-- normal soil minetest.register_node("farming:soil", { description = "Soil", tiles = {"farming_soil.png", "default_dirt.png"}, drop = "default:dirt", is_ground_content = true, groups = {crumbly=3, not_in_creative_inventory=1, soil=2}, sounds = default.node_sound_dirt_defaults(), }) -- sand is not soil, change existing sand-soil to use normal soil minetest.register_alias("farming:desert_sand_soil", "farming:soil") -- wet soil minetest.register_node("farming:soil_wet", { description = "Wet Soil", tiles = {"farming_soil_wet.png", "farming_soil_wet_side.png"}, drop = "default:dirt", is_ground_content = true, groups = {crumbly=3, not_in_creative_inventory=1, soil=3}, sounds = default.node_sound_dirt_defaults(), }) minetest.register_alias("farming:desert_sand_soil_wet", "farming:soil_wet") -- if water near soil then change to wet soil minetest.register_abm({ nodenames = {"farming:soil", "farming:soil_wet"}, interval = 1, -- 15 chance = 4, action = function(pos, node) local nn = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name -- what's on top of soil, if solid/not plant change soil to dirt if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].walkable and minetest.get_item_group(nn, "plant") == 0 then minetest.set_node(pos, {name="default:dirt"}) return end -- if map around soil not loaded then skip until loaded if minetest.find_node_near(pos, 3, {"ignore"}) then return end -- check if there is water nearby and change soil accordingly if minetest.find_node_near(pos, 3, {"group:water"}) then if node.name == "farming:soil" then minetest.set_node(pos, {name="farming:soil_wet"}) end elseif node.name == "farming:soil_wet" then minetest.set_node(pos, {name="farming:soil"}) elseif node.name == "farming:soil" then minetest.set_node(pos, {name="default:dirt"}) end end, })