Add abandoned mine shafts
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53
mods/MAPGEN/tsm_railcorridors/gameconfig.lua
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53
mods/MAPGEN/tsm_railcorridors/gameconfig.lua
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-- This file stores the various node types. This makes it easier to plug this mod into subgames
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-- in which you need to change the node names.
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-- Adapted for MineClone 2!
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-- Node names (Don't use aliases!)
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tsm_railcorridors.nodes = {
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dirt = "mcl_core:dirt",
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chest = "mcl_chests:chest",
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rail = "mcl_minecarts:rail",
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torch_floor = "mcl_torches:torch",
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torch_wall = "mcl_torches:torch_wall",
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--[[ Wood types for the corridors. Corridors are made out of full wood blocks
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and posts. For each corridor system, a random wood type is chosen with the chance
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specified in per mille. ]]
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corridor_woods = {
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{ wood = "mcl_core:wood", post = "mcl_fences:fence", chance = 900},
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{ wood = "mcl_core:darkwood", post = "mcl_fences:dark_oak_fence", chance = 100},
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},
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}
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-- Fallback function. Returns a random treasure. This function is called for chests
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-- only if the Treasurer mod is not found.
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-- pr: A PseudoRandom object
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function tsm_railcorridors.get_default_treasure(pr)
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if pr:next(0,1000) < 30 then
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return "mcl_farming:bread "..pr:next(1,3)
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elseif pr:next(0,1000) < 50 then
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if pr:next(0,1000) < 500 then
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return "mcl_farming:pumpkin_seeds "..pr:next(1,5)
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else
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return "mcl_farming:melon_seeds "..pr:next(1,5)
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end
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elseif pr:next(0,1000) < 5 then
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return "mcl_tools:pick_iron"
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elseif pr:next(0,1000) < 3 then
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local r = pr:next(0, 1000)
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if r < 400 then
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return "mcl_core:iron_ingot "..pr:next(1,5)
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elseif r < 800 then
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return "mcl_core:gold_ingot "..pr:next(1,3)
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else
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return "mcl_core:diamond "..pr:next(1,2)
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end
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elseif pr:next(0,1000) < 30 then
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return "mcl_torches:torch "..pr:next(1,16)
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elseif pr:next(0,1000) < 20 then
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return "mcl_core:coal_lump "..pr:next(3,8)
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else
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return ""
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end
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end
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