Gundul wrote:Valleys mapgen is vanilla Minetest. So is default:riverwater_source. :)
I do not know if river_water is also used in other minetest mepgens.
For valleys it is mapgen_river_water_source, default:river_water_source is an MTG alias, and every other game is free to rename it as they please.
Actually, I'll see if mapgen node name can be accessed somehow via minetest api.
(edit: yup, minetest.registered_aliases)
Gundul wrote:An other question is, which part is handling the spawning of mobs ?
Is that your mobkit, or is it the mod with the containing mob itself. ?
There are many correct ways to do spawns, that's why I consider it a mod side thing and my examples use custom spawn functions - check
spawnstep().
However, I added an abstraction of the method to mobkit should one want to use it, the function is
mobkit.get_spawn_pos_abr(dtime,intrvl,radius,chance,reduction)
Called from a global step, most of the time it does nothing and thus consume no resources, but occasionally it gets a viable spawn position on behalf of one random connected player.
On some servers using redo's abm based spawns, I noticed the spawn chances have been tweaked to the point hardly any spawns ever happen (but abms still active and using up res).
With the mobkit function you can spawn away for next to zero resource cost.