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Commit Graph

475 Commits

Author SHA1 Message Date
079a5c1ff8 Merge remote-tracking branch 'upstream/master' 2022-08-26 15:23:42 +02:00
ca2b47492e Merge pull request #28 from Niklp09/mushroom
overwrite wield_image's of mushrooms
2022-08-19 15:06:41 +02:00
f5490e3b58 overwrite wield_images's 2022-08-19 14:53:39 +02:00
156d31280a Merge remote-tracking branch 'upstream/master' 2022-06-25 16:53:46 +02:00
bde2082ee1 Texture update for vines to CC0 (#21)
* Texture update for vines to CC0

recreated the vines and rope textures and releasing them under CC0

* Minor tweaks to textures
2022-06-24 14:32:09 +03:00
d33907ca75 Fix typo in crafting recipes in trunks
Fixes #24 
Co-authored-by: A S Lewis <aslewis@cpan.org>
2022-06-08 22:03:52 +10:00
244d5da0e2 wear too when breaking vines (#22) 2022-05-28 17:35:42 -04:00
183c043066 Merge remote-tracking branch 'upstream/master' 2022-05-27 18:49:45 +02:00
8de8b889c2 fix typo in bushes mod.conf
fixes #17
2022-05-09 23:10:56 +10:00
1d71e2c64e fix https://github.com/mt-mods/plantlife_modpack/issues/16 2022-03-19 17:04:06 -04:00
3239650e68 Merge remote-tracking branch 'upstream/master' 2022-03-06 16:17:20 +01:00
d3edfbeace Merge pull request #14 from nixnoxus/fix_tree_fern_leave_big
fix felling `farns:fern_trunk_big`
2022-01-11 22:19:26 -05:00
c82ba38e68 Merge pull request #15 from nixnoxus/add_group_sapling
Add `group:sapling` for saplings in plantlife
2022-01-11 17:18:14 -05:00
031d5f4e4e add group sapling 2022-01-11 18:55:22 +01:00
32bab30e1f fix felling farns: fern_trunk_big 2022-01-10 19:32:04 +01:00
7094d8a369 Vines: Fix recipes and global variables (#13) 2021-12-28 14:45:05 +11:00
c990942ba2 fix https://github.com/mt-mods/plantlife_modpack/issues/11 2021-12-25 21:44:43 -05:00
4953b1ba54 Rarity / fertility tweaks for various mods (#8)
For bushes, molehills and youngtrees:
Changes to rarity and minimum fertility. Also added use of rarity_fertility. Result is more balanced and less homogeneous, i.e. over a large area you'll see variation.

For vines, some further tweaks to rarity, and using tries field to improve vines distribution.
2021-12-24 09:31:30 +01:00
cb2373f089 Trunks: Prevent crashing when unknown nodes exist (#9)
Extension of commit 9ed4771515

