forked from mtcontrib/plantlife_modpack
Rarity / fertility tweaks for various mods (#8)
For bushes, molehills and youngtrees: Changes to rarity and minimum fertility. Also added use of rarity_fertility. Result is more balanced and less homogeneous, i.e. over a large area you'll see variation. For vines, some further tweaks to rarity, and using tries field to improve vines distribution.
This commit is contained in:
@ -1,14 +1,13 @@
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-----------------------------------------------------------------------------------------------
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local title = "Mole Hills"
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local version = "0.0.3"
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local mname = "molehills"
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-----------------------------------------------------------------------------------------------
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-- Idea by Sokomine
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-- Code & textures by Mossmanikin
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abstract_molehills = {}
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dofile(minetest.get_modpath("molehills").."/molehills_settings.txt")
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local molehills_rarity = tonumber(minetest.settings:get("molehills_rarity")) or 99.5
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local molehills_rarity_fertility = tonumber(minetest.settings:get("molehills_rarity_fertility")) or 1
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local molehills_fertility = tonumber(minetest.settings:get("molehills_fertility")) or -0.6
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-- support for i18n
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local S = minetest.get_translator("molehills")
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@ -49,11 +48,11 @@ minetest.register_craft({ -- molehills --> dirt
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-- GeNeRaTiNG
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-----------------------------------------------------------------------------------------------
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abstract_molehills.place_molehill = function(pos)
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local right_here = {x=pos.x , y=pos.y+1, z=pos.z }
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if minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z }).name ~= "air"
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and minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z }).name ~= "air"
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and minetest.get_node({x=pos.x , y=pos.y, z=pos.z+1}).name ~= "air"
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and minetest.get_node({x=pos.x , y=pos.y, z=pos.z-1}).name ~= "air"
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local right_here = {x=pos.x , y=pos.y+1, z=pos.z }
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if minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z }).name ~= "air"
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and minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z }).name ~= "air"
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and minetest.get_node({x=pos.x , y=pos.y, z=pos.z+1}).name ~= "air"
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and minetest.get_node({x=pos.x , y=pos.y, z=pos.z-1}).name ~= "air"
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and minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z+1}).name ~= "air"
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and minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z-1}).name ~= "air"
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and minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z+1}).name ~= "air"
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@ -63,18 +62,14 @@ abstract_molehills.place_molehill = function(pos)
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end
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biome_lib.register_on_generate({
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surface = {"default:dirt_with_grass"},
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max_count = Molehills_Max_Count,
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rarity = Molehills_Rarity,
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min_elevation = 1,
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max_elevation = 40,
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avoid_nodes = {"group:tree","group:liquid","group:stone","group:falling_node"--[[,"air"]]},
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avoid_radius = 4,
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plantlife_limit = -0.3,
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},
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abstract_molehills.place_molehill
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surface = {"default:dirt_with_grass"},
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rarity = molehills_rarity,
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rarity_fertility = molehills_rarity_fertility,
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plantlife_limit = molehills_fertility,
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min_elevation = 1,
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max_elevation = 40,
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avoid_nodes = {"group:tree","group:liquid","group:stone","group:falling_node"--[[,"air"]]},
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avoid_radius = 4,
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},
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abstract_molehills.place_molehill
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)
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-----------------------------------------------------------------------------------------------
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print("[Mod] "..title.." ["..version.."] ["..mname.."]".."Loaded...")
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-----------------------------------------------------------------------------------------------
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@ -1,6 +0,0 @@
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-- Settings for generation of stuff (at map-generation time)
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Molehills_Max_Count = 320 -- absolute maximum number in an area of 80x80x80 nodes
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Molehills_Rarity = 95 -- larger values make molehills more rare (100 means chance of 0 %)
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8
molehills/settingtypes.txt
Normal file
8
molehills/settingtypes.txt
Normal file
@ -0,0 +1,8 @@
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#Molehills rarity %
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molehills_rarity (Molehills rarity %) float 99.5 0 100
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#How much the rarity is reduced by fertility %
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molehills_rarity_fertility (Molehills rarity fertility reduction %) float 1 0 100
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#Molehills minimum fertility (-1 to +1)
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molehills_fertility (Molehills minimum fertility) float -0.6 -1 1
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