Update plantlife_modpack, moretrees and biome_lib as submodules

This commit is contained in:
sys4-fr 2018-01-20 23:09:55 +01:00
parent 42de3cc720
commit c9e36c42d6
491 changed files with 18 additions and 12427 deletions

16
.gitmodules vendored
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path = minetest_game
url = https://github.com/minetest/minetest_game.git
branch = backport-0.4
[submodule "mods/farming"]
path = mods/farming
url = https://github.com/tenplus1/farming.git
[submodule "mods/unifieddyes"]
path = mods/unifieddyes
url = https://github.com/minetest-mods/unifieddyes.git
@ -174,3 +171,16 @@
[submodule "mods/sea"]
path = mods/sea
url = https://github.com/H4mlet/sea.git
[submodule "mods/plantlife_modpack"]
path = mods/plantlife_modpack
url = https://github.com/minetest-mods/plantlife_modpack.git
[submodule "mods/biome_lib"]
path = mods/biome_lib
url = https://github.com/minetest-mods/biome_lib.git
[submodule "mods/moretrees"]
path = mods/moretrees
url = https://github.com/minetest-mods/moretrees.git
[submodule "mods/farming"]
path = mods/farming
url = https://github.com/sys4-fr/farming.git
branch = nalc

1
mods/biome_lib Submodule

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Subproject commit 8fd0789ad296bcfad13f73084e95b8a93427ef81

