forked from mtcontrib/farming
improved code
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21
soil.lua
21
soil.lua
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@ -1,8 +1,4 @@
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--= Soil Functions
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-- Normal Soil
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-- normal soil
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minetest.register_node("farming:soil", {
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description = "Soil",
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tiles = {"farming_soil.png", "default_dirt.png"},
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@ -11,10 +7,11 @@ minetest.register_node("farming:soil", {
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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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})
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-- sand is not soil, change existing sand-soil to use normal soil
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minetest.register_alias("farming:desert_sand_soil", "farming:soil")
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-- Wet Soil
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-- wet soil
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minetest.register_node("farming:soil_wet", {
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description = "Wet Soil",
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tiles = {"farming_soil_wet.png", "farming_soil_wet_side.png"},
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@ -25,23 +22,21 @@ minetest.register_node("farming:soil_wet", {
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})
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minetest.register_alias("farming:desert_sand_soil_wet", "farming:soil_wet")
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-- If Water near Soil then turn into Wet Soil
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-- if water near soil then change to wet soil
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minetest.register_abm({
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nodenames = {"farming:soil", "farming:soil_wet"},
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interval = 15,
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interval = 1, -- 15
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chance = 4,
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action = function(pos, node)
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pos.y = pos.y+1
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local nn = minetest.get_node(pos).name
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pos.y = pos.y-1
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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
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if minetest.registered_nodes[nn]
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and minetest.registered_nodes[nn].walkable
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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
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