turned out to be I was using foo:bar for their function calls, which
biome_lib filters out (only group defs can use that format). Changed
them to quoted-string "foo.bar" format. Also, jungle trees need a
moretrees-specific copy of the default jungle trunk node so that there's
something unique to match against for the density limit.
also, made jungle trees use the same biome settings as giant tree ferns
default jungle tree leaves to be plantlike drawtype.
The default setting is now plantlike. Change moretres_settings.txt in
your world folder if you don't like it.
Rearranged a bit of code to accommodate this.
time. Such saplings will grow very quickly into a tree, compared to a
planted sapling. Defaults to spawning saplings.
add custom jungle tree sapling, alias default one to that, so that
moretrees will be able to grow its own jungle trees.
fix tree density bug
to the one in the moreblocks mod. Got rid of jungle tree planks recipe,
default already has it. But that's not the important part...
Acorns, fir/spruce/pine cones, and coconuts are now edible!
Fir/spruce/pine cones can be cooked to extract fir/spruce/pine nuts. One cone yields 4 portions of nuts, each of which heals 1/2 heart.
Coconuts can be broken apart to get milk and raw coconut solids (e.g. the "meat"). Craft one coconut, one drinking glass, and one cutting tool (*see below). Yields one portion of coconut solids, one glass full of coconut milk, and the tool is returned. The coconut milk heals 1 heart and returns the empty glass, while one portion of coconut solids heals two hearts.
Coconut milk can be crafted with four acorns to produce acorn muffin batter. One portion of this batter can be cooked into four acorn muffins. Each muffin restores two hearts.
Enjoy :-)
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* Since Minetest doesn't have any default cutting tools that would normally be suitable for this purpose, the following tools may be used instead to cut the coconuts open:
Default bronze, diamond, Mese, or steel axe,
...or... glooptest Alatro or Arol axe,
...or... moreores Mithril or silver axe,
...or... titanium axe.
(note that stone and wooden axes are deliberately not usable)
folder. If it isn't found, the mod will create it with the contents of
default_settings.txt and then read those default settings and use them.
Otherwise, it will read its settings from the world folder.
team is being completely obstinant about letting me properly disable them from
this mod.
Instead, made beech trees respond to enable flags in settings.lua (disabled by
default). If you want beeches, turn that flag on in settings.lua and remove
the "trees" flag from yourworld/map_meta.txt in the mg_flags line.
Fix replacement of default trees so that it works correctly. Beeches
now use default tree nodes, but L-systems models. This redefines the
default tree, wood, leaves, and saplings so that they use moretrees'
textures "Beech" in their descriptions, but only if replacement of
default trees is enabled.
Added backward-compat aliases for this change.
Moved tree replacement mapgen->air aliases to a more logical spot in the
code.
Also, changed out all leaf decay dig_node() calls for nodeupdate(), since the
former calls the latter anyway, and the latter is what does the job.
Increased the palm leaf decay radius to 12.
and palms require at least +15°C to grow. This is supposed to keep them away
from snow biomes, but the engine doesn't let me tell the snow mod to always
run first. Also please note that due to the load that snow biomes + moretrees
adds to the map generator, well... stuff will look cut off, broken, etc. due
to bugs in the map generator.
rather than just any trunk being enough to stop just any leaves from decaying.
Re-tuned the leaf decay interval/chance values accordingly. Changed a few
variables to avoid possible conflicts. Added a setting to allow one to disable
the new leaf decay code. Moved sapling growth code into its own file. Minor
changes to comments here and there. Got rid of simple trees list (made the
code do various checks in realtime instead, since it's just startup code
anyway). Fixed messed-up crafting for jungle trees; condensed most of the
crafting code into main craft registry loop. Mostly fixed broken aliases of
default jungletrees.
to comply with new plantlife API
In addition to that, there have been numerous other, smaller changes:
* Tweaked palm tree model to add coconuts
* Tweaked size of all "fruit" items (really just cones). Rotated their images
in inventory and wield.
* Changed descriptions of sideways trunks to "Sideways Xxxx Trunk"
* Tweaked names of jungle tree leaves to be Jungle Tree Leaves (Xxxx)
* Moved jungletree trunk, sideways trunk, sapling into nodedef loop
* Renamed trunks and trunk tops to bear "_trunk" and "_trunk_top" in their
filenames.
* Added copies of default jungle tree trunks and tops, with naming similar to
the above change.
* Re-arranged init.lua to put all leaves/needles definitions in one place.
* Deleted some outdated textures.
* combined leaves definitions back into main loop with an exception for
jungletrees (if that one is called for, it is skipped, because leaves for
those trees are explicitly defined later)
* Made all leaves drop saplings when dug, 1/20 chance.
* Added leafdecay radii to main tree table but disabled the use of it. To be
implemented in the future. Disabled leaf decay for firs.
mods, added aliases for backwards compatibility.
All nodes are named
moretrees:something_sapling,
moretrees:something_trunk
moretrees:something_leaves
moretrees:something_planks
Also, added sideways trunks for all trees and crafting recipes for them, plus
added in the missing trunks -> planks recipes.
This code will slow the map generator down a little due to bugs therein, and is
generally still in the experimental stages, but it works and is actually quite
fast!
Most of the added code written by RealBadAngel
Also adds a couple of additional biome controls to jungle trees and conifers.
Also adds a text file describing the biome settings in a human-readable manner.
At present, this doesn't actually add anything new, it just refactors the
code to allow for more trees, and adds a bunch of biome definitions, tree
models, textures, etc. but no code to use them, yet.