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This document describes the Plantlife mod API.
Last revision: 2015-02-16
=========
Functions
=========
There are three main functions defined by the main "biome_lib" mod:
spawn_on_surfaces()
register_generate_plant()
grow_plants()
There are also several internal, helper functions that can be called if so
desired, but they are not really intended for use by other mods and may change
at any time. They are briefly described below these main functions, but see
init.lua for details.
Most functions in plants lib are declared locally to avoid namespace
collisions with other mods. They are accessible via the "biome_lib" method,
e.g. biome_lib:spawn_on_surfaces() and so forth.
=====
spawn_on_surfaces(biome)
spawn_on_surfaces(sdelay, splant, sradius, schance, ssurface, savoid)
This first function is an ABM-based spawner function originally created as
part of Ironzorg's flowers mod. It has since been largely extended and
expanded. There are two ways to call this function: You can either pass it
several individual string and number parameters to use the legacy interface,
or you can pass a single biome definition as a table, with all of your options
spelled out nicely. This is the preferred method.
When used with the legacy interface, you must specify the parameters exactly
in order, with the first five being mandatory (even if some are set to nil),
and the last one being optional:
sdelay: The value passed to the ABM's interval parameter, in seconds.
splant: The node name of the item to spawn (e.g.
"flowers:flower_rose"). A plant will of course only be
spawned if the node about to be replaced is air.
sradius: Don't spawn within this many nodes of the avoid items
mentioned below. If set to nil, this check is skipped.
schance: The value passed to the ABM's chance parameter, normally in
the 10-100 range (1-in-X chance of operating on a given node)
ssurface: String with the name of the node on which to spawn the plant
in question, such as "default:sand" or
"default:dirt_with_grass". It is not recommended to put air,
stone, or plain dirt here if you can use some other node, as
doing so will cause the engine to process potentially large
numbers of such nodes when deciding when to execute the ABM
and where it should operate.
savoid: Table with a list of groups and/or node names to avoid when
spawning the plant, such as {"group:flowers", "default:tree"}.
When passed a table as the argument, and thus using the modern calling method,
you must pass a number of arguments in the form of an ordinary keyed-value
table. Below is a list of everything supported by this function:
biome = {
spawn_plants = something, -- [*] String or table; see below.
spawn_delay = number, -- same as sdelay, above.
spawn_chance = number, -- same as schance, above.
spawn_surfaces = {table}, -- List of node names on which the plants
-- should be spawned. As with the single-node "ssurface"
-- option in the legacy API, you should not put stone, air,
-- etc. here.
---- From here down are a number of optional parameters. You will
---- most likely want to use at least some of these to limit how and
---- where your objects are spawned.
avoid_nodes = {table}, -- same meaning as savoid, above
avoid_radius = num, -- same as sradius
seed_diff = num, -- The Perlin seed difference value passed to the
-- minetest.get_perlin() function. Used along with
-- the global Perlin controls below to create the
-- "biome" in which the plants will spawn. Defaults
-- to 0 if not provided.
light_min = num, -- Minimum amount of light necessary to make a plant
-- spawn. Defaults to 0.
light_max = num, -- Maximum amount of light needed to spawn. Defaults
-- to the engine's MAX_LIGHT value of 14.
neighbors = {table}, -- List of neighboring nodes that need to be
-- immediately next to the node the plant is about to
-- spawn on. Can also be a string with a single node
-- name. It is both passed to the ABM as the
-- "neighbors" parameter, and is used to manually
-- check the adjacent nodes. It only takes one of
-- these for the spawn routine to mark the target as
-- spawnable. Defaults to nil (ignored).
ncount = num, -- There must be at least this many of the above
-- neighbors in the eight spaces immediately
-- surrounding the node the plant is about to spawn on
-- for it to happen. If not provided, this check is
-- disabled.
facedir = num, -- The value passed to the param2 variable when adding
-- the node to the map. Defaults to 0. Be sure that
-- the value you use here (and the range thereof) is
-- appropriate for the type of node you're spawning.
random_facedir = {table}, -- If set, the table should contain two values.
-- If they're both provided, the spawned plant will be
-- given a random facedir value in the range specified
-- by these two numbers. Overrides the facedir
-- parameter above, if it exists. Use {0,3} if you
-- want the full range for wallmounted nodes, or {2,5}
-- for most everything else, or any other pair of
-- numbers appropriate for the node you want to spawn.
depth_max = num, -- If the object spawns on top of a water source, the
-- water must be at most this deep. Defaults to 1.
min_elevation = num, -- Surface must be at this altitude or higher to
-- spawn at all. Defaults to -31000...
max_elevation = num, -- ...but must be no higher than this altitude.
-- Defaults to +31000.
near_nodes = {table}, -- List of nodes that must be somewhere in the
-- vicinity in order for the plant to spawn. Can also
-- be a string with a single node name. If not
-- provided, this check is disabled.
near_nodes_size = num, -- How large of an area to check for the above
-- node. Specifically, this checks a flat, horizontal
-- area centered on the node to be spawned on.
-- Defaults to 0, but is ignored if the above
-- near_nodes value is not set.
near_nodes_vertical = num, -- Used with the size value above, this extends
-- the vertical range of the near nodes search.
-- Basically, this turns the flat region described
-- above into a cuboid region. The area to be checked
-- will extend this high and this low above/below the
-- target node, centered thereon. Defaults to 1 (only
-- check the layer above, the layer at, and the layer
-- below the target node), but is ignored if
-- near_nodes is not set.
near_nodes_count = num, -- How many of the above nodes must be within that
-- radius. Defaults to 1 but is ignored if near_nodes
-- isn't set. Bear in mind that the total area to be
-- checked is equal to:
-- (near_nodes_size^2)*near_nodes_vertical*2
-- For example, if size is 10 and vertical is 4, then
-- the area is (10^2)*8 = 800 nodes in size, so you'll
-- want to make sure you specify a value appropriate
-- for the size of the area being tested.
air_size = num, -- How large of an area to check for air above and
-- around the target. If omitted, only the space
-- above the target is checked. This does not check
-- for air at the sides or below the target.
air_count = num, -- How many of the surrounding nodes need to be air
-- for the above check to return true. If omitted,
-- only the space above the target is checked.
plantlife_limit = num, -- The value compared against the generic "plants
-- can grow here" Perlin noise layer. Smaller numbers
-- result in more abundant plants. Range of -1 to +1,
-- with values in the range of about 0 to 0.5 being
-- most useful. Defaults to 0.1.
temp_min = num, -- Minimum temperature needed for the desired object
-- to spawn. This is a 2d Perlin value, which has an
-- inverted range of +1 to -1. Larger values
-- represent *colder* temperatures, so this value is
-- actually the upper end of the desired Perlin range.
-- See the temperature map section at the bottom of
-- this document for details on how these values work.
-- Defaults to +1 (unlimited coldness).
temp_max = num, -- Maximum temperature/lower end of the Perlin range.
-- Defaults to -1 (unlimited heat).
humidity_min = num, -- Minimum humidity for the plant to spawn in. Like
-- the temperature map, this is a Perlin value where
-- lower numbers mean more humidity in the area.
-- Defaults to +1 (0% humidity).
humidity_max = num, -- Maximum humidity for the plant to spawn at.
-- Defaults to -1 (100% humidity).
verticals_list = {table}, -- List of nodes that should be considered to be
-- natural walls.
alt_wallnode = "string", -- If specified, this node will be substituted in
-- place of the plant(s) defined by spawn_plants
-- above, if the spawn target has one or more adjacent
-- walls. In such a case, the two above facedir
-- parameters will be ignored.
spawn_on_side = bool, -- Set this to true to immediately spawn the node on
-- one side of the target node rather than the top.
-- The code will search for an airspace to the side of
-- the target, then spawn the plant at the first one
-- found. The above facedir and random_facedir
-- parameters are ignored in this case. If the above
-- parameters for selecting generic wall nodes are
-- provided, this option is ignored. Important note:
-- the facedir values assigned by this option only
-- make sense with wallmounted nodes (nodes which
-- don't use facedir won't be affected).
choose_random_wall = bool, -- if set to true, and searching for walls is
-- being done, just pick any random wall if there is
-- one, rather than returning the first one.
spawn_on_bottom = bool, -- If set to true, spawn the object below the
-- target node instead of above it. The above
-- spawn_on_side variable takes precedence over this
-- one if both happen to be true. When using this
-- option with the random facedir function above, the
-- values given to the facedir parameter are for
-- regular nodes, not wallmounted.
spawn_replace_node = bool, -- If set to true, the target node itself is
-- replaced by the spawned object. Overrides the
-- spawn_on_bottom and spawn_on_side settings.
}
[*] spawn_plants must be either a table or a string. If it's a table, the
values therein are treated as a list of nodenames to pick from randomly on
each application of the ABM code. The more nodes you can pack into this
parameter to avoid making too many calls to this function, the lower the CPU
load will likely be.
You can also specify a string containing the name of a function to execute.
In this case, the function will be passed a single position parameter
indicating where the function should place the desired object, and the checks
for spawning on top vs. sides vs. bottom vs. replacing the target node will be
skipped.
By default, if a biome node, size, and count are not defined, the biome
checking is disabled. Same holds true for the nneighbors bit above that.
=====
biome_lib:register_generate_plant(biome, nodes_or_function_or_treedef)
To register an object to be spawned at mapgen time rather than via an ABM,
call this function with two parameters: a table with your object's biome
information, and a string, function, or table describing what to do if the
engine finds a suitable surface node (see below).
The biome table contains quite a number of options, though there are fewer
here than are available in the ABM-based spawner, as some stuff doesn't make
sense at map-generation time.
biome = {
surface = something, -- What node(s). May be a string such as
-- "default:dirt_with_grass" or a table with
-- multiple such entries.
---- Everything else is optional, but you'll definitely want to use
---- some of these other fields to limit where and under what
---- conditions the objects are spawned.
below_nodes = {table}, -- List of nodes that must be below the target
-- node. Useful in snow biomes to keep objects from
-- spawning in snow that's on the wrong surface for
-- that object.
avoid_nodes = {table}, -- List of nodes to avoid when spawning. Groups are
-- not supported here.
avoid_radius = num, -- How much distance to leave between the object to be
-- added and the objects to be avoided. If this or
-- the avoid_nodes value is nil/omitted, this check is
-- skipped. Avoid using excessively large radii.
rarity = num, -- How rare should this object be in its biome? Larger
-- values make objects more rare, via:
-- math.random(1,100) > this
max_count = num, -- The absolute maximum number of your object that
-- should be allowed to spawn in a 5x5x5 mapblock area
-- (80x80x80 nodes). Defaults to 5, but be sure you
-- set this to some reasonable value depending on your
-- object and its size if 5 is insufficient.
seed_diff = num, -- Perlin seed-diff value. Defaults to 0, which
-- causes the function to inherit the global value of
-- 329.
neighbors = {table}, -- What ground nodes must be right next to and at the
-- same elevation as the node to be spawned on.
ncount = num, -- At least this many of the above nodes must be next
-- to the node to spawn on. Any value greater than 8
