minetest
* moretrees
* development version of mobf (the mobf part is enough; you do not need any of the animals if you don't want them)
Version: 0.2 (alpha)
Download: https://github.com/Sokomine/random_buildings/zipball/master
Browse code: https://github.com/Sokomine/random_buildings
This is what happens if you allow too many lumberjack homes to spawn (they all want to sell wood...)
The cottages mod still resides inside this modpack. The documentation for it can be found in this thread.
The traders have been heavily improved, do not have any dependencies and are far better than the version found in this modpack here. The new version of mobf_trader and its documentation can be found here.
Even the random_buildings part is done diffrent now. Entire villages and lone houses are spawned by mg_villages. The mod does not have its own thread yet but is discussed in this thread - which is mainly about my villages mod, which is also obsolete and is about to be replaced by mg_villages.
Sample trader inventory:
This mod - or perhaps better modpack - is intended to bring some life to singleplayer by adding lumberjacks which settle close to moretrees and are willing to trade wood with you. The lumberjacks do not really cut down trees; they just live there and sell the wood to travellers like you are. Thus, you do not have to destroy the landscape to get wood from moretrees. Or clay. Or sand. Right now, only moretrees-traders spawn. Perserving the landscape was the original intention for this mod. Sapiers traders proved to be a nice addition on their own. It's good to find a friendly house somewhere in singleplacer.
The whole thing is not finished yet. It is work in progress. You may test it if you want. If you do so, better use a world specificly for this.
New huts are placed some 30 seconds after new parts of the map are generated and moretrees spawned a tree. The hut uses the same material as the tree that caused its spawning. In order to integrate the building better in the landscape, it is built on a platform. The ground will be either dirt, desert sand or sand. The building is a random one taken from a list and rotated randomly. Each building is read from a worldedit blueprint.
It is very similar to mtcities from Mauvebic (thanks to him for a lot of help and hints!) and bears some resemblance to mods such as deploy_node by Cornernote, villages by Ironzorg or towntest by Cornernote. It differs from those mods in the way that it comes with a trader from Sapiers animals mod mobf. The mobf_trader.lua file basicly clones Sapiers trader npc and lets those clones sell diffrent things depending on which mods you have installed (supported: default (clay/sand), animals, moretrees, farming, farming_plus). Only specialised moretrees-traders spawn automaticly next to their hut. All others can be spawned manually with e.g. "/trader animal_cow" . The traders as such might eventually be very intresting for servers where they might help preserve areas with clay and moretrees from material gathering players.
nodes.lua provides a small amount of nodes that where usefull for the lumberjack homes: modified beds (from the beds mod; without functionality; better stackable; texture not yet adapted), small benches to sit on, special roof parts (if you don't like them include them in the replacements-list in random_buildings.lua), and a dirt road. The texture for the dirt road was done by badger436.
If you want to give it a try, you will need a recent build of MT (one where npc can show you a formspec), the development branch of Sapiers animals modpack (else the trader will not be able to trade diffrent amounts of the same good) and of course the latest moretrees from VanessaE (thanks to her for help with spawning and other things!). A lot of other regular MT contributors on IRC helped as well to get this as far as it is.
Requires:
* recent version of Minetest
* moretrees
* development version of mobf (the mobf part is enough; you do not need any of the animals if you don't want them)
Version: 0.2 (alpha)
Download: https://github.com/Sokomine/random_buildings/zipball/master
Browse code: https://github.com/Sokomine/random_buildings