forked from mtcontrib/bonemeal
97 lines
2.4 KiB
Plaintext
97 lines
2.4 KiB
Plaintext
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Bonemeal API
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============
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This guide will show you how to add saplings, crops and dirt types for the
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bonemeal mod to use from withhin your own mods. Please make sure that bonemeal
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appears in the depends.txt file of your mod so everything work properly.
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Function Usage
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==============
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Adding Crops
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------------
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bonemeal:add_crop({
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{ nodename_start, growing_steps, seed_name }
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})
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This command is used to add new crops for bonemeal to work on.
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e.g.
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bonemeal:add_crop({
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{"farming:cotton_", 8, "farming:seed_cotton"},
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{"farming:wheat_", 8, "farming:seed_wheat"},
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})
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Adding Saplings
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---------------
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bonemeal:add_sapling({
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{ sapling_node, function, soil_type[sand, dirt, nodename] }
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})
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This command will add new saplings for bonemeal to grow on sand, soil or a
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specified node type.
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bonemeal:add_sapling({
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{"ethereal:palm_sapling", ethereal.grow_palm_tree, "soil"},
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{"ethereal:palm_sapling", ethereal.grow_palm_tree, "sand"},
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})
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Adding Dirt Decoration
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----------------------
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bonemeal:add_deco({
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{ dirt_node, {grass_node_list}, {decor_node_list} }
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})
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This command will add grass and decoration to specific dirt types, use "" to
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add an empty node. If some decorations have been already defined for this dirt type, new
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will be added to the respective list. All empty ("") entries will be added regardless,
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which allows to decrease the frequency of decoration emergence, if needed.
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e.g.
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bonemeal:add_deco({
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{"default:dirt_with_dry_grass", {"default:dry_grass_1", ""},
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{"flowers:rose", "flowers:viola"} }
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})
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Thus, add_deco() always adds (to) a definition, and never overrides. To discard an existing
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definiton in favor of the new one, use
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bonemeal:set_deco({
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{ dirt_node, {grass_node_list}, {decor_node_list} }
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})
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This command will set decoration for a given dirt type, fully replacing any existing definition.
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Global ON_USE Function
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----------------------
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bonemeal:on_use(pos, strength, node)
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This function can be called from other mods to grow plants using alternative
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bonemeal items and have the same effect.
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{pos} is the location to apply growing
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{strength} is how strong to grow [low of 1 to high of 4]
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{node} is the node at pos, but can be left nil to get_node itself
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Note: Higher strength items require lower light levels, and a strength of 4
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needs no light at all.
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Final Words
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===========
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I hope this guide helps you add your own plants so you can grow them quickly
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with the items included. Please check the mods.lua for more examples.
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