-- Bushes Mod by Mossmanikin, Evergreen, & Neuromancer -- The initial code for this was taken from Mossmanikin's Grasses Mod, then heavilly modified by Neuromancer for this mod. -- Mossmanikin also greatly helped with providing samples for coding. -- bush leaf textures are cc-by-sa 3.0. from VannessaE's moretrees mod. (Leaf texture created by RealBadAngel or VanessaE) -- Branch textures created by Neuromancer. -- Licence for Code and Non-Bush leaf code is WTFPL. abstract_bushes = {} minetest.register_node("bushes:youngtree2_bottom", { description = "Young Tree 2 (bottom)", drawtype="nodebox", tiles = {"bushes_youngtree2trunk.png"}, inventory_image = "bushes_youngtree2trunk_inv.png", wield_image = "bushes_youngtree2trunk_inv.png", paramtype = "light", walkable = false, is_ground_content = true, node_box = { type = "fixed", fixed = { --{0.375000,-0.500000,-0.500000,0.500000,0.500000,-0.375000}, --NodeBox 1 {-0.0612,-0.500000,-0.500000,0.0612,0.500000,-0.375000}, --NodeBox 1 } }, groups = {snappy=3,flammable=2}, sounds = default.node_sound_leaves_defaults(), drop = 'default:stick' }) local BushBranchCenter = { {1,1}, {3,2} } for i in pairs(BushBranchCenter) do local Num = BushBranchCenter[i][1] local TexNum = BushBranchCenter[i][2] minetest.register_node("bushes:bushbranches"..Num, { description = "Bush Branches "..Num, drawtype = "nodebox", tiles = { "bushes_leaves_"..TexNum..".png", "bushes_branches_center_"..TexNum..".png" }, node_box = { type = "fixed", fixed = { {0, -1/2, -1/2, -1/4, 1/2, 1/2}, {0, -1/2, -1/2, 1/4, 1/2, 1/2} }, }, selection_box = { type = "fixed", fixed = {-1/2, -1/2, -1/2, 1/2, 1/2, 1/2}, }, inventory_image = "bushes_branches_center_"..TexNum..".png", paramtype = "light", paramtype2 = "facedir", sunlight_propagates = true, groups = { -- tree=1, -- MM: disabled because some recipes use group:tree for trunks snappy=3, flammable=2, leaves=1 }, sounds = default.node_sound_leaves_defaults(), drop = 'default:stick 4' }) end local BushBranchSide = { {2,1}, {4,2} } for i in pairs(BushBranchSide) do local Num = BushBranchSide[i][1] local TexNum = BushBranchSide[i][2] minetest.register_node("bushes:bushbranches"..Num, { description = "Bush Branches "..Num, drawtype = "nodebox", tiles = { --[[top]] "bushes_leaves_"..TexNum..".png", --[[bottom]]"bushes_branches_center_"..TexNum..".png", --[[right]] "bushes_branches_left_"..TexNum..".png", --[[left]] "bushes_branches_right_"..TexNum..".png", -- MM: We could also mirror the previous here, --[[back]] "bushes_branches_center_"..TexNum..".png",-- unless U really want 'em 2 B different --[[front]] "bushes_branches_right_"..TexNum..".png" }, node_box = { type = "fixed", fixed = { -- { left , bottom , front, right , top , back } {0.137748,-0.491944, 0.5 ,-0.125000,-0.179444,-0.007790}, --NodeBox 1 {0.262748,-0.185995, 0.5 ,-0.237252, 0.126505,-0.260269}, --NodeBox 2 {0.500000, 0.125000, 0.5 ,-0.500000, 0.500000,-0.500000}, --NodeBox 3 }, }, selection_box = { type = "fixed", fixed = {-1/2, -1/2, -1/2, 1/2, 1/2, 1/2}, }, inventory_image = "bushes_branches_right_"..TexNum..".png", paramtype = "light", paramtype2 = "facedir", sunlight_propagates = true, groups = { -- tree=1, -- MM: disabled because some recipes use group:tree for trunks snappy=3, flammable=2, leaves=1 }, sounds = default.node_sound_leaves_defaults(), drop = 'default:stick 3' }) end local BushLeafNode = { {1}, {2}} for i in pairs(BushLeafNode) do local Num = BushLeafNode[i][1] minetest.register_node("bushes:BushLeaves"..Num, { description = "Bush Leaves "..Num, drawtype = "allfaces_optional", tiles = {"bushes_leaves_"..Num..".png"}, paramtype = "light", groups = { -- MM: Should we add leafdecay? snappy=3, flammable=2, attached_node=1 }, sounds = default.node_sound_leaves_defaults(), }) end abstract_bushes.grow_bush = function(pos) local leaf_type = math.random(1,2) local bush_side_height = math.random(0,1) local chance_of_bush_node_right = math.random(1,10) if chance_of_bush_node_right> 5 then local right_pos = {x=pos.x+1, y=pos.y+bush_side_height, z=pos.z} abstract_bushes.grow_bush_node(right_pos,3,leaf_type) end local chance_of_bush_node_left = math.random(1,10) if chance_of_bush_node_left> 5 then bush_side_height = math.random(0,1) local left_pos = {x=pos.x-1, y=pos.y+bush_side_height, z=pos.z} abstract_bushes.grow_bush_node(left_pos,1,leaf_type) end local chance_of_bush_node_front = math.random(1,10) if chance_of_bush_node_front> 5 then bush_side_height = math.random(0,1) local front_pos = {x=pos.x, y=pos.y+bush_side_height, z=pos.z+1} abstract_bushes.grow_bush_node(front_pos,2,leaf_type) end local chance_of_bush_node_back = math.random(1,10) if chance_of_bush_node_back> 5 then bush_side_height = math.random(0,1) local back_pos = {x=pos.x, y=pos.y+bush_side_height, z=pos.z-1} abstract_bushes.grow_bush_node(back_pos,0,leaf_type) end abstract_bushes.grow_bush_node(pos,5,leaf_type) end abstract_bushes.grow_bush_node = function(pos,dir, leaf_type) local right_here = {x=pos.x, y=pos.y+1, z=pos.z} local above_right_here = {x=pos.x, y=pos.y+2, z=pos.z} local bush_branch_type = 2 -- MM: I'm not sure if it's slower now than before... if dir ~= 5 and leaf_type == 1 then bush_branch_type = 2 end if dir ~= 5 and leaf_type == 2 then bush_branch_type = 4 end if dir == 5 and leaf_type == 1 then bush_branch_type = 1 dir = 1 end if dir == 5 and leaf_type == 2 then bush_branch_type = 3 dir = 1 end if minetest.get_node(right_here).name == "air" -- instead of check_air = true, or minetest.get_node(right_here).name == "default:junglegrass" then minetest.set_node(right_here, {name="bushes:bushbranches"..bush_branch_type , param2=dir}) --minetest.chat_send_all("leaf_type: (" .. leaf_type .. ")") minetest.set_node(above_right_here, {name="bushes:BushLeaves"..leaf_type}) local chance_of_high_leaves = math.random(1,10) if chance_of_high_leaves> 5 then local two_above_right_here = {x=pos.x, y=pos.y+3, z=pos.z} --minetest.chat_send_all("leaf_type: (" .. leaf_type .. ")") minetest.set_node(two_above_right_here, {name="bushes:BushLeaves"..leaf_type}) end end end biome_lib:register_generate_plant({ surface = { "default:dirt_with_grass", "stoneage:grass_with_silex", "sumpf:peat", "sumpf:sumpf" }, max_count = 15, --10,15 rarity = 101 - 4, --3,4 min_elevation = 1, -- above sea level plantlife_limit = -0.9, }, abstract_bushes.grow_bush ) abstract_bushes.grow_youngtree2 = function(pos) local height = math.random(4,5) abstract_bushes.grow_youngtree_node2(pos,height) end abstract_bushes.grow_youngtree_node2 = function(pos, height) local right_here = {x=pos.x, y=pos.y+1, z=pos.z} local above_right_here = {x=pos.x, y=pos.y+2, z=pos.z} local two_above_right_here = {x=pos.x, y=pos.y+3, z=pos.z} local three_above_right_here = {x=pos.x, y=pos.y+4, z=pos.z} if minetest.get_node(right_here).name == "air" -- instead of check_air = true, or minetest.get_node(right_here).name == "default:junglegrass" then if height == 4 then local two_above_right_here_south = {x=pos.x, y=pos.y+3, z=pos.z-1} local three_above_right_here_south = {x=pos.x, y=pos.y+4, z=pos.z-1} minetest.set_node(right_here, {name="bushes:youngtree2_bottom"}) minetest.set_node(above_right_here, {name="bushes:youngtree2_bottom"}) minetest.set_node(two_above_right_here, {name="bushes:bushbranches2" , param2=2}) minetest.set_node(two_above_right_here_south, {name="bushes:bushbranches2" , param2=0}) minetest.set_node(three_above_right_here, {name="bushes:BushLeaves1" }) minetest.set_node(three_above_right_here_south, {name="bushes:BushLeaves1" }) end end end biome_lib:register_generate_plant({ surface = { "default:dirt_with_grass", "stoneage:grass_with_silex", "sumpf:peat", "sumpf:sumpf" }, max_count = 55, --10,15 rarity = 101 - 4, --3,4 min_elevation = 1, -- above sea level plantlife_limit = -0.9, }, abstract_bushes.grow_youngtree2 ) --http://dev.minetest.net/Node_Drawtypes