-- will probably cause the code to never spawn
-- anything. Defaults to 0.
depth = num, -- How deep/thick of a layer the spawned-on node must
-- be. Typically used for water.
min_elevation = num, -- Minimum elevation in meters/nodes. Defaults to
-- -31000 (unlimited).
max_elevation = num, -- Max elevation. Defaults to +31000 (unlimited).
near_nodes = {table}, -- what nodes must be in the general vicinity of the
-- object being spawned.
near_nodes_size = num, -- how wide of a search area to look for the nodes
-- in that list.
near_nodes_vertical = num, -- How high/low of an area to search from the
-- target node.
near_nodes_count = num, -- at least this many of those nodes must be in
-- the area.
plantlife_limit = num, -- The value compared against the generic "plants
-- can grow here" Perlin noise layer. Smaller numbers
-- result in more abundant plants. Range of -1 to +1,
-- with values in the range of about 0 to 0.5 being
-- most useful. Defaults to 0.1.
temp_min = num, -- Coldest allowable temperature for a plant to spawn
-- (that is, the largest Perlin value).
temp_max = num, -- warmest allowable temperature to spawn a plant
-- (lowest Perlin value).
verticals_list = {table}, -- Same as with the spawn_on_surfaces function.
check_air = bool, -- Flag to tell the mapgen code to check for air above
-- the spawn target. Defaults to true if not
-- explicitly set to false. Set this to false VERY
-- SPARINGLY, as it will slow the map generator down.
delete_above = bool, -- Flag to tell the mapgen code to delete the two
-- nodes directly above the spawn target just before
-- adding the plant or tree. Useful when generating
-- in snow biomes. Defaults to false.
delete_above_surround = bool, -- Flag to tell the mapgen code to also
-- delete the five nodes surrounding the above space,
-- and the five nodes above those, resulting in a two-
-- node-deep cross-shaped empty region above/around
-- the spawn target. Useful when adding trees to snow
-- biomes. Defaults to false.
spawn_replace_node = bool, -- same as with the ABM spawner.
random_facedir = {table}, -- same as with the ABM spawner.
}
Regarding nodes_or_function_or_treedef, this must either be a string naming
a node to spawn, a table with a list of nodes to choose from, a table with an
L-Systems tree definition, or a function.
If you specified a string, the code will attempt to determine whether that
string specifies a valid node name. If it does, that node will be placed on
top of the target position directly (unless one of the other mapgen options
directs the code to do otherwise).
If you specified a table and there is no "axiom" field, the code assumes that
it is a list of nodes. Simply name one node per entry in the list, e.g.
{"default:junglegrass", "default:dry_shrub"} and so on, for as many nodes as
you want to list. A random node from the list will be chosen each time the
code goes to place a node.
If you specified a table, and there *is* an "axiom" field, the code assumes
that this table contains an L-Systems tree definition, which will be passed
directly to the engine's spawn_tree() function along with the position on
which to spawn the tree.
You can also supply a function to be directly executed, which is given the
current node position (the usual "pos" table format) as its sole argument. It
will be called in the form:
somefunction(pos)
=====
biome_lib:grow_plants(options)
The third function, grow_plants() is used to turn the spawned nodes above
into something else over time. This function has no return value, and accepts
a biome definition table as the only parameter. These are defined like so:
options = {
grow_plant = "string", -- Name of the node to be grown into something
-- else. This value is passed to the ABM as the
-- "nodenames" parameter, so it is the plants
-- themselves that are the ABM trigger, rather than
-- the ground they spawned on. A plant will only grow
-- if the node above it is air. Can also be a table,
-- but note that all nodes referenced therein will be
-- grown into the same object.
grow_delay = num, -- Passed as the ABM "interval" parameter, as with
-- spawning.
grow_chance = num, -- Passed as the ABM "chance" parameter.
grow_result = "string", -- Name of the node into which the grow_plant
-- node(s) should transform when the ABM executes.
---- Everything from here down is optional.
dry_early_node = "string", -- This value is ignored except for jungle
-- grass (a corner case needed by that mod), where it
-- indicates which node the grass must be on in order
-- for it to turn from the short size to
-- "default:dry_shrub" instead of the medium size.
grow_nodes = {table}, -- One of these nodes must be under the plant in
-- order for it to grow at all. Normally this should
-- be the same as the list of surfaces passed to the
-- spawning ABM as the "nodenames" parameter. This is
-- so that the plant can be manually placed on
-- something like a flower pot or something without it
-- necessarily growing and perhaps dieing. Defaults
-- to "default:dirt_with_grass".
facedir = num, -- Same as with spawning a plant.
need_wall = bool, -- Set this to true if you the plant needs to grow
-- against a wall. Defaults to false.
verticals_list = {table}, -- same as with spawning a plant.
choose_random_wall = bool, -- same as with spawning a plant.
grow_vertically = bool, -- Set this to true if the plant needs to grow
-- vertically, as in climbing poison ivy. Defaults to
-- false.
height_limit = num, -- Set this to limit how tall the desired node can
-- grow. The mod will search straight down from the
-- position being spawned at to find a ground node,
-- set via the field below. Defaults to 5 nodes.
ground_nodes = {table}, -- What nodes should be treated as "the ground"
-- below a vertically-growing plant. Usually this
-- should be the same as the grow_nodes table, but
-- might also include, for example, water or some
-- other surrounding material. Defaults to
-- "default:dirt_with_grass".
grow_function = something, -- [*] see below.
seed_diff = num, -- [*] see below.
}
[*] grow_function can take one of three possible settings: it can be nil (or
not provided), a string, or a table.
If it is not provided or it's set to nil, all of the regular growing code is
executed normally, the value of seed_diff, if any, is ignored, and the node to
be placed is assumed to be specified in the grow_result variable.
If this value is set to a simple string, this is treated as the name of the
function to use to grow the plant. In this case, all of the usual growing
code is executeed, but then instead of a plant being simply added to the
world, grow_result is ignored and the named function is executed and passed a
few parmeters in the following general form:
somefunction(pos, perlin1, perlin2)
These values represent the current position (the usual table), the Perlin
noise value for that spot in the generic "plants can grow here" map for the
seed_diff value above, the Perlin value for that same spot from the
temperature map, and the detected neighboring wall face, if there was one (or
nil if not). If seed_diff is not provided, it defaults to 0.
If this variable is instead set to a table, it is treated an an L-Systems tree
definition. All of the growing code is executed in the usual manner, then the
tree described by that definition is spawned at the current position instead,
and grow_result is ignored.
=====
find_adjacent_wall(pos, verticals, randomflag)
Of the few helper functions, this one expects a position parameter and a table
with the list of nodes that should be considered as walls. The code will
search around the given position for a neighboring wall, returning the first
one it finds as a facedir value, or nil if there are no adjacent walls.
If randomflag is set to true, the function will just return the facedir of any
random wall it finds adjacent to the target position. Defaults to false if
not specified.
=====
is_node_loaded(pos)
This acts as a wrapper for the minetest.get_node_or_nil(node_pos)
function and accepts a single position parameter. Returns true if the node in
question is already loaded, or false if not.
=====
dbg(string)
This is a simple debug output function which takes one string parameter. It
just checks if DEBUG is true and outputs the phrase "[Plantlife] " followed by
the supplied string, via the print() function, if so.
=====
biome_lib:generate_tree(pos, treemodel)
biome_lib:grow_tree(pos, treemodel)
In the case of the growing code and the mapgen-based tree generator code,
generating a tree is done via the above two calls, which in turn immediately
call the usual spawn_tree() functions. This rerouting exists as a way for
other mods to hook into biome_lib's tree-growing functions in general,
perhaps to execute something extra whenever a tree is spawned.
biome_lib:generate_tree(pos, treemodel) is called any time a tree is spawned
at map generation time. 'pos' is the position of the block on which the tree
is to be placed. 'treemodel' is the standard L-Systems tree definition table
expected by the spawn_tree() function. Refer to the 'trunk' field in that
table to derive the name of the tree being spawned.
biome_lib:grow_tree(pos, treemodel) does the same sort of thing whenever a
tree is spawned within the abm-based growing code, for example when growing a
sapling into a tree.
=====
There are other, internal helper functions that are not meant for use by other
mods. Don't rely on them, as they are subject to change without notice.
===============
Global Settings
===============
Set this to true if you want the mod to spam your console with debug info :-)
plantlife_debug = false
======================
Fertile Ground Mapping
======================
The mod uses Perlin noise to create "biomes" of the various plants, via the
minetest.get_perlin() function. At present, there are three layers of
Perlin noise used.
The first one is for a "fertile ground" layer, which I tend to refer to as the
generic "stuff can potentially grow here" layer. Its values are hard-coded:
biome_lib.plantlife_seed_diff = 329
perlin_octaves = 3
perlin_persistence = 0.6
perlin_scale = 100
For more information on how Perlin noise is generated, you will need to search
the web, as these default values were from that which is used by minetest_game
to spawn jungle grass at mapgen time, and I'm still learning how Perlin noise
works. ;-)
===================
Temperature Mapping
===================
The second Perlin layer is a temperature map, with values taken from
SPlizard's Snow Biomes mod so that the two will be compatible, since that mod
appears to be the standard now. Those values are:
temperature_seeddiff = 112
temperature_octaves = 3
temperature_persistence = 0.5
temperature_scale = 150
The way Perlin values are used by this mod, in keeping with the snow mod's
apparent methods, larger values returned by the Perlin function represent
*colder* temperatures. In this mod, the following table gives a rough
approximation of how temperature maps to these values, normalized to
0.53 = 0 °C and +1.0 = -25 °C.
Perlin Approx. Temperature
-1.0 81 °C ( 178 °F)
-0.75 68 °C ( 155 °F)
-0.56 58 °C ( 136 °F)
-0.5 55 °C ( 131 °F)
-0.25 41 °C ( 107 °F)
-0.18 38 °C ( 100 °F)
0 28 °C ( 83 °F)
0.13 21 °C ( 70 °F)
0.25 15 °C ( 59 °F)
0.5 2 °C ( 35 °F)
0.53 0 °C ( 32 °F)
0.75 -12 °C ( 11 °F)
0.86 -18 °C ( 0 °F)
1.0 -25 °C (- 13 °F)
Included in this table are even 0.25 steps in Perlin values along with some
common temperatures on both the Centigrade and Fahrenheit scales. Note that
unless you're trying to model the Moon or perhaps Mercury in your mods/maps,
you probably won't need to bother with Perlin values of less than -0.56 or so.
================
Humidity Mapping
================
Last but not least is a moisture/humidity map. Like the temperature map
above, Perlin values can be tested to determine the approximate humidity of
the *air* in the area. This humidity map is basically the perlin layer used
for deserts.
A value of +1.0 is very moist (basically a thick fog, if it could be seen), a
value of roughly +0.25 represents the edge of a desert as usually seen in the
game, and a value of -1.0 is as dry as a bone.
This does not check for nearby water, just general air humidity, and that
being the case, nearby ground does not affect the reported humidity of a
region (because this isn't yet possible to calculate yet). Use the near_nodes
and avoid_nodes parameters and their related options to check for water and
such.
The Perlin values use for this layer are:
humidity_seeddiff = 9130
humidity_octaves = 3
humidity_persistence = 0.5
humidity_scale = 250
And this particular one is mapped slightly differently from the others:
noise3 = perlin3:get2d({x=p_top.x+150, y=p_top.z+50})
(Note the +150 and +50 offsets)

