Don't generate terrain before dungeon.

This commit is contained in:
Duane 2016-08-07 01:47:44 -05:00
parent 77a6129e00
commit be7d7a1976
4 changed files with 65 additions and 20 deletions

View file

@ -409,7 +409,6 @@ minetest.register_abm({
------------------------------------------------------------
if fun_caves.dungeon_spawns and #fun_caves.dungeon_spawns > 0 then
print('go monster')
minetest.register_abm({
nodenames = {"fun_caves:dungeon_floor_1"},
neighbors = {'air'},
@ -471,7 +470,6 @@ if fun_caves.dungeon_spawns and #fun_caves.dungeon_spawns > 0 then
})
end
if false then
minetest.register_abm({
nodenames = {"fun_caves:dungeon_floor_1"},
neighbors = {'air'},
@ -496,8 +494,8 @@ minetest.register_abm({
minetest.register_abm({
nodenames = {"fun_caves:dungeon_wall_1"},
neighbors = {'air'},
interval = 4 * time_factor,
chance = 250,
interval = 25 * time_factor,
chance = 2000,
catch_up = false,
action = function(pos, node)
if not (pos and node) then
@ -533,7 +531,6 @@ minetest.register_abm({
minetest.set_node(pos, {name = 'default:torch', param2 = p2})
end
})
end
-- This puts the burdon on fires, which shouldn't be happening much.
minetest.register_abm({