farming/soil.lua

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-- normal soil
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minetest.register_node("farming:soil", {
description = "Soil",
tiles = {"farming_soil.png", "default_dirt.png"},
drop = "default:dirt",
is_ground_content = true,
groups = {crumbly=3, not_in_creative_inventory=1, soil=2},
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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-- wet soil
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minetest.register_node("farming:soil_wet", {
description = "Wet Soil",
tiles = {"farming_soil_wet.png", "farming_soil_wet_side.png"},
drop = "default:dirt",
is_ground_content = true,
groups = {crumbly=3, not_in_creative_inventory=1, soil=3},
sounds = default.node_sound_dirt_defaults(),
})
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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local nn = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name
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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
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
minetest.set_node(pos, {name="farming:soil_wet"})
end
elseif node.name == "farming:soil_wet" then
minetest.set_node(pos, {name="farming:soil"})
elseif node.name == "farming:soil" then
minetest.set_node(pos, {name="default:dirt"})
end
end,
})