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# Biome Lib
This library's purpose is to allow other mods to add growing things to the map in a straightforward, simple manner. It contains all the core functions needed by mods and modpacks such as More Trees, Tiny Trees, Plantlife, and others.
Spawning of plants is optionally sensitive to the amount of available light, elevation, nearness to other nodes, plant-to-plant density, water depth, and a whole host of controls.
All objects spawned or generated using this mod use Perlin noise to stay within simple biomes, rather than just letting everything just spread around the map randomly.
This library also features a basic temperature map, which should blend in nicely with SPlizard's Snow Biomes mod (the same Perlin settings are used, with the assumption that the edge of a snow biome is 0° Centigrade).
Both mapgen-based spawning and ABM-based spawning is supported. Growing code is strictly ABM-based. L-system trees can be spawned at mapgen time via the engine's spawn_tree() function and are quite fast.
It is primarily intended for mapgen v6, but it should work fine when used with mapgen v7.
**Dependencies**: default from minetest_game
**Recommends**: [Plantlife Modpack](https://github.com/minetest-mods/plantlife_modpack),
[More Trees](https://github.com/minetest-mods/moretrees)
**License**: WTFPL
**API**: This mod supplies a small number of very powerful functions. They are, briefly:
* biome_lib:register_generate_plant()
* biome_lib:spawn_on_surfaces()
* biome_lib:grow_plants()
* biome_lib:find_valid_wall()
* biome_lib:is_node_loaded()
For a complete description of these functions as well as several of the internal variables within the mod, [read the API.txt document](https://raw.githubusercontent.com/minetest-mods/biome_lib/master/API.txt) included in this package.