Co-authored-by: OgelGames <olliverdc28@gmail.com>
2021-12-16 20:10:36 +11:00
1a96ac87a7 Breaking up flowers_plus mod (#5)
Splitting up flowers_plus into separate mods for seaweed, sunflowers and waterlillies, for clarity and so the user can disable them individually.
Fixed sunflower maximum heat.
Removed spawning, as we're already creating these things at worldgen.
Added settings for rarity and max count to each mod - waterlilies, seaweed and sunflowers
Removing along_shore mod as it does nothing now.
2021-12-14 13:05:23 +01:00
a6dc4890d9 Vines: Fixed humidity, and set temperature. Also fixed a couple of issues with spawning: Roots are meant to spawn under dirt blocks, also vines were appearing on the side of snow. 2021-12-11 19:45:25 +01:00
a5b752f8b2 Merge pull request #3 from JordanL2/vines_mapgen
Vines overhaul
2021-12-07 17:21:17 -05:00
4c48e5be29 Update vines/init.lua
Co-authored-by: SX <50966843+S-S-X@users.noreply.github.com>
2021-12-07 22:19:57 +00:00
a7d0e42cd1 Update vines/init.lua
Co-authored-by: SX <50966843+S-S-X@users.noreply.github.com>
2021-12-07 22:19:49 +00:00
2e4e4a2412 Replace vines with air if they've been disabled for compatibility 2021-12-06 10:56:05 +00:00
1d3751d755 Avoid one node vines on top of trees. 2021-12-06 10:55:42 +00:00
e2486ca7f5 Adding default to boolean settings 2021-12-06 09:33:44 +00:00
98f0c6c20f Slight simplification of on_dig. Also minor fix to generating vines of a certain length. 2021-12-05 11:41:49 +00:00
54d3b669be Vines: Simplifying digging logic. 2021-12-05 11:08:51 +00:00
93265656cc Adding vine growth speed settings 2021-12-04 20:28:11 +00:00
c76fd45a2c Option to disable vines:vines item, as it seems pointless.
All recipes allow the vines group, so any vine end item will work.
2021-12-04 20:17:44 +00:00
c7d0fd3c53 Cutting vines with shears now gives the player the vine ends, so they can make their own vine farm 2021-12-04 18:53:39 +00:00
a66b82f1f0 Fixing growth. Vines now grow once every 3-6 minutes. 2021-12-04 17:56:28 +00:00
63914caed1 Removing attached_node from vine groups, as it was causing breaking one vine to break the vine all the way up to the top, instantly 2021-12-04 17:56:28 +00:00
ba98359dd0 When a vine is destroyed, ensure the remaining part of the vine ends with a vine end node. 2021-12-04 17:56:28 +00:00
6df36da4e1 Settings to disable any type of vine and vine rope. Settings to adjust rarity of vines. 2021-12-04 17:55:49 +00:00
28ef3e0c4b Vines now generated at mapgen time. Vines now generated as a vine of random length. 2021-12-04 17:55:08 +00:00
6bdb533906 Fix trunk duplication 2021-08-24 12:15:54 +02:00
c62610f544 Try to fix crash 2021-08-18 16:20:56 +02:00
8e2148ffc3 Merge remote-tracking branch 'upstream/master' 2021-07-24 13:12:23 +02:00
680b02f7e2 fix crash for sure this time 2021-07-19 23:56:47 -04:00
a2976c609a update all generate, spawn, and grow calls
to use "." instead of ":" notation
(quells all those "deprecated" warnings)
2021-07-19 14:18:01 -04:00
46717958bc use biome_lib.get_nodedef_field
instead of biome_lib:get_nodedef_field
(change `.` to `:`)
2021-07-19 14:08:57 -04:00
5ac025cda4 Merge remote-tracking branch 'upstream/master' 2021-07-03 17:29:19 +02:00
52b2d18523 make moss buildable_to
and make sunflower attached_node like other plants
2021-06-29 13:44:00 -04:00
efe869d386 Fix crash caused by the previous merge 2021-06-26 20:04:36 +02:00
b597f99014 Merge remote-tracking branch 'upstream/master' 2021-06-26 19:07:22 +02:00
bfd08f01c8 Just run the conversion LBM on every load
it won't take any appreciable CPU anyway if there's nothing to do.

Minetest seems to not new (or newly-renamed) LBMs when it should, when
it's set to only run once.  Also covers cases where a crash could
prevent mapblocks being checked later.
2021-06-23 21:09:48 -04:00
9ed4771515 fix rare edge-case where unknown nodes cause a crash
When a new mapblock is generated and the mod checks the neighbors around
a target to place a fallen twig, if it finds an unknown node (because
it's in a neighboring, old mapblock from a previous session -- perhaps
an old moss node that hadn't converted-over to wallmounted yet), trying
to check its buildable_to state will fail, since that requires that
there be a node def to look at, which an unknown node wouldn't have.

This substitutes a known not-buildable_to node for those cases, so that
the code won't try to overwrite what it found.
2021-06-23 21:03:06 -04:00
3f107a8067 renamed the LBM in case it got run at the wrong time
between mod updates; forces it to run again
(it's harmless to let it run twice)
2021-06-23 10:09:58 -04:00