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mirror of https://github.com/sys4-fr/server-nalc.git synced 2025-06-28 06:11:47 +02:00

Updated moretrees, plantlife, and added biome_lib

- Solves #204
 - Updated world.mt
 - Updated news.txt
This commit is contained in:
LeMagnesium
2015-08-12 14:14:43 +02:00
parent 471eae510d
commit 335b489dfb
72 changed files with 402 additions and 314 deletions

View File

@ -1,2 +1,2 @@
plants_lib
biome_lib
farming?

View File

@ -1,4 +1,4 @@
local S = plantslib.intllib
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
@ -76,16 +76,16 @@ for i in ipairs(lilies_list) do
local above_node = minetest.get_node(pt.above)
local top_node = minetest.get_node(top_pos)
if plantslib:get_nodedef_field(under_node.name, "buildable_to") then
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 plantslib:get_nodedef_field(top_node.name, "buildable_to") then
and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then
place_pos = top_pos
else
return
end
elseif plantslib:get_nodedef_field(above_node.name, "buildable_to") then
elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then
place_pos = pt.above
end
@ -119,7 +119,7 @@ for i in ipairs(lilies_list) do
minetest.set_node(place_pos, {name = "flowers:waterlily", param2 = fdir})
end
if not plantslib.expect_infinite_stacks then
if not biome_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
@ -176,16 +176,16 @@ for i in ipairs(algae_list) do
local above_node = minetest.get_node(pt.above)
local top_node = minetest.get_node(top_pos)
if plantslib:get_nodedef_field(under_node.name, "buildable_to") then
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 plantslib:get_nodedef_field(top_node.name, "buildable_to") then
and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then
place_pos = top_pos
else
return
end
elseif plantslib:get_nodedef_field(above_node.name, "buildable_to") then
elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then
place_pos = pt.above
end
@ -193,7 +193,6 @@ for i in ipairs(algae_list) do
local nodename = "default:cobble" -- :D
if place_pos == nil then return itemstack end -- pour éviter crash avec nénuphare
if not keys["sneak"] then
--local node = minetest.get_node(pt.under)
local seaweed = math.random(1,4)
@ -212,7 +211,7 @@ for i in ipairs(algae_list) do
minetest.set_node(place_pos, {name = "flowers:seaweed", param2 = fdir})
end
if not plantslib.expect_infinite_stacks then
if not biome_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
@ -275,6 +274,11 @@ local box = {
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",
@ -290,15 +294,14 @@ minetest.register_node(":flowers:sunflower", {
sounds = default.node_sound_leaves_defaults(),
selection_box = box,
collision_box = box,
})
minetest.override_item("flowers:sunflower", {drop = {
max_items = 1,
items = {
{items = {"farming:seed_wheat"}, rarity = 8},
{items = {"flowers:sunflower"}},
drop = {
max_items = 1,
items = {
{items = {sunflower_drop}, rarity = 8},
{items = {"flowers:sunflower"}},
}
}
}})
})
local extra_aliases = {
"waterlily",
@ -343,7 +346,7 @@ flowers_plus.grow_waterlily = function(pos)
end
end
plantslib:register_generate_plant({
biome_lib:register_generate_plant({
surface = {"default:water_source"},
max_count = lilies_max_count,
rarity = lilies_rarity,
@ -365,7 +368,7 @@ flowers_plus.grow_seaweed = function(pos)
minetest.set_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)})
end
plantslib:register_generate_plant({
biome_lib:register_generate_plant({
surface = {"default:water_source"},
max_count = seaweed_max_count,
rarity = seaweed_rarity,
@ -382,7 +385,7 @@ plantslib:register_generate_plant({
-- seaweed at beaches
-- MM: not satisfied with it, but IMHO some beaches should have some algae
plantslib:register_generate_plant({
biome_lib:register_generate_plant({
surface = {"default:water_source"},
max_count = seaweed_max_count,
rarity = seaweed_rarity,
@ -398,7 +401,7 @@ plantslib:register_generate_plant({
},
flowers_plus.grow_seaweed
)
plantslib:register_generate_plant({
biome_lib:register_generate_plant({
surface = {"default:sand"},
max_count = seaweed_max_count*2,
rarity = seaweed_rarity/2,
@ -415,7 +418,7 @@ plantslib:register_generate_plant({
flowers_plus.grow_seaweed
)
plantslib:register_generate_plant({
biome_lib:register_generate_plant({
surface = {"default:dirt_with_grass"},
avoid_nodes = { "flowers:sunflower" },
max_count = sunflowers_max_count,
@ -430,7 +433,7 @@ plantslib:register_generate_plant({
-- spawn ABM registrations
plantslib:spawn_on_surfaces({
biome_lib:spawn_on_surfaces({
spawn_delay = SPAWN_DELAY/2,
spawn_plants = {
"flowers:waterlily",
@ -452,7 +455,7 @@ plantslib:spawn_on_surfaces({
random_facedir = {0,3}
})
plantslib:spawn_on_surfaces({
biome_lib:spawn_on_surfaces({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
@ -465,7 +468,7 @@ plantslib:spawn_on_surfaces({
facedir = 1
})
plantslib:spawn_on_surfaces({
biome_lib:spawn_on_surfaces({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
@ -479,7 +482,7 @@ plantslib:spawn_on_surfaces({
facedir = 1
})
plantslib:spawn_on_surfaces({
biome_lib:spawn_on_surfaces({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
@ -493,7 +496,7 @@ plantslib:spawn_on_surfaces({
facedir = 1
})
plantslib:spawn_on_surfaces({
biome_lib:spawn_on_surfaces({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:sunflower"},
spawn_chance = SPAWN_CHANCE*2,