* at least boot into minetest
* start using some xcompat materials
* transition some more materials
* translate and default lock some more stuff
* handle more stuff
* translate leaves and bugfix jungle nodes near
* fallback on moretrees spaling texture when default not present
* fix https://github.com/mt-mods/moretrees/pull/37#discussion_r1615147786
* make it boot without biome lib
* make luacheck semi sane
* make fast growth saplings work
* make fast saplings respect nodes there growing on
* make regualr saplings work
* fix some luacheck warnings
* add github actions for luacheck
* bump luacheck line limit, as to gracefully handle long tree rules
* switch over to inline luacheck length rules
* fix screenshot warning
* make tree generation work
* add settings from last night
* comment out new biome lib nonsense added
* tune spawning to be better
* turn down fallback ratio
* translate new abm patch to not use biome lib
* add ethereal since its still behaving badly :(
Poplars exist in two kinds: small and large trees. Both use the same
nodes, except for the sapling. Poplar leaves may drop one or the
other sapling.
Poplar trees require a humid environment, and water nearby.
Provided there is water, an occasional poplar will grow under less humid
conditions.
Spawns in hot and dry desert, but requires water. This makes it a bit harder to
find, but where found, it can be more abundant.
If found in the middle of a desert, its presence indicates a water source below
the surface.
As an additional optional feature, dates (slowly) grow back after harvesting.
Commit ad0cbbc0f disabled the previous moretrees pine, and aliased it to the
default minetest pine. The default pine is a completely different tree though,
with different apppearance and different textures.
This commit restores the previous pine tree, renaming it to cedar to avoid a tree
name clash with the default game. Any existing moretrees pine trees will be
converted to cedar, so that their appearance does not change. Moretrees pine
trees that have already been converted to the default pine tree are not converted
back.
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
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.
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.
leaves out of the avoidnodes table, there's really no reason to have them
there and having them causes too much spacing between trees. Reduced the
prevalence of sequoias.
many nodes have to be checked before a tree can spawn. This causes trees to be
just a tad more sparse than intended, but greatly speeds up the map generator.
Worst case drops from thousands of nodes to test per tree type to a 5-15 nodes
per tree type.
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.