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server-nalc/mods/farming/soil.lua

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--= Soil Functions
-- Normal Soil
minetest.register_node("farming:soil", {
description = "Soil",
tiles = {"default_dirt.png^farming_soil.png", "default_dirt.png"},
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drop = "default:dirt",
is_ground_content = true,
groups = {crumbly=3, not_in_creative_inventory=1, soil=2},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_alias("farming:desert_sand_soil", "farming:soil")
-- Wet Soil
minetest.register_node("farming:soil_wet", {
description = "Wet Soil",
tiles = {"default_dirt.png^farming_soil_wet.png", "default_dirt.png^farming_soil_wet_side.png"},
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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")
-- If Water near Soil then turn into Wet Soil
minetest.register_abm({
nodenames = {"farming:soil", "farming:soil_wet"},
interval = 15,
chance = 4,
action = function(pos, node)
pos.y = pos.y+1
local nn = minetest.get_node(pos).name
pos.y = pos.y-1
-- 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"})
end
-- check if there is water nearby and change soil accordingly
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if minetest.find_node_near(pos, 3, {"group:water"}) then
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if node.name == "farming:soil" then
minetest.set_node(pos, {name="farming:soil_wet"})
end
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else
-- Don't turn wet soil into dry soil or dry soil into dirt
-- if there are unloaded blocks nearby because they could be water.
if minetest.find_node_near(pos, 3, {"ignore"}) then return end
if node.name == "farming:soil_wet" then
minetest.set_node(pos, {name="farming:soil"})
else -- [obviously] node.name == "farming:soil"
minetest.set_node(pos, {name="default:dirt"})
end
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end
end,
})