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Update Farming, Mobs, 3d_armor
Farming : minors fixe, add the straw block Mobs : better api, swimming parameter for mobs, add eggs, code optimisation 3d_armor : change the model, many new textures, new shield, and new enchanted shield (which gain compared to normal shield +1 armor and x2 durability)
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@@ -5,7 +5,7 @@
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minetest.register_node("farming:soil", {
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description = "Soil",
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tiles = {"default_dirt.png^farming_soil.png", "default_dirt.png"},
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tiles = {"farming_soil.png", "default_dirt.png"},
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drop = "default:dirt",
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is_ground_content = true,
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groups = {crumbly=3, not_in_creative_inventory=1, soil=2},
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@@ -17,7 +17,7 @@ minetest.register_alias("farming:desert_sand_soil", "farming:soil")
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minetest.register_node("farming:soil_wet", {
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description = "Wet Soil",
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tiles = {"default_dirt.png^farming_soil_wet.png", "default_dirt.png^farming_soil_wet_side.png"},
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tiles = {"farming_soil_wet.png", "farming_soil_wet_side.png"},
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drop = "default:dirt",
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is_ground_content = true,
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groups = {crumbly=3, not_in_creative_inventory=1, soil=3},
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@@ -44,20 +44,20 @@ minetest.register_abm({
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minetest.set_node(pos, {name="default:dirt"})
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end
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-- if map around soil not loaded then skip until loaded
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if minetest.find_node_near(pos, 3, {"ignore"}) then
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return
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end
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-- 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
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minetest.set_node(pos, {name="farming:soil_wet"})
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end
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else
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-- Don't turn wet soil into dry soil or dry soil into dirt
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-- if there are unloaded blocks nearby because they could be water.
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if minetest.find_node_near(pos, 3, {"ignore"}) then return end
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if node.name == "farming:soil_wet" then
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minetest.set_node(pos, {name="farming:soil"})
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else -- [obviously] node.name == "farming:soil"
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minetest.set_node(pos, {name="default:dirt"})
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end
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elseif node.name == "farming:soil_wet" then
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minetest.set_node(pos, {name="farming:soil"})
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elseif node.name == "farming:soil" then
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minetest.set_node(pos, {name="default:dirt"})
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end
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end,
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})
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