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