Don't put so many beds and workbenches into chests
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@ -5,7 +5,7 @@
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goodies = {}
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goodies.max_stack = 6
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goodies.max_stack_default = 6
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goodies.max_items = 20
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goodies.types = {}
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@ -35,7 +35,7 @@ if minetest.get_modpath("village") ~= nil then
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["default:tree_oak"] = 2,
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}
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goodies.types["tavern"] = {
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["bed:bed"] = 8,
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["bed:bed"] = { chance = 8, max_stack = 1},
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["default:bucket"] = 20,
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["mobs:meat"] = 5,
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["mobs:pork"] = 9,
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@ -54,7 +54,7 @@ if minetest.get_modpath("village") ~= nil then
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-- jewels and gold
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if minetest.get_modpath("jewels") ~= nil then
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goodies.types["house"]["jewels:bench"] = 24 -- jeweling benches
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goodies.types["house"]["jewels:bench"] = { chance = 24, max_stack = 1} -- jeweling benches
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goodies.types["house"]["jewels:jewel"] = 34
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goodies.types["tavern"]["jewels:jewel"] = 32
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goodies.types["forge"]["jewels:jewel"] = 30
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@ -86,10 +86,18 @@ function goodies.fill(pos, ctype, pr, listname, keepchance)
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local item_amt = pr:next(1, size)
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for i = 1, item_amt do
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local chance = goodies.types[ctype][util.choice(goodies.types[ctype], pr)]
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local item = util.choice(goodies.types[ctype], pr)
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local goodie = goodies.types[ctype][item]
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local chance, max_stack
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if type(goodie) == "table" then
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chance = goodie.chance
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max_stack = goodie.max_stack
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else
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chance = goodie
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max_stack = goodies.max_stack_default
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end
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if pr:next(1, chance) <= 1 then
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local max = math.min(goodies.max_stack, minetest.registered_items[item].stack_max)
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local max = math.min(max_stack, minetest.registered_items[item].stack_max)
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local itemstr = item.." "..pr:next(1, max)
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inv:set_stack(listname, pr:next(1, size), ItemStack(itemstr))
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end
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