-- -- Goodies mod -- By Kaadmy -- goodies = {} goodies.max_stack = 6 goodies.max_items = 20 goodies.types = {} -- custom types goodies.types["FURNACE_SRC"] = { ["default:lump_iron"] = 3, ["default:dust_carbonsteel"] = 8, ["farming:flour"] = 5, } goodies.types["FURNACE_FUEL"] = { ["default:lump_coal"] = 2, ["default:planks_oak"] = 4, ["default:planks_birch"] = 5, } goodies.types["FURNACE_DST"] = { ["default:ingot_steel"] = 5, ["default:ingot_carbonsteel"] = 12, ["farming:bread"] = 8, } -- chunk types for villages if minetest.get_modpath("village") ~= nil then goodies.types["forge"] = { ["default:ingot_steel"] = 10, ["default:lump_coal"] = 4, ["default:lump_iron"] = 6, ["default:dust_carbonsteel"] = 18, ["default:pick_stone"] = 9, ["default:tree_oak"] = 2, } goodies.types["tavern"] = { ["bed:bed"] = 8, ["default:bucket"] = 20, ["mobs:meat"] = 5, ["mobs:pork"] = 9, ["default:ladder"] = 9, } goodies.types["house"] = { ["default:stick"] = 2, ["farming:bread"] = 6, ["farming:cotton_1"] = 9, ["farming:wheat_1"] = 6, ["default:axe_stone"] = 13, ["default:apple"] = 3, ["default:bucket"] = 8, ["default:bucket_water"] = 12, } -- jewels and gold if minetest.get_modpath("jewels") ~= nil then goodies.types["house"]["jewels:bench"] = 24 -- jeweling benches goodies.types["house"]["jewels:jewel"] = 34 goodies.types["tavern"]["jewels:jewel"] = 32 goodies.types["forge"]["jewels:jewel"] = 30 end if minetest.get_modpath("gold") ~= nil then goodies.types["house"]["gold:gold"] = 12 goodies.types["tavern"]["gold:gold"] = 10 goodies.types["forge"]["gold:gold"] = 8 end end function goodies.fill(pos, ctype, pr, listname, keepchance) -- fill an inventory with a specified type's goodies if goodies.types[ctype] == nil then return end if pr:next(1, keepchance) ~= 1 then minetest.remove_node(pos) return end local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local size = inv:get_size(listname) if size < 1 then return end local item_amt = pr:next(1, size) for i = 1, item_amt do local chance = goodies.types[ctype][util.choice(goodies.types[ctype], pr)] local item = util.choice(goodies.types[ctype], pr) if pr:next(1, chance) <= 1 then local itemstr = item.." "..pr:next(1, goodies.max_stack) inv:set_stack(listname, pr:next(1, size), ItemStack(itemstr)) end end end