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195 lines (146 loc) · 9.2 KB
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[lualore]
# Enable automatic cave castle placement in newly generated underground areas.
lualore_cave_castles (Cave castles) bool true
# Grid spacing (in nodes) between cave castle candidates. One candidate exists
# per spacing x spacing area, jittered in the middle half of the cell, so two
# castles can never be closer together than half this value.
lualore_cave_castle_spacing (Cave castle spacing) int 400 200 5000
# Fraction of grid cells that actually attempt to spawn a castle (0.0 - 1.0).
lualore_cave_castle_chance (Cave castle spawn chance) float 1.0 0.0 1.0
# Cave castles are only placed on cave floors at or below this Y level.
lualore_cave_castle_y_top (Cave castle spawn band top) int -120 -31000 0
# Cave castles are only placed on cave floors at or above this Y level
# (lower number = deeper).
lualore_cave_castle_y_bottom (Cave castle spawn band bottom) int -1200 -31000 0
# Carve the castle crypt (statue room + stairwell) open after placement so the
# wizard boss group can always spawn. Turn off only for debugging.
lualore_cave_castle_carve (Cave castle carve crypt) bool true
lualore_cave_village (Cave castle abandoned village) bool true
lualore_cave_village_radius (Cave castle village radius) int 46 26 80
lualore_cave_village_houses (Cave castle village houses) int 9 3 16
lualore_cave_village_chests (Cave castle village chests) bool true
# -------------------------------------------------------------------
# Villages (deterministic grid placement - see villagers/VILLAGE_PLACEMENT.md)
# -------------------------------------------------------------------
# Enable automatic village placement in newly generated areas.
lualore_villages (Villages) bool true
# Grid spacing (in nodes) between village candidates. One candidate exists
# per spacing x spacing area, jittered in the middle half of the cell, so two
# villages can never be closer together than half this value.
# Lower = more villages (400 = roughly one village per 400x400 area on average).
lualore_village_spacing (Village spacing) int 320 200 5000
# Fraction of grid cells that actually attempt to spawn a village (0.0 - 1.0).
lualore_village_chance (Village spawn chance) float 0.9 0.0 1.0
lualore_village_terraform (Village terraforming) bool true
lualore_village_terraform_max (Village terraform band) int 8 2 16
# Give the terraformed site a lobed, irregular outline instead of a circle.
lualore_village_organic (Village organic outline) bool true
# Scatter patches of accent ground blocks (worn dirt, gravel, dry grass ...)
# over the levelled village floor instead of leaving one uniform surface.
lualore_village_ground_noise (Village ground texture) bool true
# Grass, flowers and shrubs around the buildings.
lualore_village_vegetation (Village vegetation) bool true
# How thickly the vegetation grows (0.0 = none, 1.0 = every free block).
# Each biome scales this by its own factor - deserts stay sparse.
lualore_village_plant_density (Village plant density) float 0.22 0.0 1.0
# Trodden paths from every building to the village centre.
lualore_village_paths (Village paths) bool true
# Minimum number of houses per village (placed on a ring around the centre).
lualore_village_houses_min (Village houses minimum) int 5 1 20
# Maximum number of houses per village (placed on a ring around the centre).
lualore_village_houses_max (Village houses maximum) int 20 1 20
# How far houses may be placed from the village centre, in nodes.
lualore_village_radius (Village house radius) int 22 8 60
# Chance for each central building (church / market / stable) per village
# (0.0 - 1.0). Space limits may still leave some out.
lualore_village_central_chance (Village central building chance) float 0.45 0.0 1.0
