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import part of the original nature mod from nature_pack
blossoms/apple spawning portion only does not include the iron trees or tree-growing code as those are obsolete
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nature_classic/blossom.lua
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67
nature_classic/blossom.lua
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-- Blossom
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local BLOSSOM_CHANCE = 15
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local APPLE_CHANCE = 10
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local BLOSSOM_DELAY = 3600
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local BLOSSOM_NODE = "nature:blossom"
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local function spawn_apple_under(pos)
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local below = {
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x = pos.x,
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y = pos.y - 1,
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z = pos.z,
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}
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if minetest.env:get_node(below).name == "air" then
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minetest.env:add_node(below, { name = "default:apple" })
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end
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end
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minetest.register_node(":"..BLOSSOM_NODE, {
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description = "Blossom",
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drawtype = "allfaces_optional",
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tiles = { "default_leaves.png^nature_blossom.png" },
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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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drop = BLOSSOM_NODE,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = BLOSSOM_NODE,
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burntime = 2,
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})
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-- Blossoming
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minetest.register_abm({
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nodenames = { "default:leaves" },
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interval = BLOSSOM_DELAY,
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chance = 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_NODE)
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end
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})
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-- Removing blossom
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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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action = function(pos, node, active_object_count, active_object_count_wider)
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nature:grow_node(pos, "default:leaves")
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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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action = function(pos, node, active_object_count, active_object_count_wider)
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spawn_apple_under(pos)
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end
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})
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6
nature_classic/config.lua
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6
nature_classic/config.lua
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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 = -1
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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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1
nature_classic/depends.txt
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1
nature_classic/depends.txt
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default
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43
nature_classic/global_function.lua
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nature_classic/global_function.lua
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local NODE_YOUNG = "young"
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nature = {}
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local function set_young_node(pos)
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local meta = minetest.env:get_meta(pos)
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meta:set_string(NODE_YOUNG, "true")
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minetest.after(5,
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function(pos)
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local meta = minetest.env:get_meta(pos)
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meta:set_string(NODE_YOUNG, "false")
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end,
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pos)
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end
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local function is_not_young(pos)
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local meta = minetest.env:get_meta(pos)
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local young = meta:get_string(NODE_YOUNG)
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return young ~= "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.env:get_node_light(pos, nil)
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>= MINIMUM_GROWTH_LIGHT
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if is_not_young(pos) and light_enough then
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minetest.env:remove_node(pos)
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minetest.env:add_node(pos, { name = nodename })
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set_young_node(pos)
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minetest.log("info", nodename .. " has grown at " .. pos.x .. ","
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.. pos.y .. "," .. pos.z)
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end
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end
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end
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function nature:is_near_water(pos)
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return minetest.env:find_node_near(pos, DISTANCE_FROM_WATER,
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{ "default:water_source" }) ~= nil or DISTANCE_FROM_WATER == -1
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end
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12
nature_classic/init.lua
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12
nature_classic/init.lua
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-- Nature Classic mod
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-- Originally by neko259
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-- Nature is slowly capturing the world!
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local current_mod_name = minetest.get_current_modname()
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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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minetest.log("info", "[Nature Classic] loaded!")
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BIN
nature_classic/textures/nature_blossom.png
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BIN
nature_classic/textures/nature_blossom.png
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