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Features
Sokomine edited this page Nov 15, 2015
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##1. Features
Diffrent village types are spawned:
- For each village, a random village type (determines which buildings are used), replacements of materials, size, unique name and id are choosen.
- The first village type will be set to
mg_villages.FIRST_VILLAGE_TYPE
. - Whenever you create a new world, you will spawn inside a village.
- Lone houses outside of villages are also spawned, which is similar to the lone houses spawned by my older random_buildings mod.
The terrain around the village will be adjusted:
- Works with (almost) any mapgen, even
singlenode
, as long aschunksize = 5
is set in your minetest.conf (the default value). - Griefings by mapgen's cave generator and mudflow are repaired automaticly.
- Trees in and around the villages may be covered with snow. If moresnow is installed, normal (apple) and
jungletrees get special leaves that look like autumn or winter. They yield normal saplings and cannot be grown manually yet.
- If there used to be snow on the node before the flattening, it will be there afterwards as well. At least in combination with
moresnow.
- Villages of type medieval are sourrounded by wheat fields and have additional dirt roads seperating the fields.
- Villages of type taoki are sourrounded by cotton fields. Other village types may choose other plants to grow.
- Farmland (soil) in and around villages does not use the normal nodes that come with farming. No costy ABMs run on it. That also means you have to replace the spawned
soil with real one if you want to harvest the plants and grow seeds on the land. There may not always be enough water nearby in order to create wet soil. Most houses where
built before the farming mod went from a range of 5 down to 3 for water.
- In order to get a well-looking village that looks as if it might actually have been founded where it is, the terrain around the village is adjusted in height so that the
central village area is flat, and the village fits into the sourrounding scenery. The same - although on a smaller scale - applies to lone houses spawned.
Special thanks goes to paramat for this code!
- A lot of effort is placed into finding the ground node and preserving the biome type while still providing fast code.
- Trees on the sourrounding terrain that is to be flattened are replanted.
- If a cliff is created, it will randomly get some stone with coal in order to look less uniform.
- Paramats highlandpools are integrated to a degree. They work fine and fast in most cases, but I've also observed
peaks of four seconds for the generation of a single mapchunk. If you want it fast, better set
mg_villages.CREATE_HIGHLANDPOOLS = false
inmg_villages/config.lua
for now.
Inside the villages:
- Each village has its own set of replacements.
- Most villages will focus on a main wood type and then use it whenever they need a tree trunk, wooden planks, wooden stairs and whatever else is particular to that type
of wood (RealTest has a lot to offer in that regard).
Trees of that type will grow in and around the village (that's where the villagers got their wood from).
- Special torches are used that look like and drop normal torches but do not melt snow.
- In order to avoid lava accidents, all buildings use a safe version of lava sources and flowing lava.
- The gravel road nodes are a bit lower than normal nodes which makes roads look nicer. I saw the effect in the
pixture game, liked it and copied the idea.
- Chests, shelves etc. are randomly filled with loot for players wandering through. The emphasis for the content of these chests lies on what is halfway realistic. People just
won't save bricks for a house in their chest, but, lacking clothes, tools, perhaps some valuable ores, and in particular food may be found.