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intllib?

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The biome spawning and management library for Plantlife, Moretrees, Tiny Trees, and other mods that originally depended on plants_lib from the plantlife modpack.

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-- Plantlife library mod by Vanessa Ezekowitz
--
-- License: WTFPL
--
-- I got the temperature map idea from "hmmmm", values used for it came from
-- Splizard's snow mod.
--
-- Various settings - most of these probably won't need to be changed
biome_lib = {}
plantslib = setmetatable({}, { __index=function(t,k) print("Use of deprecated function:", k) return biome_lib[k] end })
biome_lib.blocklist_aircheck = {}
biome_lib.blocklist_no_aircheck = {}
biome_lib.surface_nodes_aircheck = {}
biome_lib.surface_nodes_no_aircheck = {}
biome_lib.surfaceslist_aircheck = {}
biome_lib.surfaceslist_no_aircheck = {}
biome_lib.actioncount_aircheck = {}
biome_lib.actioncount_no_aircheck = {}
biome_lib.actionslist_aircheck = {}
biome_lib.actionslist_no_aircheck = {}
biome_lib.modpath = minetest.get_modpath("biome_lib")
biome_lib.total_no_aircheck_calls = 0
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if minetest.get_modpath("intllib") then
S = intllib.Getter()
else
S = function(s) return s end
end
biome_lib.intllib = S
local DEBUG = false --... except if you want to spam the console with debugging info :-)
function biome_lib:dbg(msg)
if DEBUG then
minetest.log("info", "[Plantlife] "..msg)
minetest.log("verbose", "[Plantlife] "..msg)
end
end
biome_lib.plantlife_seed_diff = 329 -- needs to be global so other mods can see it
local perlin_octaves = 3
local perlin_persistence = 0.6
local perlin_scale = 100
local temperature_seeddiff = 112
local temperature_octaves = 3
local temperature_persistence = 0.5
local temperature_scale = 150
local humidity_seeddiff = 9130
local humidity_octaves = 3
local humidity_persistence = 0.5
local humidity_scale = 250
local time_scale = 1
local time_speed = tonumber(minetest.setting_get("time_speed"))
if time_speed and time_speed > 0 then
time_scale = 72 / time_speed
end
--PerlinNoise(seed, octaves, persistence, scale)
biome_lib.perlin_temperature = PerlinNoise(temperature_seeddiff, temperature_octaves, temperature_persistence, temperature_scale)
biome_lib.perlin_humidity = PerlinNoise(humidity_seeddiff, humidity_octaves, humidity_persistence, humidity_scale)
-- Local functions
function biome_lib:is_node_loaded(node_pos)
local n = minetest.get_node_or_nil(node_pos)
if (not n) or (n.name == "ignore") then
return false
end
return true
end
function biome_lib:set_defaults(biome)
biome.seed_diff = biome.seed_diff or 0
biome.min_elevation = biome.min_elevation or -31000
biome.max_elevation = biome.max_elevation or 31000
biome.temp_min = biome.temp_min or 1
biome.temp_max = biome.temp_max or -1
biome.humidity_min = biome.humidity_min or 1
biome.humidity_max = biome.humidity_max or -1
biome.plantlife_limit = biome.plantlife_limit or 0.1
biome.near_nodes_vertical = biome.near_nodes_vertical or 1
-- specific to on-generate
biome.neighbors = biome.neighbors or biome.surface
biome.near_nodes_size = biome.near_nodes_size or 0
biome.near_nodes_count = biome.near_nodes_count or 1
biome.rarity = biome.rarity or 50
biome.max_count = biome.max_count or 5
if biome.check_air ~= false then biome.check_air = true end
-- specific to abm spawner
biome.seed_diff = biome.seed_diff or 0
biome.light_min = biome.light_min or 0
biome.light_max = biome.light_max or 15
biome.depth_max = biome.depth_max or 1
biome.facedir = biome.facedir or 0
end
local function search_table(t, s)
for i = 1, #t do
if t[i] == s then return true end
end
return false
end
-- register the list of surfaces to spawn stuff on, filtering out all duplicates.
-- separate the items by air-checking or non-air-checking map eval methods
function biome_lib:register_generate_plant(biomedef, nodes_or_function_or_model)
-- if calling code passes an undefined node for a surface or
-- as a node to be spawned, don't register an action for it.
if type(nodes_or_function_or_model) == "string"
and string.find(nodes_or_function_or_model, ":")
and not minetest.registered_nodes[nodes_or_function_or_model] then
biome_lib:dbg("Warning: Ignored registration for undefined spawn node: "..dump(nodes_or_function_or_model))
return
end
if type(nodes_or_function_or_model) == "string"
and not string.find(nodes_or_function_or_model, ":") then
biome_lib:dbg("Warning: Registered function call using deprecated string method: "..dump(nodes_or_function_or_model))
end
if biomedef.check_air == false then
biome_lib:dbg("Register no-air-check mapgen hook: "..dump(nodes_or_function_or_model))
biome_lib.actionslist_no_aircheck[#biome_lib.actionslist_no_aircheck + 1] = { biomedef, nodes_or_function_or_model }
local s = biomedef.surface
if type(s) == "string" then
if s and (string.find(s, "^group:") or minetest.registered_nodes[s]) then
if not search_table(biome_lib.surfaceslist_no_aircheck, s) then
biome_lib.surfaceslist_no_aircheck[#biome_lib.surfaceslist_no_aircheck + 1] = s
end
else
biome_lib:dbg("Warning: Ignored no-air-check registration for undefined surface node: "..dump(s))
end
else
for i = 1, #biomedef.surface do
local s = biomedef.surface[i]
if s and (string.find(s, "^group:") or minetest.registered_nodes[s]) then
if not search_table(biome_lib.surfaceslist_no_aircheck, s) then
biome_lib.surfaceslist_no_aircheck[#biome_lib.surfaceslist_no_aircheck + 1] = s
end
else
biome_lib:dbg("Warning: Ignored no-air-check registration for undefined surface node: "..dump(s))
end
end
end
else
biome_lib:dbg("Register with-air-checking mapgen hook: "..dump(nodes_or_function_or_model))
biome_lib.actionslist_aircheck[#biome_lib.actionslist_aircheck + 1] = { biomedef, nodes_or_function_or_model }
local s = biomedef.surface
if type(s) == "string" then
if s and (string.find(s, "^group:") or minetest.registered_nodes[s]) then
if not search_table(biome_lib.surfaceslist_aircheck, s) then
biome_lib.surfaceslist_aircheck[#biome_lib.surfaceslist_aircheck + 1] = s
end
else
biome_lib:dbg("Warning: Ignored with-air-checking registration for undefined surface node: "..dump(s))
end
else
for i = 1, #biomedef.surface do
local s = biomedef.surface[i]
if s and (string.find(s, "^group:") or minetest.registered_nodes[s]) then
if not search_table(biome_lib.surfaceslist_aircheck, s) then
biome_lib.surfaceslist_aircheck[#biome_lib.surfaceslist_aircheck + 1] = s
end
else
biome_lib:dbg("Warning: Ignored with-air-checking registration for undefined surface node: "..dump(s))
end
end
end
end
end
function biome_lib:populate_surfaces(biome, nodes_or_function_or_model, snodes, checkair)
biome_lib:set_defaults(biome)
-- filter stage 1 - find nodes from the supplied surfaces that are within the current biome.
local in_biome_nodes = {}
local perlin_fertile_area = minetest.get_perlin(biome.seed_diff, perlin_octaves, perlin_persistence, perlin_scale)
for i = 1, #snodes do
local pos = snodes[i]
local p_top = { x = pos.x, y = pos.y + 1, z = pos.z }
local noise1 = perlin_fertile_area:get2d({x=pos.x, y=pos.z})
local noise2 = biome_lib.perlin_temperature:get2d({x=pos.x, y=pos.z})
local noise3 = biome_lib.perlin_humidity:get2d({x=pos.x+150, y=pos.z+50})
local biome_surfaces_string = dump(biome.surface)
local surface_ok = false
if not biome.depth then
local dest_node = minetest.get_node(pos)
if string.find(biome_surfaces_string, dest_node.name) then
surface_ok = true
else
if string.find(biome_surfaces_string, "group:") then
for j = 1, #biome.surface do
if string.find(biome.surface[j], "^group:")
and minetest.get_item_group(dest_node.name, biome.surface[j]) then
surface_ok = true
break
end
end
end
end
elseif not string.find(biome_surfaces_string, minetest.get_node({ x = pos.x, y = pos.y-biome.depth-1, z = pos.z }).name) then
surface_ok = true
end
if surface_ok
and (not checkair or minetest.get_node(p_top).name == "air")
and pos.y >= biome.min_elevation
and pos.y <= biome.max_elevation
and noise1 > biome.plantlife_limit
and noise2 <= biome.temp_min
and noise2 >= biome.temp_max
and noise3 <= biome.humidity_min
and noise3 >= biome.humidity_max
and (not biome.ncount or #(minetest.find_nodes_in_area({x=pos.x-1, y=pos.y, z=pos.z-1}, {x=pos.x+1, y=pos.y, z=pos.z+1}, biome.neighbors)) > biome.ncount)
and (not biome.near_nodes or #(minetest.find_nodes_in_area({x=pos.x-biome.near_nodes_size, y=pos.y-biome.near_nodes_vertical, z=pos.z-biome.near_nodes_size}, {x=pos.x+biome.near_nodes_size, y=pos.y+biome.near_nodes_vertical, z=pos.z+biome.near_nodes_size}, biome.near_nodes)) >= biome.near_nodes_count)
and math.random(1,100) > biome.rarity
and (not biome.below_nodes or string.find(dump(biome.below_nodes), minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name) )
then
in_biome_nodes[#in_biome_nodes + 1] = pos
end
end
-- filter stage 2 - find places within that biome area to place the plants.
local num_in_biome_nodes = #in_biome_nodes
if num_in_biome_nodes > 0 then
