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https://github.com/mt-mods/plantlife_modpack.git
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refactor nature_classic to avoid lag caused by its blossom abms
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@ -1,21 +1,4 @@
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-- Blossom
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local BLOSSOM_NODE = "nature:blossom"
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local BLOSSOM_LEAVES = "default:leaves"
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local BLOSSOM_TEXTURES = { "default_leaves.png^nature_blossom.png" }
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if minetest.get_modpath("moretrees") then
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BLOSSOM_NODE = "moretrees:apple_blossoms"
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BLOSSOM_LEAVES = "moretrees:apple_tree_leaves"
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BLOSSOM_TEXTURES = { "moretrees_apple_tree_leaves.png^nature_blossom.png" }
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minetest.register_alias("nature:blossom", "default:leaves")
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end
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local BLOSSOM_CHANCE = 15
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local BLOSSOM_DELAY = 3600
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local APPLE_CHANCE = 10
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local APPLE_SPREAD = 2
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-- Blossoms and such
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local function spawn_apple_under(pos)
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local below = {
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@ -28,10 +11,10 @@ local function spawn_apple_under(pos)
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end
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end
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minetest.register_node(":"..BLOSSOM_NODE, {
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minetest.register_node(":"..nature.blossom_node, {
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description = "Apple blossoms",
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drawtype = "allfaces_optional",
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tiles = BLOSSOM_TEXTURES,
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tiles = nature.blossom_textures,
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paramtype = "light",
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groups = { snappy = 3, leafdecay = 3, flammable = 2 },
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sounds = default.node_sound_leaves_defaults(),
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@ -40,42 +23,42 @@ minetest.register_node(":"..BLOSSOM_NODE, {
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minetest.register_craft({
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type = "fuel",
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recipe = BLOSSOM_NODE,
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recipe = nature.blossom_node,
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burntime = 2,
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})
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-- Blossoming
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-- these ABMs can get heavy, so just enqueue the nodes
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-- Adding Blossoms
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minetest.register_abm({
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nodenames = { BLOSSOM_LEAVES },
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interval = BLOSSOM_DELAY,
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chance = BLOSSOM_CHANCE,
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nodenames = { nature.blossom_leaves },
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interval = nature.blossom_delay,
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chance = nature.blossom_chance,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if nature:is_near_water(pos) then
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nature:grow_node(pos, BLOSSOM_NODE)
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end
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nature.enqueue_node(pos, node, true)
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end
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})
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-- Removing blossom
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-- Removing blossoms
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minetest.register_abm({
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nodenames = { BLOSSOM_NODE },
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interval = BLOSSOM_DELAY,
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chance = BLOSSOM_CHANCE,
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nodenames = { nature.blossom_node },
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interval = nature.blossom_delay,
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chance = nature.blossom_chance,
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action = function(pos, node, active_object_count, active_object_count_wider)
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nature:grow_node(pos, BLOSSOM_LEAVES)
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nature.enqueue_node(pos, node, false)
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end
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})
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-- Spawning apples
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minetest.register_abm({
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nodenames = { BLOSSOM_NODE },
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interval = BLOSSOM_DELAY,
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chance = APPLE_CHANCE,
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nodenames = { nature.blossom_node },
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interval = nature.blossom_delay,
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chance = nature.apple_chance,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if not minetest.find_node_near(pos, APPLE_SPREAD, { "default:apple" }) then
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if nature.dtime < 0.2 and not minetest.find_node_near(pos, nature.apple_spread, { "default:apple" }) then
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spawn_apple_under(pos)
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end
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end
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@ -1,6 +1,6 @@
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-- Set on which distance from water can the tree still grow.
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-- Grows anywhere if set to -1.
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DISTANCE_FROM_WATER = 20
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nature.distance_from_water = 20
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-- Minimum light level needed to grow. Default is 8, which means daylight.
