KCoombes wrote:Is there a way to reduce how close villages spawn to each other?
-- 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};
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
maikerumine wrote:2015-11-20 11:13:57: ERROR[Main]: mod "village_canadian" has unsatisfied dependencies: "hdb" "nbu"
RESOLVED....
maikerumine wrote:For some strange reason this fixed itself after I deleted the mg_all_villages.data file Unexplainable.
BBmine wrote:I really like this mod! Thanks.
The only problem is that the chests are all empty. Did I forget to enable a mod?
--the code that works
-- adapted from the Mines mod
local chest_stuff = {
{name="default:apple", max = 3},
{name="farming:bread", max = 3},
{name="default:steel_ingot", max = 2},
{name="default:gold_ingot", max = 2},
{name="default:axe_steel", max = 1},
--{name="default:emerald", max = 5},
{name="default:pick_steel", max = 1},
{name="default:shovel_steel", max = 1},
{name="default:book", max = 3},
{name="default:torch", max = 13},
{name="default:stick", max = 7},
{name="default:coal_lump", max = 4},
{name="bucket:bucket_empty", max = 1},
{name="default:ladder", max = 10},
{name="default:mese_crystal_fragment", max = 2},
{name="vessels:glass_bottle", max = 1},
{name="wool:white", max = 11},
--{name="carpet:white", max = 11},
--{name="quartz:quartz_crystal", max = 5},
--{name="shears:shears", max = 1},
--{name="crops:melon_seed", max = 18},
--{name="mobs:saddle", max = 3},
{name="farming:carrot", max = 3},
{name="farming:corn", max = 3},
{name="farming:melon_slice", max = 3},
{name="farming:potato", max = 3},
{name="farming:raspberries", max = 3},
{name="farming:rhubarb", max = 3},
{name="farming:sugar", max = 3},
{name="farming:tomato", max = 3},
{name="farming:seed_wheat", max = 3},
{name="farming:cucumber", max = 3},
{name="farming:grapes", max = 3},
}
-- get some random content for a chest
mg_villages.fill_chest_random = function( pos, pr, building_nr, building_typ )
local meta = minetest.get_meta( pos )
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
for i=0,pr:next(1,6),1 do
local stuff = chest_stuff[pr:next(1,#chest_stuff)]
local stack = {name=stuff.name, count = pr:next(1,stuff.max)}
if not inv:contains_item("main", stack) then
inv:set_stack("main", pr:next(1,32), stack)
end
end
end
cimbakahn wrote:ERROR[Main]: mod "village_canadian" has unsatisfied dependencies: "hdb" "nbu"
I have scoured google trying to find these mods. I can find nbu at viewtopic.php?f=13&t=2750
Problem is there is no mod to download on the page. And i couldn't find anything at all on hdb.
cimbakahn wrote:It might help if i knew what the letters stood for in hdb and nbu. And which page to find the download. I take nbu stands for nodebox utility, but what does hdb stand for. Is this all some sort of secret or something?
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
Spaghetti Developer wrote:Very interesting! I hope that the development of this mod continue. It would be very nice to make new multiplayer worlds by adding generated villages within it. The mod is very beautiful, the villages are very detailed and extensive, great job! Do not abandon this masterpiece please.
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