for i = 1, math.min(biome.max_count, num_in_biome_nodes) do
local tries = 0
local spawned = false
while tries < 2 and not spawned do
local pos = in_biome_nodes[math.random(1, num_in_biome_nodes)]
if biome.spawn_replace_node then
pos.y = pos.y-1
end
local p_top = { x = pos.x, y = pos.y + 1, z = pos.z }
if not (biome.avoid_nodes and biome.avoid_radius and minetest.find_node_near(p_top, biome.avoid_radius + math.random(-1.5,2), biome.avoid_nodes)) then
if biome.delete_above then
minetest.remove_node(p_top)
minetest.remove_node({x=p_top.x, y=p_top.y+1, z=p_top.z})
end
if biome.delete_above_surround then
minetest.remove_node({x=p_top.x-1, y=p_top.y, z=p_top.z})
minetest.remove_node({x=p_top.x+1, y=p_top.y, z=p_top.z})
minetest.remove_node({x=p_top.x, y=p_top.y, z=p_top.z-1})
minetest.remove_node({x=p_top.x, y=p_top.y, z=p_top.z+1})
minetest.remove_node({x=p_top.x-1, y=p_top.y+1, z=p_top.z})
minetest.remove_node({x=p_top.x+1, y=p_top.y+1, z=p_top.z})
minetest.remove_node({x=p_top.x, y=p_top.y+1, z=p_top.z-1})
minetest.remove_node({x=p_top.x, y=p_top.y+1, z=p_top.z+1})
end
if biome.spawn_replace_node then
minetest.remove_node(pos)
end
local objtype = type(nodes_or_function_or_model)
if objtype == "table" then
if nodes_or_function_or_model.axiom then
biome_lib:generate_tree(p_top, nodes_or_function_or_model)
spawned = true
else
local fdir = nil
if biome.random_facedir then
fdir = math.random(biome.random_facedir[1], biome.random_facedir[2])
end
minetest.set_node(p_top, { name = nodes_or_function_or_model[math.random(#nodes_or_function_or_model)], param2 = fdir })
spawned = true
end
elseif objtype == "string" and
minetest.registered_nodes[nodes_or_function_or_model] then
local fdir = nil
if biome.random_facedir then
fdir = math.random(biome.random_facedir[1], biome.random_facedir[2])
end
minetest.set_node(p_top, { name = nodes_or_function_or_model, param2 = fdir })
spawned = true
elseif objtype == "function" then
nodes_or_function_or_model(pos)
spawned = true
elseif objtype == "string" and pcall(loadstring(("return %s(...)"):
format(nodes_or_function_or_model)),pos) then
spawned = true
else
biome_lib:dbg("Warning: Ignored invalid definition for object "..dump(nodes_or_function_or_model).." that was pointed at {"..dump(pos).."}")
end
else
tries = tries + 1
end
end
end
end
end
-- Primary mapgen spawner, for mods that can work with air checking enabled on
-- a surface during the initial map read stage.
function biome_lib:generate_block_with_air_checking()
if #biome_lib.blocklist_aircheck > 0 then
local minp = biome_lib.blocklist_aircheck[1][1]
local maxp = biome_lib.blocklist_aircheck[1][2]
-- use the block hash as a unique key into the surface nodes
-- tables, so that we can write the tables thread-safely.
local blockhash = minetest.hash_node_position(minp)
if not biome_lib.surface_nodes_aircheck.blockhash then
if type(minetest.find_nodes_in_area_under_air) == "function" then -- use newer API call
biome_lib.surface_nodes_aircheck.blockhash =
minetest.find_nodes_in_area_under_air(minp, maxp, biome_lib.surfaceslist_aircheck)
else
local search_area = minetest.find_nodes_in_area(minp, maxp, biome_lib.surfaceslist_aircheck)
-- search the generated block for air-bounded surfaces the slow way.
biome_lib.surface_nodes_aircheck.blockhash = {}
for i = 1, #search_area do
local pos = search_area[i]
local p_top = { x=pos.x, y=pos.y+1, z=pos.z }
if minetest.get_node(p_top).name == "air" then
biome_lib.surface_nodes_aircheck.blockhash[#biome_lib.surface_nodes_aircheck.blockhash + 1] = pos
end
end
end
biome_lib.actioncount_aircheck.blockhash = 1
else
if biome_lib.actioncount_aircheck.blockhash <= #biome_lib.actionslist_aircheck then
-- [1] is biome, [2] is node/function/model
biome_lib:populate_surfaces(
biome_lib.actionslist_aircheck[biome_lib.actioncount_aircheck.blockhash][1],
biome_lib.actionslist_aircheck[biome_lib.actioncount_aircheck.blockhash][2],
biome_lib.surface_nodes_aircheck.blockhash, true)
biome_lib.actioncount_aircheck.blockhash = biome_lib.actioncount_aircheck.blockhash + 1
else
if biome_lib.surface_nodes_aircheck.blockhash then
table.remove(biome_lib.blocklist_aircheck, 1)
biome_lib.surface_nodes_aircheck.blockhash = nil
end
end
end
end
end
-- Secondary mapgen spawner, for mods that require disabling of
-- checking for air during the initial map read stage.
function biome_lib:generate_block_no_aircheck()
if #biome_lib.blocklist_no_aircheck > 0 then
local minp = biome_lib.blocklist_no_aircheck[1][1]
local maxp = biome_lib.blocklist_no_aircheck[1][2]
local blockhash = minetest.hash_node_position(minp)
if not biome_lib.surface_nodes_no_aircheck.blockhash then
-- directly read the block to be searched into the chunk cache
biome_lib.surface_nodes_no_aircheck.blockhash =
minetest.find_nodes_in_area(minp, maxp, biome_lib.surfaceslist_no_aircheck)
biome_lib.actioncount_no_aircheck.blockhash = 1
else
if biome_lib.actioncount_no_aircheck.blockhash <= #biome_lib.actionslist_no_aircheck then
biome_lib:populate_surfaces(
biome_lib.actionslist_no_aircheck[biome_lib.actioncount_no_aircheck.blockhash][1],
biome_lib.actionslist_no_aircheck[biome_lib.actioncount_no_aircheck.blockhash][2],
biome_lib.surface_nodes_no_aircheck.blockhash, false)
biome_lib.actioncount_no_aircheck.blockhash = biome_lib.actioncount_no_aircheck.blockhash + 1
else
if biome_lib.surface_nodes_no_aircheck.blockhash then
table.remove(biome_lib.blocklist_no_aircheck, 1)
biome_lib.surface_nodes_no_aircheck.blockhash = nil
end
end
end
end
end
-- "Record" the chunks being generated by the core mapgen
minetest.register_on_generated(function(minp, maxp, blockseed)
biome_lib.blocklist_aircheck[#biome_lib.blocklist_aircheck + 1] = { minp, maxp }
end)
minetest.register_on_generated(function(minp, maxp, blockseed)
biome_lib.blocklist_no_aircheck[#biome_lib.blocklist_no_aircheck + 1] = { minp, maxp }
end)
-- "Play" them back, populating them with new stuff in the process
minetest.register_globalstep(function(dtime)
if dtime < 0.2 and -- don't attempt to populate if lag is already too high
(#biome_lib.blocklist_aircheck > 0 or #biome_lib.blocklist_no_aircheck > 0) then
biome_lib.globalstep_start_time = minetest.get_us_time()
biome_lib.globalstep_runtime = 0
while (#biome_lib.blocklist_aircheck > 0 or #biome_lib.blocklist_no_aircheck > 0)
and biome_lib.globalstep_runtime < 200000 do -- 0.2 seconds, in uS.
if #biome_lib.blocklist_aircheck > 0 then
biome_lib:generate_block_with_air_checking()
end
if #biome_lib.blocklist_no_aircheck > 0 then
biome_lib:generate_block_no_aircheck()
end
biome_lib.globalstep_runtime = minetest.get_us_time() - biome_lib.globalstep_start_time
end
end
end)
-- Play out the entire log all at once on shutdown
-- to prevent unpopulated map areas
minetest.register_on_shutdown(function()
minetest.log("action", "[biome_lib] Stand by, playing out the rest of the aircheck mapblock log")
minetest.log("action", "(there are "..#biome_lib.blocklist_aircheck.." entries)...")
while true do
biome_lib:generate_block_with_air_checking(0.1)
if #biome_lib.blocklist_aircheck == 0 then return end
end
end)
minetest.register_on_shutdown(function()
minetest.log("action", "[biome_lib] Stand by, playing out the rest of the no-aircheck mapblock log")
minetest.log("action", "(there are "..#biome_lib.blocklist_aircheck.." entries)...")
while true do
biome_lib:generate_block_no_aircheck(0.1)
if #biome_lib.blocklist_no_aircheck == 0 then return end
end
end)
-- The spawning ABM
function biome_lib:spawn_on_surfaces(sd,sp,sr,sc,ss,sa)
local biome = {}
if type(sd) ~= "table" then
biome.spawn_delay = sd -- old api expects ABM interval param here.
biome.spawn_plants = {sp}
biome.avoid_radius = sr
biome.spawn_chance = sc
biome.spawn_surfaces = {ss}
biome.avoid_nodes = sa
else
biome = sd
end
if biome.spawn_delay*time_scale >= 1 then
biome.interval = biome.spawn_delay*time_scale
else
biome.interval = 1
end
biome_lib:set_defaults(biome)
biome.spawn_plants_count = #(biome.spawn_plants)
minetest.register_abm({
nodenames = biome.spawn_surfaces,
interval = biome.interval,
chance = biome.spawn_chance,
neighbors = biome.neighbors,
action = function(pos, node, active_object_count, active_object_count_wider)
local p_top = { x = pos.x, y = pos.y + 1, z = pos.z }
local n_top = minetest.get_node(p_top)
local perlin_fertile_area = minetest.get_perlin(biome.seed_diff, perlin_octaves, perlin_persistence, perlin_scale)
local noise1 = perlin_fertile_area:get2d({x=p_top.x, y=p_top.z})
local noise2 = biome_lib.perlin_temperature:get2d({x=p_top.x, y=p_top.z})
local noise3 = biome_lib.perlin_humidity:get2d({x=p_top.x+150, y=p_top.z+50})
if noise1 > biome.plantlife_limit
and noise2 <= biome.temp_min
and noise2 >= biome.temp_max
and noise3 <= biome.humidity_min
and noise3 >= biome.humidity_max
and biome_lib:is_node_loaded(p_top) then
local n_light = minetest.get_node_light(p_top, nil)
if not (biome.avoid_nodes and biome.avoid_radius and minetest.find_node_near(p_top, biome.avoid_radius + math.random(-1.5,2), biome.avoid_nodes))
and n_light >= biome.light_min
and n_light <= biome.light_max
