bonemeal = {} ----- crops -- default crops local crops = { {"farming:cotton_", 8, "farming:seed_cotton"}, {"farming:wheat_", 8, "farming:seed_wheat"}, } -- add to crop list to force grow -- {crop name start_, growth steps, seed node (if required)} -- e.g. {"farming:wheat_", 8, "farming:seed_wheat"} function bonemeal:add_crop(list) for n = 1, #list do table.insert(crops, list[n]) end end ----- saplings -- special pine check for snow local function pine_grow(pos) if minetest.find_node_near(pos, 1, {"default:snow", "default:snowblock", "default:dirt_with_snow"}) then default.grow_new_snowy_pine_tree(pos) else default.grow_new_pine_tree(pos) end end -- default saplings local saplings = { {"default:sapling", default.grow_new_apple_tree, "soil"}, {"default:junglesapling", default.grow_new_jungle_tree, "soil"}, {"default:acacia_sapling", default.grow_new_acacia_tree, "soil"}, {"default:aspen_sapling", default.grow_new_aspen_tree, "soil"}, {"default:pine_sapling", pine_grow, "soil"}, } -- add to sapling list -- {sapling node, schematic or function name, "soil"|"sand"|specific_node} --e.g. {"default:sapling", default.grow_new_apple_tree, "soil"} function bonemeal:add_sapling(list) for n = 1, #list do table.insert(saplings, list[n]) end end ----- functions -- particles local function particle_effect(pos) minetest.add_particlespawner({ amount = 4, time = 0.15, minpos = pos, maxpos = pos, minvel = {x = -1, y = 2, z = -1}, maxvel = {x = 1, y = 4, z = 1}, minacc = {x = -1, y = -1, z = -1}, maxacc = {x = 1, y = 1, z = 1}, minexptime = 1, maxexptime = 1, minsize = 1, maxsize = 3, texture = "bonemeal_particle.png", }) end -- tree type check local function grow_tree(pos, object) if type(object) == "table" and object.axiom then -- grow L-system tree minetest.remove_node(pos) minetest.spawn_tree(pos, object) elseif type(object) == "string" and minetest.registered_nodes[object] then -- place node minetest.set_node(pos, {name = object}) elseif type(object) == "function" then -- function object(pos) end end -- sapling check local function check_sapling(pos, nodename) -- 1 in 2 chance of spawning sapling if math.random(1, 2) == 1 then return end -- what is sapling placed on? local under = minetest.get_node({ x = pos.x, y = pos.y - 1, z = pos.z }) local can_grow, grow_on -- check list for sapling and function for n = 1, #saplings do if saplings[n][1] == nodename then grow_on = saplings[n][3] -- sapling grows on top of specific node if grow_on and grow_on ~= "soil" and grow_on ~= "sand" and grow_on == under.name then can_grow = true end -- sapling grows on top of soil (default) if can_grow == nil and (grow_on == nil or grow_on == "soil") and minetest.get_item_group(under.name, "soil") > 0 then can_grow = true end -- sapling grows on top of sand if can_grow == nil and grow_on == "sand" and minetest.get_item_group(under.name, "sand") > 0 then can_grow = true end -- check if we can grow sapling if can_grow then particle_effect(pos) grow_tree(pos, saplings[n][2]) return end end end end -- crops check local function check_crops(pos, nodename) local stage = "" -- grow registered crops for n = 1, #crops do if string.find(nodename, crops[n][1]) or nodename == crops[n][3] then -- get stage number or set to 0 for seed stage = tonumber( nodename:split("_")[2] ) or 0 stage = math.min(stage + math.random(1, 4), crops[n][2]) minetest.set_node(pos, {name = crops[n][1] .. stage}) particle_effect(pos) return end end end --helper tables local green_grass = { "default:grass_2", "default:grass_3", "default:grass_4", "default:grass_5" } local dry_grass = { "default:dry_grass_2", "default:dry_grass_3", "default:dry_grass_4", "default:dry_grass_5" } local flowers = { "air", "flowers:dandelion_white", "flowers:dandelion_yellow", "flowers:geranium", "flowers:rose", "flowers:tulip", "flowers:viola", } -- default biomes deco local deco = { {"default:dirt_with_dry_grass", dry_grass, flowers}, {"default:sand", {}, {"default:dry_shrub", "air", "air"} }, {"default:desert_sand", {}, {"default:dry_shrub", "air", "air"} }, {"default:silver_sand", {}, {"default:dry_shrub", "air", "air"} }, } -- add grass and flower/plant decoration for specific dirt types -- {dirt_node, {grass_nodes}, {flower_nodes} -- e.g. {"default:dirt_with_dry_grass", dry_grass, flowers} function bonemeal:add_deco(list) for n = 1, #list do table.insert(deco, list[n]) end end -- check soil for specific decoration placement local function check_soil(pos, nodename) local dirt = minetest.find_nodes_in_area_under_air( {x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, {x = pos.x + 2, y = pos.y + 1, z = pos.z + 2}, {"group:soil", "group:sand"}) -- set default grass and decoration local grass = green_grass local decor = flowers -- choose grass and decoration to use on dirt patch for n = 1, #deco do -- do we have a grass match? if nodename == deco[n][1] then grass = deco[n][2] or {} decor = deco[n][3] or {} end end local pos2, nod -- loop through soil for _,n in pairs(dirt) do pos2 = n pos2.y = pos2.y + 1 -- place random decoration (rare) if math.random(1, 5) == 5 then nod = decor[math.random(1, #decor)] or "air" minetest.swap_node(pos2, {name = nod}) else -- place random grass (common) nod = grass[math.random(1, #grass)] or "air" minetest.swap_node(pos2, {name = nod}) end particle_effect(pos2) end end -- global on_use function for bonemeal function bonemeal:on_use(pos) -- get node pointed at local node = minetest.get_node(pos) -- return if nothing there if node.name == "ignore" then return end -- check for tree growth if pointing at sapling if minetest.get_item_group(node.name, "sapling") > 0 then check_sapling(pos, node.name) return end -- check for crop growth check_crops(pos, node.name) -- grow grass and flowers if minetest.get_item_group(node.name, "soil") > 0 or minetest.get_item_group(node.name, "sand") > 0 then check_soil(pos, node.name) end end ----- items -- bonemeal item minetest.register_craftitem("bonemeal:bonemeal", { description = "Bone Meal", inventory_image = "bonemeal_item.png", on_use = function(itemstack, user, pointed_thing) -- did we point at a node? if pointed_thing.type ~= "node" then return end -- is area protected? if minetest.is_protected(pointed_thing.under, user:get_player_name()) then return end -- take item if not in creative if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end -- get position and call global on_use function bonemeal:on_use(pointed_thing.under) return itemstack end, }) -- bone item minetest.register_craftitem("bonemeal:bone", { description = "Bone", inventory_image = "bonemeal_bone.png", }) -- bonemeal recipes minetest.register_craft({ type = "shapeless", output = "bonemeal:bonemeal 2", recipe = {"bonemeal:bone"}, }) minetest.register_craft({ type = "shapeless", output = "bonemeal:bonemeal 4", recipe = {"bones:bones"}, }) -- add bones to dirt minetest.override_item("default:dirt", { drop = { max_items = 1, items = { { items = {"bonemeal:bone", "default:dirt"}, rarity = 30, }, { items = {"default:dirt"}, } } }, }) -- add support for other mods dofile(minetest.get_modpath("bonemeal") .. "/mods.lua") print ("[MOD] Bonemeal loaded")