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MINIMUM_GROWTH_LIGHT = 8
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nature.minimum_growth_light = 8
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@ -1,20 +1,35 @@
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local NODE_YOUNG = "young"
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-- helper functions
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local SETTING_TRUE = "true"
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local SETTING_FALSE = "false"
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minetest.register_globalstep(function(dtime)
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nature.dtime = dtime
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if #nature.blossomqueue > 0 and dtime < 0.2 then
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local pos = nature.blossomqueue[1][1]
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local node = nature.blossomqueue[1][2]
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if (nature.blossomqueue[1][3] and not nature:is_near_water(pos)) then
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table.remove(nature.blossomqueue, 1) -- don't grow if it's not near water, pop from queue.
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return
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end
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nature:grow_node(pos, nature.blossom_node) -- now actually grow it.
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table.remove(nature.blossomqueue, 1)
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end
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end)
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local YOUTH_DELAY = 5
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nature = {}
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function nature.enqueue_node(pos, node, fcn)
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local idx = #nature.blossomqueue
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nature.blossomqueue[idx+1] = {}
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nature.blossomqueue[idx+1][1] = pos
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nature.blossomqueue[idx+1][2] = node
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nature.blossomqueue[idx+1][3] = fcn
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end
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local function set_young_node(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string(NODE_YOUNG, SETTING_TRUE)
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minetest.after(YOUTH_DELAY,
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meta:set_string(nature.node_young, nature.setting_true)
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minetest.after(nature.youth_delay,
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function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string(NODE_YOUNG, SETTING_FALSE)
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meta:set_string(nature.node_young, nature.setting_false)
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end,
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pos)
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end
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@ -22,14 +37,14 @@ end
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local function is_not_young(pos)
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local meta = minetest.get_meta(pos)
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local young = meta:get_string(NODE_YOUNG)
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return young ~= SETTING_TRUE
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local young = meta:get_string(nature.node_young)
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return young ~= nature.setting_true
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end
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function nature:grow_node(pos, nodename)
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if pos ~= nil then
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local light_enough = minetest.get_node_light(pos, nil)
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>= MINIMUM_GROWTH_LIGHT
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>= nature.minimum_growth_light
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if is_not_young(pos) and light_enough then
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minetest.remove_node(pos)
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@ -43,6 +58,6 @@ function nature:grow_node(pos, nodename)
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end
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function nature:is_near_water(pos)
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return DISTANCE_FROM_WATER == -1 or minetest.find_node_near(pos, DISTANCE_FROM_WATER,
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return nature.distance_from_water == -1 or minetest.find_node_near(pos, nature.distance_from_water,
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{ "default:water_source" }) ~= nil
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end
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@ -5,6 +5,34 @@
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local current_mod_name = minetest.get_current_modname()
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nature = {}
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nature.blossomqueue = {}
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nature.blossom_node = "nature:blossom"
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nature.blossom_leaves = "default:leaves"
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nature.blossom_textures = { "default_leaves.png^nature_blossom.png" }
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if minetest.get_modpath("moretrees") then
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nature.blossom_node = "moretrees:apple_blossoms"
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nature.blossom_leaves = "moretrees:apple_tree_leaves"
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nature.blossom_textures = { "moretrees_apple_tree_leaves.png^nature_blossom.png" }
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minetest.register_alias("nature:blossom", "default:leaves")
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end
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nature.blossom_chance = 15
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nature.blossom_delay = 10 --3600
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nature.apple_chance = 10
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nature.apple_spread = 2
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nature.node_young = "young"
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nature.setting_true = "true"
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nature.setting_false = "false"
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nature.youth_delay = 5
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function dumppos(pos)
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return "("..pos.x..","..pos.y..","..pos.z..")"
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end
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dofile(minetest.get_modpath(current_mod_name) .. "/config.lua")
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dofile(minetest.get_modpath(current_mod_name) .. "/global_function.lua")
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dofile(minetest.get_modpath(current_mod_name) .. "/blossom.lua")
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