More waterlilies and seaweed
Edited existing textures and added new from "along_shore". Waterlilies and seaweed spawn ongen.
@ -1,17 +1,27 @@
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-- This file supplies a few additional plants and some related crafts
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-- for the plantlife modpack. Last revision: 2013-04-24
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flowers_plus = {}
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local SPAWN_DELAY = 1000
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local SPAWN_CHANCE = 200
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local flowers_seed_diff = 329
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local lilies_max_count = 320
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local lilies_rarity = 33
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local seaweed_max_count = 320
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local seaweed_rarity = 33
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-- register the various rotations of waterlilies
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local lilies_list = {
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{ nil, nil },
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{ "225", "22.5" },
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{ "45" , "45" },
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{ "675", "67.5" },
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{ nil , nil , 1 },
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{ "225", "22.5" , 2 },
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{ "45" , "45" , 3 },
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{ "675", "67.5" , 4 },
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{ "s1" , "small_1" , 5 },
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{ "s2" , "small_2" , 6 },
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{ "s3" , "small_3" , 7 },
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{ "s4" , "small_4" , 8 },
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}
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for i in ipairs(lilies_list) do
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@ -28,7 +38,10 @@ for i in ipairs(lilies_list) do
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minetest.register_node(":flowers:waterlily"..deg1, {
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description = "Waterlily",
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drawtype = "nodebox",
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tiles = { "flowers_waterlily"..deg2..".png" },
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tiles = {
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"flowers_waterlily"..deg2..".png",
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"flowers_waterlily"..deg2..".png^[transformFY"
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},
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inventory_image = "flowers_waterlily.png",
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wield_image = "flowers_waterlily.png",
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sunlight_propagates = true,
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@ -78,7 +91,7 @@ for i in ipairs(lilies_list) do
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if not keys["sneak"] then
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local node = minetest.env:get_node(pt.under)
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local waterlily = math.random(1,4)
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local waterlily = math.random(1,8)
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if waterlily == 1 then
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nodename = "flowers:waterlily"
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elseif waterlily == 2 then
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@ -87,6 +100,14 @@ for i in ipairs(lilies_list) do
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nodename = "flowers:waterlily_45"
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elseif waterlily == 4 then
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nodename = "flowers:waterlily_675"
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elseif waterlily == 5 then
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nodename = "flowers:waterlily_s1"
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elseif waterlily == 6 then
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nodename = "flowers:waterlily_s2"
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elseif waterlily == 7 then
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nodename = "flowers:waterlily_s3"
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elseif waterlily == 8 then
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nodename = "flowers:waterlily_s4"
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end
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minetest.add_node(place_pos, {name = nodename, param2 = math.random(0,3) })
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else
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@ -103,24 +124,97 @@ for i in ipairs(lilies_list) do
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})
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end
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minetest.register_node(":flowers:seaweed", {
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description = "Seaweed",
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drawtype = "signlike",
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tiles = { "flowers_seaweed.png" },
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inventory_image = "flowers_seaweed.png",
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wield_image = "flowers_seaweed.png",
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sunlight_propagates = true,
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paramtype = "light",
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paramtype2 = "wallmounted",
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walkable = false,
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groups = { snappy = 3,flammable=2,flower=1 },
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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type = "fixed",
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fixed = { -0.5, -0.5, -0.5, 0.5, -0.4, 0.5 },
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},
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buildable_to = true,
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})
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local algae_list = { {nil}, {2}, {3}, {4} }
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for i in ipairs(algae_list) do
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local num = ""
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local algae_groups = {snappy = 3,flammable=2,flower=1}
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if algae_list[i][1] ~= nil then
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num = "_"..algae_list[i][1]
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algae_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
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end
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minetest.register_node(":flowers:seaweed"..num, {
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description = "Seaweed",
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drawtype = "nodebox",
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tiles = {
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"flowers_seaweed"..num..".png",
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"flowers_seaweed"..num..".png^[transformFY"
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},
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inventory_image = "flowers_seaweed_2.png",
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wield_image = "flowers_seaweed_2.png",
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sunlight_propagates = true,
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paramtype = "light",
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paramtype2 = "facedir",
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walkable = false,
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groups = algae_groups,
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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type = "fixed",
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fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
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},
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node_box = {
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type = "fixed",
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fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
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},
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buildable_to = true,
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liquids_pointable = true,
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drop = "flowers:seaweed",
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on_place = function(itemstack, placer, pointed_thing)
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local keys=placer:get_player_control()
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local pt = pointed_thing
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local place_pos = nil
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local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
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local under_node = minetest.get_node(pt.under)
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local above_node = minetest.get_node(pt.above)
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local top_node = minetest.get_node(top_pos)
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if plantslib:get_nodedef_field(under_node.name, "buildable_to") then
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if under_node.name ~= "default:water_source" then
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place_pos = pt.under
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elseif top_node.name ~= "default:water_source"
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and plantslib:get_nodedef_field(top_node.name, "buildable_to") then
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place_pos = top_pos
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else
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return
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end
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elseif plantslib:get_nodedef_field(above_node.name, "buildable_to") then
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place_pos = pt.above
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end
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if not plantslib:node_is_owned(place_pos, placer) then
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local nodename = "default:cobble" -- :D
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if not keys["sneak"] then
