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add_deco() now adds to item list, set_deco() replaces item list (thanks h-v-smacker)
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@ -29,5 +29,6 @@ Changelog:
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- 0.7 - Can be used on papyrus and cactus now, added coral recipe, api addition
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- 0.8 - Added support for farming redo's new garlic, pepper and onion crops
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- 0.9 - Added support for farming redo's pea and beetroot crops, checks for place_param
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- 1.0 - add_deco() now adds to existing item list while set_deco() replaces item list (thanks h-v-smacker)
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Lucky Blocks: 5
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31
api.txt
31
api.txt
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@ -14,7 +14,9 @@ Function Usage
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Adding Crops
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------------
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bonemeal:add_crop({ nodename_start, growing_steps, seed_name })
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bonemeal:add_crop({
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{ nodename_start, growing_steps, seed_name }
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})
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This command is used to add new crops for bonemeal to work on.
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@ -29,7 +31,9 @@ bonemeal:add_crop({
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Adding Saplings
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---------------
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bonemeal:add_sapling({ sapling_node, function, soil_type[sand, dirt, nodename] })
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bonemeal:add_sapling({
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{ sapling_node, function, soil_type[sand, dirt, nodename] }
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})
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This command will add new saplings for bonemeal to grow on sand, soil or a
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specified node type.
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@ -43,15 +47,30 @@ bonemeal:add_sapling({
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Adding Dirt Decoration
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----------------------
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bonemeal:add_deco({ dirt_node, {grass_node_list}, {decor_node_list} })
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bonemeal:add_deco({
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{ dirt_node, {grass_node_list}, {decor_node_list} }
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})
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This command will add grass and decoration to specific dirt types, use "" to
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add an empty node.
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add an empty node. If some decorations have been already defined for this dirt type, new
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will be added to the respective list. All empty ("") entries will be added regardless,
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which allows to decrease the frequency of decoration emergence, if needed.
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e.g.
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bonemeal:add_deco({"default:dirt_with_dry_grass", {"default:dry_grass_1", ""},
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{"flowers:rose", "flowers:viola"} })
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bonemeal:add_deco({
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{"default:dirt_with_dry_grass", {"default:dry_grass_1", ""},
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{"flowers:rose", "flowers:viola"} }
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})
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Thus, add_deco() always adds (to) a definition, and never overrides. To discard an existing
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definiton in favor of the new one, use
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bonemeal:set_deco({
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{ dirt_node, {grass_node_list}, {decor_node_list} }
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})
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This command will set decoration for a given dirt type, fully replacing any existing definition.
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Global ON_USE Function
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82
init.lua
82
init.lua
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@ -290,10 +290,87 @@ end
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-- add grass and flower/plant decoration for specific dirt types
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-- {dirt_node, {grass_nodes}, {flower_nodes}
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-- e.g. {"default:dirt_with_dry_grass", dry_grass, flowers}
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-- if an entry already exists for a given dirt type, it will add new entries and all empty
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-- entries, allowing to both add decorations and decrease their frequency.
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function bonemeal:add_deco(list)
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for n = 1, #list do
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table.insert(deco, list[n])
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for l = 1, #list do
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for n = 1, #deco do
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-- update existing entry
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if list[l][1] == deco[n][1] then
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-- adding grass types
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for _,extra in ipairs(list[l][2]) do
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if extra ~= "" then
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for __,entry in ipairs(deco[n][2]) do
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if extra == entry then
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extra = false
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break
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end
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end
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end
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if extra then
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table.insert(deco[n][2], extra)
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end
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end
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-- adding decoration types
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for _,extra in ipairs(list[l][3]) do
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if extra ~= "" then
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for __,entry in ipairs(deco[n][3]) do
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if extra == entry then
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extra = false
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break
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end
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end
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end
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if extra then
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table.insert(deco[n][3], extra)
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end
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end
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list[l] = false
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break
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end
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end
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if list[l] then
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table.insert(deco, list[l])
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end
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end
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end
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-- definitively set a decration scheme
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-- this function will either add a new entry as is, or replace the existing one
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function bonemeal:set_deco(list)
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for l = 1, #list do
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for n = 1, #deco do
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-- replace existing entry
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if list[l][1] == deco[n][1] then
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deco[n][2] = list[l][2]
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deco[n][3] = list[l][3]
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list[l] = false
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break
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end
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end
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if list[l] then
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table.insert(deco, list[l])
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end
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end
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end
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@ -385,6 +462,7 @@ minetest.register_craftitem("bonemeal:mulch", {
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end,
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})
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-- bonemeal (strength 2)
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minetest.register_craftitem("bonemeal:bonemeal", {
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description = S("Bone Meal"),
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