hajo wrote:How to add new buildings and villagetypes to this mod ?
Please consult the Wiki, in particular regarding
village types and
buildings.
In general, you have to build the houses first, then save them. The most convenient way to do so is using the build chest from my handle_schematics mod on which mg_villages depends. Just type "/giveme handle_schematics:build 2", walk to the front of your house and place the first chest so that if you look at the chest's front, you'll also look at the front of your house, which will have to stretch behind the chest and to the right. Then walk to the backside of your house. Place the second chest so that the backside of your house stretches behind the second chest and to the right - just like on the front side, but this time with the chest beeing placed high enough so that the height of your building is covered. Set this second chest as the end position, walk back to the front side and save the building. handle_schematics will figure out how your building is rotated and store information about a cellar (you've got to specify that if you have one) inside the filename. I've tried to describe the procedure of saving a house inside the
handle_schematics thread. Meldrian has created a video describing how it works on
Youtube. There's also a german version available.
After that, it's best to create your own mod. Make it depend on mg_villages (see e.g. for
depends.txt. Create a schems/ folder and copy your new buildings into it. Create an init.lua file which contains a line like e.g
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mg_villages.add_building(mg_villages.add_building( { scm="towntest_VanessaE_home1_1_270", mts_path=path, weight={cornernote=1}, inh=-1, typ='house'});
for each of your buildings, with scm="filename_without_extension", mts_path="full_path_to_your_schems_folder", weight={name_of_village_type_where_you_want_this_house_to_appear=weigh, typ=whatever_you_feel_appropriate. All those village_*-mods out there are intended as examples as to how you can do that. Creating your own village type is also very easy.
hajo wrote:And how to get them 'approved' and included in this mod ?
I think it's best to do them as seperate mods, but I'd love to include yours into the next release of my
villages modpack, which basicly is a collection of mods needed (mg_villages, hande schematics), useful (cottages, mobf_trader, moresnow) and all the village types so far existing.
hajo wrote:E.g. a wild-west-themed village would need some buildings
like saloon, bank, staples, stores, post office, sheriff's office/jail etc.
Yes, and mg_villages provides all the necessary tools to do that. You can save your buildings easily, let them spawn and make sure you won't get a town consisting only of sheriff offices or banks without anyone living in there :-) (That's what the "weight" and "pervillage" limit are good for; in general, one bank, one sheriffs office, one or two saloons, several stores and of course many houses might be what people will expect).
Andrey01 wrote:I like that mod, but it isn`t the most interesting mod.Probably, do you use mods are more interesting than that one:
1.Home Decor 2.Ethereal 3.Not So Simple Mobs (together with Not So Simple Buildings) 4.Vehicles 5.Advanced Trains
6.City Scapes 7.Plantlife 8.Space
Strange comment. You're free to use the mods and servers you like most. But what is the point in writing in a mod's thread that you're not intrested in this particular mod? If you want to point out that villages without mobs in them are a bit boring - that's right. It feels best if there are at least traders - and even better if said traders move around. Cattle is also very nice to have in villages. Ethereal provides a very good mapgen, and my villages love to appear in Ethereal worlds and use the blocks that mapgen provides.
hajo wrote:I started a game with mg_villages, and I'm still on a tour to see all the buildings.
Sadly, even with all the effort I took, buildings will eventually repeat themshelves. But at least there's some variety in materials.
hajo wrote:* In the info-dialog of the plot-markers, the placing of the price is too close to the text that comes before it, so it overlaps.
That's right. It doesn't look good on smaller screens. I've found no real way to deal with this problem yet. Formspecs are always tricky. Wish they'd be more like HTML. Especially text is tricky. If text of variable length could be displayed in a better way in formspecs, mobs that "talk" to the players and offer multiple-choice-answers could work and provide some small quests to fill the game with more life. Working on the formspecs engine-side isn't as easy either, so...it might still take a while I'm afraid.
hajo wrote:* Also, the range of prices for buildings seems unbalanced
Certainly. The pricing of items offered by traders is also unbalanced. It'd take a game/subgame designer to work it out. The mod provides the functionality, but...to find suitable prices is not easy. They're currently not based on plot size or value of materials but instead on how "expensive" a building with such functionality might be in a village. More or less.
hajo wrote:* The protection is broken: the player can dig holes into houses, remove blocks from road, and can harvest the wheat on the fields, but is not allowed to re-plant seeds.
You can only dig holes into houses if you bought that particular house, you've got the protection_bypass priv, or there's something else broken (other protection mods interfering in the wrong way?). In general, all nodes that are in the group leaves, plus snow and bones can be digged in any village as it would be odd if the inhabitants would object to that (taking your bones back, digging leaves that block your way, picking up snow for a nice snowball-fight - as opposed to tearing down houses).
Planting seeds is another matter. The farming system of minetest_game works by soil using ABMs which look for nearby water and then grow the plant on top of them. The range for the search for water was reduced during the development of mg_villages; thus, the early houses ran dry in their gardens. In addition, the fields around the villages are quite large. Having to run many ABMs just to do nothing would be a vaste of ressources and might cause lag. The soil around villages is a fake. Nothing that demands farming soil can grow on that soil found on village fields. It would even turn dry in most cases. Seeds do not recognice it as soil and thus refuse to be placed there.
The look of plants (random rotation) was also changed recently. I'll have to adjust the wheat and cotton in order to get acceptable fields again. Might be a good time to place some water below the fields in some places and change the fake soil into real one once someone digs the plant on it.
hajo wrote:* Looking at /vmap, the order of the list quite random and some numbers/buildings seem to be missing.
* maybe this map should have scrolling/pageup/pagedown ?
Maybe sorting by village number could help. Even then, not all villages shown will fit into the text list. Scrolling might be a good idea, yes.
hajo wrote:Also, how are the village-names generated ?
They're generated using a name generator that construct names by concatening syllabies and short fragments. As the game is played internationally and English is the most useful language for that, I did some research on old English village names and based the syllables on that.
hajo wrote:A sign with the village-name at both ends of the main road would be nice.
Hmm. At least for some of them. It would look very odd for a medieval village (too people could read there) - but then, some are more modern. Still, a sign on the road would look very odd. A better way would be to let NPC inside the village great the visitor ("Welcome to Xyz. Hope you'll have a nice stay. And, btw, do you know that I sell 1 potatoe for 99 gold bars?"...)
Spaghetti Developer wrote:Hajo :D The bug you described I noticed I even them. There is also the problem of the chat system which generates a lot of mistakes, and if you open the doors of the houses generated, the game crashes, I found the solution, you have to break the door, then positions the door again, and not you have more than crash problems ^___^
The doors where changed in minetest_game from two indirectly connected nodes to one node two nodes high. Please update your version of handle_schematics and mg_villages. I'll release a new version of the modpack soon.