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--local node = minetest.env:get_node(pt.under)
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local seaweed = math.random(1,4)
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if seaweed == 1 then
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nodename = "flowers:seaweed"
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elseif seaweed == 2 then
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nodename = "flowers:seaweed_2"
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elseif seaweed == 3 then
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nodename = "flowers:seaweed_3"
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elseif seaweed == 4 then
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nodename = "flowers:seaweed_4"
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end
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minetest.add_node(place_pos, {name = nodename, param2 = math.random(0,3) })
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else
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local fdir = minetest.dir_to_facedir(placer:get_look_dir())
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minetest.add_node(place_pos, {name = "flowers:seaweed", param2 = fdir})
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end
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if not plantslib.expect_infinite_stacks then
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itemstack:take_item()
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end
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return itemstack
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end
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end,
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})
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end
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-- register all potted plant nodes, crafts, and most backward-compat aliases
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@ -179,6 +273,107 @@ for i in ipairs(extra_aliases) do
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minetest.register_alias("flowers:flower_"..flower, "flowers:"..flower)
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end
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minetest.register_alias( "trunks:lilypad" , "flowers:waterlily_s1" )
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minetest.register_alias( "along_shore:lilypads_1" , "flowers:waterlily_s1" )
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minetest.register_alias( "along_shore:lilypads_2" , "flowers:waterlily_s2" )
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minetest.register_alias( "along_shore:lilypads_3" , "flowers:waterlily_s3" )
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minetest.register_alias( "along_shore:lilypads_4" , "flowers:waterlily_s4" )
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minetest.register_alias( "along_shore:pondscum_1" , "flowers:seaweed" )
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minetest.register_alias( "along_shore:seaweed_1" , "flowers:seaweed" )
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minetest.register_alias( "along_shore:seaweed_2" , "flowers:seaweed_2" )
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minetest.register_alias( "along_shore:seaweed_3" , "flowers:seaweed_3" )
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minetest.register_alias( "along_shore:seaweed_4" , "flowers:seaweed_4" )
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-- ongen registrations
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flowers_plus.grow_waterlily = function(pos)
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local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
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for i in ipairs(lilies_list) do
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local chance = math.random(1,8)
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local ext = ""
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local num = lilies_list[i][3]
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if lilies_list[i][1] ~= nil then
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ext = "_"..lilies_list[i][1]
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end
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if chance == num then
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minetest.add_node(right_here, {name="flowers:waterlily"..ext, param2=math.random(0,3)})
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end
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end
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end
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plantslib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = lilypads_max_count,
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rarity = lilypads_rarity,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:dirt_with_grass"},
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near_nodes_size = 4,
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near_nodes_vertical = 1,
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near_nodes_count = 1,
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plantlife_limit = -0.9,
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temp_max = -0.22,
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temp_min = 0.22,
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},
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"flowers_plus.grow_waterlily"
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)
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flowers_plus.grow_seaweed = function(pos)
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local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
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minetest.add_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)})
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end
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plantslib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = seaweed_max_count,
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rarity = seaweed_rarity,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:dirt_with_grass"},
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near_nodes_size = 4,
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near_nodes_vertical = 1,
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near_nodes_count = 1,
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plantlife_limit = -0.9,
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},
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"flowers_plus.grow_seaweed"
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)
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-- seaweed at beaches
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-- MM: not satisfied with it, but IMHO some beaches should have some algae
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plantslib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = seaweed_max_count,
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rarity = seaweed_rarity,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:sand"},
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near_nodes_size = 1,
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near_nodes_vertical = 0,
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near_nodes_count = 3,
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plantlife_limit = -0.9,
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temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
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temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
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},
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"flowers_plus.grow_seaweed"
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)
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plantslib:register_generate_plant({
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surface = {"default:sand"},
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max_count = seaweed_max_count*2,
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rarity = seaweed_rarity/2,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:water_source"},
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near_nodes_size = 1,
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near_nodes_vertical = 0,
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near_nodes_count = 3,
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plantlife_limit = -0.9,
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temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
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temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
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},
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"flowers_plus.grow_seaweed"
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)
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-- spawn ABM registrations
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plantslib:spawn_on_surfaces({
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@ -187,7 +382,11 @@ plantslib:spawn_on_surfaces({
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"flowers:waterlily",
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"flowers:waterlily_225",
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"flowers:waterlily_45",
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"flowers:waterlily_675"
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"flowers:waterlily_675",
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"flowers:waterlily_s1",
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"flowers:waterlily_s2",
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"flowers:waterlily_s3",
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"flowers:waterlily_s4"
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},
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avoid_radius = 2.5,
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spawn_chance = SPAWN_CHANCE*4,
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Before Width: | Height: | Size: 221 B After Width: | Height: | Size: 358 B |
BIN
flowers_plus/textures/flowers_seaweed_2.png
Normal file
After Width: | Height: | Size: 364 B |
BIN
flowers_plus/textures/flowers_seaweed_3.png
Normal file
After Width: | Height: | Size: 383 B |
BIN
flowers_plus/textures/flowers_seaweed_4.png
Normal file
After Width: | Height: | Size: 301 B |
Before Width: | Height: | Size: 360 B After Width: | Height: | Size: 491 B |
Before Width: | Height: | Size: 509 B After Width: | Height: | Size: 519 B |
Before Width: | Height: | Size: 534 B After Width: | Height: | Size: 507 B |
Before Width: | Height: | Size: 515 B After Width: | Height: | Size: 512 B |
BIN
flowers_plus/textures/flowers_waterlily_small_1.png
Normal file
After Width: | Height: | Size: 499 B |
BIN
flowers_plus/textures/flowers_waterlily_small_2.png
Normal file
After Width: | Height: | Size: 568 B |
BIN
flowers_plus/textures/flowers_waterlily_small_3.png
Normal file
After Width: | Height: | Size: 509 B |
BIN
flowers_plus/textures/flowers_waterlily_small_4.png
Normal file
After Width: | Height: | Size: 347 B |