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https://github.com/sys4-fr/server-nalc.git
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Updated moretrees, plantlife, and added biome_lib
- Solves #204 - Updated world.mt - Updated news.txt
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@ -1,2 +1,2 @@
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plants_lib
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biome_lib
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farming?
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@ -1,4 +1,4 @@
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local S = plantslib.intllib
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local S = biome_lib.intllib
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-- This file supplies a few additional plants and some related crafts
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-- for the plantlife modpack. Last revision: 2013-04-24
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@ -76,16 +76,16 @@ for i in ipairs(lilies_list) do
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local above_node = minetest.get_node(pt.above)
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local top_node = minetest.get_node(top_pos)
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if plantslib:get_nodedef_field(under_node.name, "buildable_to") then
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if biome_lib:get_nodedef_field(under_node.name, "buildable_to") then
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if under_node.name ~= "default:water_source" then
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place_pos = pt.under
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elseif top_node.name ~= "default:water_source"
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and plantslib:get_nodedef_field(top_node.name, "buildable_to") then
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and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then
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place_pos = top_pos
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else
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return
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end
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elseif plantslib:get_nodedef_field(above_node.name, "buildable_to") then
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elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then
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place_pos = pt.above
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end
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@ -119,7 +119,7 @@ for i in ipairs(lilies_list) do
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minetest.set_node(place_pos, {name = "flowers:waterlily", param2 = fdir})
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end
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if not plantslib.expect_infinite_stacks then
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if not biome_lib.expect_infinite_stacks then
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itemstack:take_item()
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end
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return itemstack
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@ -176,16 +176,16 @@ for i in ipairs(algae_list) do
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local above_node = minetest.get_node(pt.above)
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local top_node = minetest.get_node(top_pos)
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if plantslib:get_nodedef_field(under_node.name, "buildable_to") then
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if biome_lib:get_nodedef_field(under_node.name, "buildable_to") then
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if under_node.name ~= "default:water_source" then
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place_pos = pt.under
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elseif top_node.name ~= "default:water_source"
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and plantslib:get_nodedef_field(top_node.name, "buildable_to") then
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and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then
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place_pos = top_pos
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else
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return
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end
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elseif plantslib:get_nodedef_field(above_node.name, "buildable_to") then
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elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then
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place_pos = pt.above
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end
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@ -193,7 +193,6 @@ for i in ipairs(algae_list) do
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local nodename = "default:cobble" -- :D
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if place_pos == nil then return itemstack end -- pour éviter crash avec nénuphare
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if not keys["sneak"] then
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--local node = minetest.get_node(pt.under)
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local seaweed = math.random(1,4)
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@ -212,7 +211,7 @@ for i in ipairs(algae_list) do
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minetest.set_node(place_pos, {name = "flowers:seaweed", param2 = fdir})
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end
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if not plantslib.expect_infinite_stacks then
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if not biome_lib.expect_infinite_stacks then
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itemstack:take_item()
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end
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return itemstack
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@ -275,6 +274,11 @@ local box = {
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fixed = { { -0.2, -0.5, -0.2, 0.2, 0.5, 0.2 } },
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}
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local sunflower_drop = "farming:seed_wheat"
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if minetest.registered_items["farming:seed_spelt"] then
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sunflower_drop = "farming:seed_spelt"
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end
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minetest.register_node(":flowers:sunflower", {
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description = "Sunflower",
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drawtype = "mesh",
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@ -290,15 +294,14 @@ minetest.register_node(":flowers:sunflower", {
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sounds = default.node_sound_leaves_defaults(),
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selection_box = box,
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collision_box = box,
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})
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minetest.override_item("flowers:sunflower", {drop = {
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max_items = 1,
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items = {
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{items = {"farming:seed_wheat"}, rarity = 8},
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{items = {"flowers:sunflower"}},
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drop = {
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max_items = 1,
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items = {
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{items = {sunflower_drop}, rarity = 8},
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{items = {"flowers:sunflower"}},
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}
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}
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}})
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})
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local extra_aliases = {
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"waterlily",
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@ -343,7 +346,7 @@ flowers_plus.grow_waterlily = function(pos)
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end
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end
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plantslib:register_generate_plant({
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biome_lib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = lilies_max_count,
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rarity = lilies_rarity,
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@ -365,7 +368,7 @@ flowers_plus.grow_seaweed = function(pos)
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minetest.set_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)})
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end
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plantslib:register_generate_plant({
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biome_lib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = seaweed_max_count,
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rarity = seaweed_rarity,
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@ -382,7 +385,7 @@ plantslib:register_generate_plant({
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-- seaweed at beaches
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-- MM: not satisfied with it, but IMHO some beaches should have some algae
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plantslib:register_generate_plant({
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biome_lib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = seaweed_max_count,
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rarity = seaweed_rarity,
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@ -398,7 +401,7 @@ plantslib:register_generate_plant({
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},
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flowers_plus.grow_seaweed
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)
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plantslib:register_generate_plant({
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biome_lib:register_generate_plant({
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surface = {"default:sand"},
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max_count = seaweed_max_count*2,
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rarity = seaweed_rarity/2,
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@ -415,7 +418,7 @@ plantslib:register_generate_plant({
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flowers_plus.grow_seaweed
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)
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plantslib:register_generate_plant({
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biome_lib:register_generate_plant({
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surface = {"default:dirt_with_grass"},
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avoid_nodes = { "flowers:sunflower" },
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max_count = sunflowers_max_count,
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@ -430,7 +433,7 @@ plantslib:register_generate_plant({
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-- spawn ABM registrations
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plantslib:spawn_on_surfaces({
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biome_lib:spawn_on_surfaces({
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spawn_delay = SPAWN_DELAY/2,
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spawn_plants = {
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"flowers:waterlily",
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@ -452,7 +455,7 @@ plantslib:spawn_on_surfaces({
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random_facedir = {0,3}
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})
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plantslib:spawn_on_surfaces({
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biome_lib:spawn_on_surfaces({
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spawn_delay = SPAWN_DELAY*2,
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spawn_plants = {"flowers:seaweed"},
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spawn_chance = SPAWN_CHANCE*2,
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@ -465,7 +468,7 @@ plantslib:spawn_on_surfaces({
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facedir = 1
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})
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plantslib:spawn_on_surfaces({
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biome_lib:spawn_on_surfaces({
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spawn_delay = SPAWN_DELAY*2,
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spawn_plants = {"flowers:seaweed"},
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spawn_chance = SPAWN_CHANCE*2,
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@ -479,7 +482,7 @@ plantslib:spawn_on_surfaces({
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facedir = 1
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})
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plantslib:spawn_on_surfaces({
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biome_lib:spawn_on_surfaces({
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spawn_delay = SPAWN_DELAY*2,
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spawn_plants = {"flowers:seaweed"},
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spawn_chance = SPAWN_CHANCE*2,
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@ -493,7 +496,7 @@ plantslib:spawn_on_surfaces({
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facedir = 1
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})
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plantslib:spawn_on_surfaces({
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biome_lib:spawn_on_surfaces({
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spawn_delay = SPAWN_DELAY*2,
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spawn_plants = {"flowers:sunflower"},
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spawn_chance = SPAWN_CHANCE*2,
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