# Villages are searched for between these Y levels (surface band).
lualore_village_y_max (Village search band top) int 200 -31000 31000
# Lower Y limit of the village search band (lower number = deeper).
lualore_village_y_min (Village search band bottom) int -2 -31000 31000
# -------------------------------------------------------------------
# Ruins (procedural broken structures - see ruins/RUINS.md)
# -------------------------------------------------------------------
# Enable automatic ruin placement in newly generated areas.
lualore_ruins (Ruins) bool true
# Grid spacing (in nodes) between ruin candidates. One candidate exists per
# spacing x spacing area, jittered in the middle half of the cell, so two
# ruins can never be closer together than half this value.
# Lower = more ruins (450 = roughly one ruin per 450x450 area on average).
lualore_ruin_spacing (Ruin spacing) int 450 200 5000
# Fraction of grid cells that actually attempt to spawn a ruin (0.0 - 1.0).
lualore_ruin_chance (Ruin spawn chance) float 0.75 0.0 1.0
# Let some ruins contain treasure chests (filled with biome loot by the
# existing loot system).
lualore_ruin_chests (Ruin treasure chests) bool true
# Ruins are searched for between these Y levels (surface band).
lualore_ruin_y_max (Ruin search band top) int 200 -31000 31000
# Lower Y limit of the ruin search band (lower number = deeper).
lualore_ruin_y_min (Ruin search band bottom) int -2 -31000 31000
# -------------------------------------------------------------------
# Obsidian door trials (see ruins/OBSIDIAN_DOORS.md)
# -------------------------------------------------------------------
# Enable broken obsidian door shrines in dry/rugged biomes. Restoring a
# shrine with its exact original blocks awakens it and opens the way to a
# mirror door guarded by a boss on a floating island.
lualore_obsidian_doors (Obsidian door shrines) bool true
# Grid spacing (in nodes) between shrine candidates. One candidate exists
# per spacing x spacing area, jittered in the middle half of the cell, so
# two shrines can never be closer together than half this value.
lualore_door_spacing (Obsidian door spacing) int 450 200 5000
# Fraction of grid cells that actually attempt to spawn a shrine (0.0 - 1.0).
lualore_door_chance (Obsidian door spawn chance) float 0.7 0.0 1.0
# Fraction of the shrine's frame blocks that start out missing (0.1 - 0.9).
lualore_door_missing (Obsidian door missing share) float 0.5 0.1 0.9
# Spawn the Mirror Sentinel boss on the floating island.
lualore_door_boss (Obsidian door boss) bool true
# Shrines are searched for between these Y levels (surface band).
lualore_door_y_max (Obsidian door search band top) int 200 -31000 31000
# Lower Y limit of the shrine search band (lower number = deeper).
lualore_door_y_min (Obsidian door search band bottom) int -2 -31000 31000
# -------------------------------------------------------------------
# Sky sites (deterministic grid placement on the floating crystal
# islands - see valkyrie/SKY_SITES.md)
# -------------------------------------------------------------------
# Enable deterministic placement of the sky buildings on the floating
# crystal islands (replaces the old schematic decorations, which stacked
# castles and houses on top of each other).
lualore_sky_buildings (Sky buildings) bool true
# Grid spacing (in nodes) between sky site candidates. One candidate exists
# per spacing x spacing area, jittered in the middle half of the cell, so
# two sky sites can never be closer together than half this value. Cells
# whose candidate finds no island simply build nothing.
lualore_sky_spacing (Sky site spacing) int 360 160 5000
# Fraction of grid cells that actually attempt a sky site (0.0 - 1.0).
lualore_sky_chance (Sky site chance) float 0.8 0.0 1.0
# Chance that a sky site is built around a skycastle. The castle holds the
# one valkyrie chest, so this is what makes it a rare find.
lualore_sky_castle_chance (Skycastle chance) float 0.15 0.0 1.0
# Houses per sky site (the castle, when one is rolled, is extra).
lualore_sky_houses_min (Sky houses minimum) int 2 1 12
lualore_sky_houses_max (Sky houses maximum) int 6 1 12
# How far from the site centre houses may stand, in nodes. Grows with the
# rolled house count and again when the site has a castle.
lualore_sky_radius (Sky site radius) int 30 14 60
# Scatter crystal grass and lay paths between the sky buildings.
lualore_sky_dressing (Sky site dressing) bool true
# Sky sites are searched for between these Y levels.
lualore_sky_y_min (Sky search band bottom) int 500 -31000 31000
lualore_sky_y_max (Sky search band top) int 31000 -31000 31000
# -------------------------------------------------------------------
# Villager jobs (see villagers/VILLAGER_JOBS.md)
# -------------------------------------------------------------------
# Villagers claim a workstation near their bed and spend their working
# day at it - the blacksmith at his anvil, the fisherman at his trap -
# returning home at dusk as before. Turning this off restores the old
# wander/socialise day exactly.
lualore_villager_jobs (Villager jobs) bool true
# Place the workstations no building schematic contains - the anvil and
# forge, the cleric's altar, and one or two tilled fields - into each new
# village. Use /furnish_village to add them to a village that already
# exists.
lualore_village_workstations (Village workstations) bool true
# Per-player standing with each village. Feeding, trading and using what
# villagers make earns it, and better standing means a larger share of
# what they produce. Earn-only: nothing you do can lower it.
lualore_village_standing (Village standing) bool true