and (not(biome.neighbors and biome.ncount) or #(minetest.find_nodes_in_area({x=pos.x-1, y=pos.y, z=pos.z-1}, {x=pos.x+1, y=pos.y, z=pos.z+1}, biome.neighbors)) > biome.ncount )
and (not(biome.near_nodes and biome.near_nodes_count and biome.near_nodes_size) or #(minetest.find_nodes_in_area({x=pos.x-biome.near_nodes_size, y=pos.y-biome.near_nodes_vertical, z=pos.z-biome.near_nodes_size}, {x=pos.x+biome.near_nodes_size, y=pos.y+biome.near_nodes_vertical, z=pos.z+biome.near_nodes_size}, biome.near_nodes)) >= biome.near_nodes_count)
and (not(biome.air_count and biome.air_size) or #(minetest.find_nodes_in_area({x=p_top.x-biome.air_size, y=p_top.y, z=p_top.z-biome.air_size}, {x=p_top.x+biome.air_size, y=p_top.y, z=p_top.z+biome.air_size}, "air")) >= biome.air_count)
and pos.y >= biome.min_elevation
and pos.y <= biome.max_elevation
then
local walldir = biome_lib:find_adjacent_wall(p_top, biome.verticals_list, biome.choose_random_wall)
if biome.alt_wallnode and walldir then
if n_top.name == "air" then
minetest.set_node(p_top, { name = biome.alt_wallnode, param2 = walldir })
end
else
local currentsurface = minetest.get_node(pos).name
if currentsurface ~= "default:water_source"
or (currentsurface == "default:water_source" and #(minetest.find_nodes_in_area({x=pos.x, y=pos.y-biome.depth_max-1, z=pos.z}, {x=pos.x, y=pos.y, z=pos.z}, {"default:dirt", "default:dirt_with_grass", "default:sand"})) > 0 )
then
local rnd = math.random(1, biome.spawn_plants_count)
local plant_to_spawn = biome.spawn_plants[rnd]
local fdir = biome.facedir
if biome.random_facedir then
fdir = math.random(biome.random_facedir[1],biome.random_facedir[2])
end
if type(biome.spawn_plants) == "string" then
assert(loadstring(biome.spawn_plants.."(...)"))(pos)
elseif not biome.spawn_on_side and not biome.spawn_on_bottom and not biome.spawn_replace_node then
if n_top.name == "air" then
minetest.set_node(p_top, { name = plant_to_spawn, param2 = fdir })
end
elseif biome.spawn_replace_node then
minetest.set_node(pos, { name = plant_to_spawn, param2 = fdir })
elseif biome.spawn_on_side then
local onside = biome_lib:find_open_side(pos)
if onside then
minetest.set_node(onside.newpos, { name = plant_to_spawn, param2 = onside.facedir })
end
elseif biome.spawn_on_bottom then
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, { name = plant_to_spawn, param2 = fdir} )
end
end
end
end
end
end
end
})
end
-- The growing ABM
function biome_lib:grow_plants(opts)
local options = opts
options.height_limit = options.height_limit or 5
options.ground_nodes = options.ground_nodes or { "default:dirt_with_grass" }
options.grow_nodes = options.grow_nodes or { "default:dirt_with_grass" }
options.seed_diff = options.seed_diff or 0
if options.grow_delay*time_scale >= 1 then
options.interval = options.grow_delay*time_scale
else
options.interval = 1
end
minetest.register_abm({
nodenames = { options.grow_plant },
interval = options.interval,
chance = options.grow_chance,
action = function(pos, node, active_object_count, active_object_count_wider)
local p_top = {x=pos.x, y=pos.y+1, z=pos.z}
local p_bot = {x=pos.x, y=pos.y-1, z=pos.z}
local n_top = minetest.get_node(p_top)
local n_bot = minetest.get_node(p_bot)
local root_node = minetest.get_node({x=pos.x, y=pos.y-options.height_limit, z=pos.z})
local walldir = nil
if options.need_wall and options.verticals_list then
walldir = biome_lib:find_adjacent_wall(p_top, options.verticals_list, options.choose_random_wall)
end
if (n_top.name == "air" or n_top.name == "default:snow")
and (not options.need_wall or (options.need_wall and walldir)) then
-- corner case for changing short junglegrass
-- to dry shrub in desert
if n_bot.name == options.dry_early_node and options.grow_plant == "junglegrass:short" then
minetest.set_node(pos, { name = "default:dry_shrub" })
elseif options.grow_vertically and walldir then
if biome_lib:search_downward(pos, options.height_limit, options.ground_nodes) then
minetest.set_node(p_top, { name = options.grow_plant, param2 = walldir})
end
elseif not options.grow_result and not options.grow_function then
minetest.remove_node(pos)
else
biome_lib:replace_object(pos, options.grow_result, options.grow_function, options.facedir, options.seed_diff)
end
end
end
})
end
-- Function to decide how to replace a plant - either grow it, replace it with
-- a tree, run a function, or die with an error.
function biome_lib:replace_object(pos, replacement, grow_function, walldir, seeddiff)
local growtype = type(grow_function)
if growtype == "table" then
minetest.remove_node(pos)
biome_lib:grow_tree(pos, grow_function)
return
elseif growtype == "function" then
local perlin_fertile_area = minetest.get_perlin(seeddiff, perlin_octaves, perlin_persistence, perlin_scale)
local noise1 = perlin_fertile_area:get2d({x=pos.x, y=pos.z})
local noise2 = biome_lib.perlin_temperature:get2d({x=pos.x, y=pos.z})
grow_function(pos,noise1,noise2,walldir)
return
elseif growtype == "string" then
local perlin_fertile_area = minetest.get_perlin(seeddiff, perlin_octaves, perlin_persistence, perlin_scale)
local noise1 = perlin_fertile_area:get2d({x=pos.x, y=pos.z})
local noise2 = biome_lib.perlin_temperature:get2d({x=pos.x, y=pos.z})
assert(loadstring(grow_function.."(...)"))(pos,noise1,noise2,walldir)
return
elseif growtype == "nil" then
minetest.set_node(pos, { name = replacement, param2 = walldir})
return
elseif growtype ~= "nil" and growtype ~= "string" and growtype ~= "table" then
error("Invalid grow function "..dump(grow_function).." used on object at ("..dump(pos)..")")
end
end
-- function to decide if a node has a wall that's in verticals_list{}
-- returns wall direction of valid node, or nil if invalid.
function biome_lib:find_adjacent_wall(pos, verticals, randomflag)
local verts = dump(verticals)
if randomflag then
local walltab = {}
if string.find(verts, minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name) then walltab[#walltab + 1] = 3 end
if string.find(verts, minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name) then walltab[#walltab + 1] = 2 end
if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z-1 }).name) then walltab[#walltab + 1] = 5 end
if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z+1 }).name) then walltab[#walltab + 1] = 4 end
if #walltab > 0 then return walltab[math.random(1, #walltab)] end
else
if string.find(verts, minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name) then return 3 end
if string.find(verts, minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name) then return 2 end
if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z-1 }).name) then return 5 end
if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z+1 }).name) then return 4 end
end
return nil
end
-- Function to search downward from the given position, looking for the first
-- node that matches the ground table. Returns the new position, or nil if
-- height limit is exceeded before finding it.
function biome_lib:search_downward(pos, heightlimit, ground)
for i = 0, heightlimit do
if string.find(dump(ground), minetest.get_node({x=pos.x, y=pos.y-i, z = pos.z}).name) then
return {x=pos.x, y=pos.y-i, z = pos.z}
end
end
return false
end
function biome_lib:find_open_side(pos)
if minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name == "air" then
return {newpos = { x=pos.x-1, y=pos.y, z=pos.z }, facedir = 2}
end
if minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name == "air" then
return {newpos = { x=pos.x+1, y=pos.y, z=pos.z }, facedir = 3}
end
if minetest.get_node({ x=pos.x, y=pos.y, z=pos.z-1 }).name == "air" then
return {newpos = { x=pos.x, y=pos.y, z=pos.z-1 }, facedir = 4}
end
if minetest.get_node({ x=pos.x, y=pos.y, z=pos.z+1 }).name == "air" then
return {newpos = { x=pos.x, y=pos.y, z=pos.z+1 }, facedir = 5}
end
return nil
end
-- spawn_tree() on generate is routed through here so that other mods can hook
-- into it.
function biome_lib:generate_tree(pos, nodes_or_function_or_model)
minetest.spawn_tree(pos, nodes_or_function_or_model)
end
-- and this one's for the call used in the growing code
function biome_lib:grow_tree(pos, nodes_or_function_or_model)
minetest.spawn_tree(pos, nodes_or_function_or_model)
end
-- Check for infinite stacks
if minetest.get_modpath("unified_inventory") or not minetest.setting_getbool("creative_mode") then
biome_lib.expect_infinite_stacks = false
else
biome_lib.expect_infinite_stacks = true
end
-- read a field from a node's definition
function biome_lib:get_nodedef_field(nodename, fieldname)
if not minetest.registered_nodes[nodename] then
return nil
end
return minetest.registered_nodes[nodename][fieldname]
end
minetest.log("action", "[Biome Lib] Loaded")
minetest.after(0, function()
minetest.log("action", "[Biome Lib] Registered a total of "..(#biome_lib.surfaceslist_aircheck)+(#biome_lib.surfaceslist_no_aircheck).." surface types to be evaluated, spread")
minetest.log("action", "[Biome Lib] across "..#biome_lib.actionslist_aircheck.." actions with air-checking and "..#biome_lib.actionslist_no_aircheck.." actions without.")
end)

