local S = biome_lib.intllib -- This file supplies a few additional plants and some related crafts -- for the plantlife modpack. Last revision: 2013-04-24 flowers_plus = {} local SPAWN_DELAY = 1000 local SPAWN_CHANCE = 200 local flowers_seed_diff = 329 local lilies_max_count = 320 local lilies_rarity = 33 local seaweed_max_count = 320 local seaweed_rarity = 33 local sunflowers_max_count = 10 local sunflowers_rarity = 25 -- register the various rotations of waterlilies local lilies_list = { { nil , nil , 1 }, { "225", "22.5" , 2 }, { "45" , "45" , 3 }, { "675", "67.5" , 4 }, { "s1" , "small_1" , 5 }, { "s2" , "small_2" , 6 }, { "s3" , "small_3" , 7 }, { "s4" , "small_4" , 8 }, } for i in ipairs(lilies_list) do local deg1 = "" local deg2 = "" local lily_groups = {snappy = 3,flammable=2,flower=1} if lilies_list[i][1] ~= nil then deg1 = "_"..lilies_list[i][1] deg2 = "_"..lilies_list[i][2] lily_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 } end minetest.register_node(":flowers:waterlily"..deg1, { description = S("Waterlily"), drawtype = "nodebox", tiles = { "flowers_waterlily"..deg2..".png", "flowers_waterlily"..deg2..".png^[transformFY" }, inventory_image = "flowers_waterlily.png", wield_image = "flowers_waterlily.png", sunlight_propagates = true, paramtype = "light", paramtype2 = "facedir", walkable = false, groups = lily_groups, sounds = default.node_sound_leaves_defaults(), selection_box = { type = "fixed", fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 }, }, node_box = { type = "fixed", fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 }, }, buildable_to = true, liquids_pointable = true, drop = "flowers:waterlily", on_place = function(itemstack, placer, pointed_thing) local keys=placer:get_player_control() local pt = pointed_thing local place_pos = nil local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z} local under_node = minetest.get_node(pt.under) local above_node = minetest.get_node(pt.above) local top_node = minetest.get_node(top_pos) if biome_lib:get_nodedef_field(under_node.name, "buildable_to") then if under_node.name ~= "default:water_source" then place_pos = pt.under elseif top_node.name ~= "default:water_source" and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then place_pos = top_pos else return end elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then place_pos = pt.above end if place_pos and not minetest.is_protected(place_pos, placer:get_player_name()) then local nodename = "default:cobble" -- if this block appears, something went....wrong :-) if not keys["sneak"] then local node = minetest.get_node(pt.under) local waterlily = math.random(1,8) if waterlily == 1 then nodename = "flowers:waterlily" elseif waterlily == 2 then nodename = "flowers:waterlily_225" elseif waterlily == 3 then nodename = "flowers:waterlily_45" elseif waterlily == 4 then nodename = "flowers:waterlily_675" elseif waterlily == 5 then nodename = "flowers:waterlily_s1" elseif waterlily == 6 then nodename = "flowers:waterlily_s2" elseif waterlily == 7 then nodename = "flowers:waterlily_s3" elseif waterlily == 8 then nodename = "flowers:waterlily_s4" end minetest.set_node(place_pos, {name = nodename, param2 = math.random(0,3) }) else local fdir = minetest.dir_to_facedir(placer:get_look_dir()) minetest.set_node(place_pos, {name = "flowers:waterlily", param2 = fdir}) end if not biome_lib.expect_infinite_stacks then itemstack:take_item() end return itemstack end end, }) end local algae_list = { {nil}, {2}, {3}, {4} } for i in ipairs(algae_list) do local num = "" local algae_groups = {snappy = 3,flammable=2,flower=1} if algae_list[i][1] ~= nil then num = "_"..algae_list[i][1] algae_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 } end minetest.register_node(":flowers:seaweed"..num, { description = S("Seaweed"), drawtype = "nodebox", tiles = { "flowers_seaweed"..num..".png", "flowers_seaweed"..num..".png^[transformFY" }, inventory_image = "flowers_seaweed_2.png", wield_image = "flowers_seaweed_2.png", sunlight_propagates = true, paramtype = "light", paramtype2 = "facedir", walkable = false, groups = algae_groups, sounds = default.node_sound_leaves_defaults(), selection_box = { type = "fixed", fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 }, }, node_box = { type = "fixed", fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 }, }, buildable_to = true, liquids_pointable = true, drop = "flowers:seaweed", on_place = function(itemstack, placer, pointed_thing) local keys=placer:get_player_control() local pt = pointed_thing local place_pos = nil local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z} local under_node = minetest.get_node(pt.under) local above_node = minetest.get_node(pt.above) local top_node = minetest.get_node(top_pos) if biome_lib:get_nodedef_field(under_node.name, "buildable_to") then if under_node.name ~= "default:water_source" then place_pos = pt.under elseif top_node.name ~= "default:water_source" and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then place_pos = top_pos else return end elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then place_pos = pt.above end if not minetest.is_protected(place_pos, placer:get_player_name()) then local nodename = "default:cobble" -- :D if not keys["sneak"] then --local node = minetest.get_node(pt.under) local seaweed = math.random(1,4) if seaweed == 1 then nodename = "flowers:seaweed" elseif seaweed == 2 then nodename = "flowers:seaweed_2" elseif seaweed == 3 then nodename = "flowers:seaweed_3" elseif seaweed == 4 then nodename = "flowers:seaweed_4" end minetest.set_node(place_pos, {name = nodename, param2 = math.random(0,3) }) else local fdir = minetest.dir_to_facedir(placer:get_look_dir()) minetest.set_node(place_pos, {name = "flowers:seaweed", param2 = fdir}) end if not biome_lib.expect_infinite_stacks then itemstack:take_item() end return itemstack end end, }) end local box = { type="fixed", fixed = { { -0.2, -0.5, -0.2, 0.2, 0.5, 0.2 } }, } local sunflower_drop = "farming:seed_wheat" if minetest.registered_items["farming:seed_spelt"] then sunflower_drop = "farming:seed_spelt" end minetest.register_node(":flowers:sunflower", { description = "Sunflower", drawtype = "mesh", paramtype = "light", paramtype2 = "facedir", inventory_image = "flowers_sunflower_inv.png", mesh = "flowers_sunflower.obj", tiles = { "flowers_sunflower.png" }, walkable = false, buildable_to = true, is_ground_content = true, groups = { dig_immediate=3, flora=1, flammable=3 }, sounds = default.node_sound_leaves_defaults(), selection_box = box, collision_box = box, drop = { max_items = 1, items = { {items = {sunflower_drop}, rarity = 8}, {items = {"flowers:sunflower"}}, } } }) local extra_aliases = { "waterlily", "waterlily_225", "waterlily_45", "waterlily_675", "seaweed" } for i in ipairs(extra_aliases) do local flower = extra_aliases[i] minetest.register_alias("flowers:flower_"..flower, "flowers:"..flower) end minetest.register_alias( "trunks:lilypad" , "flowers:waterlily_s1" ) minetest.register_alias( "along_shore:lilypads_1" , "flowers:waterlily_s1" ) minetest.register_alias( "along_shore:lilypads_2" , "flowers:waterlily_s2" ) minetest.register_alias( "along_shore:lilypads_3" , "flowers:waterlily_s3" ) minetest.register_alias( "along_shore:lilypads_4" , "flowers:waterlily_s4" ) minetest.register_alias( "along_shore:pondscum_1" , "flowers:seaweed" ) minetest.register_alias( "along_shore:seaweed_1" , "flowers:seaweed" ) minetest.register_alias( "along_shore:seaweed_2" , "flowers:seaweed_2" ) minetest.register_alias( "along_shore:seaweed_3" , "flowers:seaweed_3" ) minetest.register_alias( "along_shore:seaweed_4" , "flowers:seaweed_4" ) -- ongen registrations flowers_plus.grow_waterlily = function(pos) local right_here = {x=pos.x, y=pos.y+1, z=pos.z} for i in ipairs(lilies_list) do local chance = math.random(1,8) local ext = "" local num = lilies_list[i][3] if lilies_list[i][1] ~= nil then ext = "_"..lilies_list[i][1] end if chance == num then minetest.set_node(right_here, {name="flowers:waterlily"..ext, param2=math.random(0,3)}) end end end biome_lib:register_generate_plant({ surface = {"default:water_source"}, max_count = lilies_max_count, rarity = lilies_rarity, min_elevation = 1, max_elevation = 40, near_nodes = {"default:dirt_with_grass"}, near_nodes_size = 4, near_nodes_vertical = 1, near_nodes_count = 1, plantlife_limit = -0.9, temp_max = -0.22, temp_min = 0.22, }, flowers_plus.grow_waterlily ) flowers_plus.grow_seaweed = function(pos) local right_here = {x=pos.x, y=pos.y+1, z=pos.z} minetest.set_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)}) end biome_lib:register_generate_plant({ surface = {"default:water_source"}, max_count = seaweed_max_count, rarity = seaweed_rarity, min_elevation = 1, max_elevation = 40, near_nodes = {"default:dirt_with_grass"}, near_nodes_size = 4, near_nodes_vertical = 1, near_nodes_count = 1, plantlife_limit = -0.9, }, flowers_plus.grow_seaweed ) -- seaweed at beaches -- MM: not satisfied with it, but IMHO some beaches should have some algae biome_lib:register_generate_plant({ surface = {"default:water_source"}, max_count = seaweed_max_count, rarity = seaweed_rarity, min_elevation = 1, max_elevation = 40, near_nodes = {"default:sand"}, near_nodes_size = 1, near_nodes_vertical = 0, near_nodes_count = 3, plantlife_limit = -0.9, temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere }, flowers_plus.grow_seaweed ) biome_lib:register_generate_plant({ surface = {"default:sand"}, max_count = seaweed_max_count*2, rarity = seaweed_rarity/2, min_elevation = 1, max_elevation = 40, near_nodes = {"default:water_source"}, near_nodes_size = 1, near_nodes_vertical = 0, near_nodes_count = 3, plantlife_limit = -0.9, temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere }, flowers_plus.grow_seaweed ) biome_lib:register_generate_plant({ surface = {"default:dirt_with_grass"}, avoid_nodes = { "flowers:sunflower" }, max_count = sunflowers_max_count, rarity = sunflowers_rarity, min_elevation = 0, plantlife_limit = -0.9, temp_max = 0.53, random_facedir = {0,3}, }, "flowers:sunflower" ) -- spawn ABM registrations biome_lib:spawn_on_surfaces({ spawn_delay = SPAWN_DELAY/2, spawn_plants = { "flowers:waterlily", "flowers:waterlily_225", "flowers:waterlily_45", "flowers:waterlily_675", "flowers:waterlily_s1", "flowers:waterlily_s2", "flowers:waterlily_s3", "flowers:waterlily_s4" }, avoid_radius = 2.5, spawn_chance = SPAWN_CHANCE*4, spawn_surfaces = {"default:water_source"}, avoid_nodes = {"group:flower", "group:flora" }, seed_diff = flowers_seed_diff, light_min = 9, depth_max = 2, random_facedir = {0,3} }) biome_lib:spawn_on_surfaces({ spawn_delay = SPAWN_DELAY*2, spawn_plants = {"flowers:seaweed"}, spawn_chance = SPAWN_CHANCE*2, spawn_surfaces = {"default:water_source"}, avoid_nodes = {"group:flower", "group:flora"}, seed_diff = flowers_seed_diff, light_min = 4, light_max = 10, neighbors = {"default:dirt_with_grass"}, facedir = 1 }) biome_lib:spawn_on_surfaces({ spawn_delay = SPAWN_DELAY*2, spawn_plants = {"flowers:seaweed"}, spawn_chance = SPAWN_CHANCE*2, spawn_surfaces = {"default:dirt_with_grass"}, avoid_nodes = {"group:flower", "group:flora" }, seed_diff = flowers_seed_diff, light_min = 4, light_max = 10, neighbors = {"default:water_source"}, ncount = 1, facedir = 1 }) biome_lib:spawn_on_surfaces({ spawn_delay = SPAWN_DELAY*2, spawn_plants = {"flowers:seaweed"}, spawn_chance = SPAWN_CHANCE*2, spawn_surfaces = {"default:stone"}, avoid_nodes = {"group:flower", "group:flora" }, seed_diff = flowers_seed_diff, light_min = 4, light_max = 10, neighbors = {"default:water_source"}, ncount = 6, facedir = 1 }) biome_lib:spawn_on_surfaces({ spawn_delay = SPAWN_DELAY*2, spawn_plants = {"flowers:sunflower"}, spawn_chance = SPAWN_CHANCE*2, spawn_surfaces = {"default:dirt_with_grass"}, avoid_nodes = {"group:flower", "flowers:sunflower"}, seed_diff = flowers_seed_diff, light_min = 11, light_max = 14, min_elevation = 0, plantlife_limit = -0.9, temp_max = 0.53, random_facedir = {0,3}, avoid_radius = 5 }) -- Cotton plants are now provided by the default "farming" mod. -- old cotton plants -> farming cotton stage 8 -- cotton wads -> string (can be crafted into wool blocks) -- potted cotton plants -> potted white dandelions minetest.register_alias("flowers:cotton_plant", "farming:cotton_8") minetest.register_alias("flowers:flower_cotton", "farming:cotton_8") minetest.register_alias("flowers:flower_cotton_pot", "flowers:potted_dandelion_white") minetest.register_alias("flowers:potted_cotton_plant", "flowers:potted_dandelion_white") minetest.register_alias("flowers:cotton", "farming:string") minetest.register_alias("flowers:cotton_wad", "farming:string") minetest.register_alias("sunflower:sunflower", "flowers:sunflower") print(S("[Flowers] Loaded."))