many worldgen mods and gonna try technic now
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-- Load support for intllib.
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local path = minetest.get_modpath(minetest.get_current_modname()) .. "/"
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local S = minetest.get_translator and minetest.get_translator("nativevillages") or
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dofile(path .. "intllib.lua")
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mobs.intllib = S
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-- Check for custom mob spawn file
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local input = io.open(path .. "spawn.lua", "r")
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if input then
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mobs.custom_spawn_nativevillages = true
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input:close()
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input = nil
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end
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-- Buildings
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dofile(path .. "cannibalblocks.lua") --
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dofile(path .. "savannablocks.lua") --
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dofile(path .. "arcticblocks.lua") --
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dofile(path .. "grasslandblocks.lua") --
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dofile(path .. "lakeblocks.lua") --
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dofile(path .. "desertblocks.lua") --
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dofile(path .. "junglebuildings.lua") --
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dofile(path .. "icebuildings.lua") --
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dofile(path .. "grasslandbuildings.lua") --
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dofile(path .. "lakebuildings.lua") --
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dofile(path .. "desertbuildings.lua") --
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dofile(path .. "savannabuildings.lua") --
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dofile(path .. "grasslandcreatures.lua") --
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dofile(path .. "junglecreatures.lua") --
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dofile(path .. "arcticcreatures.lua") --
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dofile(path .. "savannacreatures.lua") --
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dofile(path .. "lakecreatures.lua") --
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dofile(path .. "desertcreatures.lua") --
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dofile(path .. "slavecreatures.lua") --
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dofile(path .. "buyablestuff.lua") --
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dofile(path .. "explodingtoad.lua") --
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dofile(path .. "lootchest.lua") --
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dofile(path .. "hunger.lua") --
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-- Load custom spawning
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if mobs.custom_spawn_nativevillages then
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dofile(path .. "spawn.lua")
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end
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print (S("[MOD] Buildings loaded"))
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