-- Blossoms and such local function spawn_apple_under(pos) local below = { x = pos.x, y = pos.y - 1, z = pos.z, } if minetest.get_node(below).name == "air" then minetest.set_node(below, { name = "default:apple" }) end end minetest.register_node(":"..nature.blossom_node, { description = "Apple blossoms", drawtype = "allfaces_optional", tiles = nature.blossom_textures, paramtype = "light", groups = { snappy = 3, leafdecay = 3, flammable = 2 }, sounds = default.node_sound_leaves_defaults(), waving = 1 }) minetest.register_craft({ type = "fuel", recipe = nature.blossom_node, burntime = 2, }) -- these ABMs can get heavy, so just enqueue the nodes -- Adding Blossoms minetest.register_abm({ nodenames = { nature.blossom_leaves }, interval = nature.blossom_delay, chance = nature.leaves_blossom_chance, action = function(pos, node, active_object_count, active_object_count_wider) nature.enqueue_node(pos, node, nature.blossom_node) end }) -- Removing blossoms minetest.register_abm({ nodenames = { nature.blossom_node }, interval = nature.blossom_delay, chance = nature.blossom_leaves_chance, action = function(pos, node, active_object_count, active_object_count_wider) nature.enqueue_node(pos, node, nature.blossom_leaves) end }) -- Spawning apples minetest.register_abm({ nodenames = { nature.blossom_node }, interval = nature.blossom_delay, chance = nature.apple_chance, action = function(pos, node, active_object_count, active_object_count_wider) if nature.dtime < 0.2 and not minetest.find_node_near(pos, nature.apple_spread, { "default:apple" }) then spawn_apple_under(pos) end end })