farming/soil.lua

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-- normal soil
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minetest.register_node("farming:soil", {
description = "Soil",
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tiles = {"default_dirt.png^farming_soil.png", "default_dirt.png"},
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drop = "default:dirt",
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groups = {crumbly = 3, not_in_creative_inventory = 1, soil = 2},
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sounds = default.node_sound_dirt_defaults(),
})
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-- wet soil
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minetest.register_node("farming:soil_wet", {
description = "Wet Soil",
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tiles = {"default_dirt.png^farming_soil_wet.png", "default_dirt.png^farming_soil_wet_side.png"},
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drop = "default:dirt",
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groups = {crumbly = 3, not_in_creative_inventory = 1, soil = 3},
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sounds = default.node_sound_dirt_defaults(),
})
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-- sand is not soil, change existing sand-soil to use normal soil
minetest.register_alias("farming:desert_sand_soil", "farming:soil")
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minetest.register_alias("farming:desert_sand_soil_wet", "farming:soil_wet")
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-- if water near soil then change to wet soil
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minetest.register_abm({
nodenames = {"farming:soil", "farming:soil_wet"},
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interval = 15,
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chance = 4,
action = function(pos, node)
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pos.y = pos.y + 1
local nn = minetest.get_node_or_nil(pos)
pos.y = pos.y - 1
if nn then nn = nn.name else return end
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-- what's on top of soil, if solid/not plant change soil to dirt
if minetest.registered_nodes[nn]
and minetest.registered_nodes[nn].walkable
and minetest.get_item_group(nn, "plant") == 0 then
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minetest.set_node(pos, {name = "default:dirt"})
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return
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end
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-- if map around soil not loaded then skip until loaded
if minetest.find_node_near(pos, 3, {"ignore"}) then
return
end
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-- check if there is water nearby and change soil accordingly
if minetest.find_node_near(pos, 3, {"group:water"}) then
if node.name == "farming:soil" then
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minetest.set_node(pos, {name = "farming:soil_wet"})
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end
elseif node.name == "farming:soil_wet" then
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minetest.set_node(pos, {name = "farming:soil"})
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elseif node.name == "farming:soil" then
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minetest.set_node(pos, {name = "default:dirt"})
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end
end,
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})