Don't generate terrain before dungeon.
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parent
77a6129e00
commit
be7d7a1976
4 changed files with 65 additions and 20 deletions
7
abms.lua
7
abms.lua
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@ -409,7 +409,6 @@ minetest.register_abm({
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------------------------------------------------------------
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if fun_caves.dungeon_spawns and #fun_caves.dungeon_spawns > 0 then
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print('go monster')
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minetest.register_abm({
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nodenames = {"fun_caves:dungeon_floor_1"},
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neighbors = {'air'},
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@ -471,7 +470,6 @@ if fun_caves.dungeon_spawns and #fun_caves.dungeon_spawns > 0 then
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})
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end
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if false then
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minetest.register_abm({
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nodenames = {"fun_caves:dungeon_floor_1"},
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neighbors = {'air'},
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@ -496,8 +494,8 @@ minetest.register_abm({
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minetest.register_abm({
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nodenames = {"fun_caves:dungeon_wall_1"},
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neighbors = {'air'},
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interval = 4 * time_factor,
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chance = 250,
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interval = 25 * time_factor,
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chance = 2000,
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catch_up = false,
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action = function(pos, node)
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if not (pos and node) then
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@ -533,7 +531,6 @@ minetest.register_abm({
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minetest.set_node(pos, {name = 'default:torch', param2 = p2})
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end
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})
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end
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-- This puts the burdon on fires, which shouldn't be happening much.
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minetest.register_abm({
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