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@ -1,5 +0,0 @@
# Translation by Xanthin
someone = jemand
Sorry, %s owns that spot. = Entschuldige, %s gehoert diese Stelle.
[Plantlife Library] Loaded = [Plantlife Library] Geladen

View File

@ -1,5 +0,0 @@
# Template
someone = quelqu'un
Sorry, %s owns that spot. = Désolé, %s possède cet endroit.
[Plantlife Library] Loaded = [Librairie Plantlife] Chargée.

View File

@ -1,5 +0,0 @@
# Template
someone =
Sorry, %s owns that spot. =
[Plantlife Library] Loaded =

View File

@ -1,5 +0,0 @@
# Turkish translation by mahmutelmas06
someone = birisi
Sorry, %s owns that spot. = Üzgünüm, buranın sahibi %s.
[Plantlife Library] Loaded = [Plantlife Library] yüklendi

View File

@ -1 +0,0 @@
name = biome_lib

@ -1 +1 @@
Subproject commit 271c17180e2ec98a8c1981bb5f18070f990ce846
Subproject commit 97c4ecf7059c898c2ca42058e588220315dfa350

1
mods/moretrees Submodule

@ -0,0 +1 @@
Subproject commit 324155f80519259fdf58f43604cecbf47bfb035e

View File

@ -1 +0,0 @@
*~

View File

@ -1,392 +0,0 @@
Minetest mod moretrees
======================
All source code:
© 2013, Vanessa Ezekowitz <vanessaezekowitz@gmail.com>
Published under the terms and conditions of the WTFPL.
All sapling textures (textures/*_sapling.png):
© 2013, Tim Huppertz <mitroman@naturalnet.de>
Published under the terms and conditions of CC-BY-SA-3.0 Unported.
All other textures:
© 2013, Vanessa Ezekowitz <vanessaezekowitz@gmail.com>
Published under the terms and conditions of CC-BY-SA-3.0 Unported.
-------------------------------------------------------------------------------
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.
This license is commonly known as "WTFPL".
-------------------------------------------------------------------------------
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by the parties to this agreement, such provision shall be reformed to
the minimum extent necessary to make such provision valid and
enforceable.
d. No term or provision of this License shall be deemed waived and no
breach consented to unless such waiver or consent shall be in writing
and signed by the party to be charged with such waiver or consent.
e. This License constitutes the entire agreement between the parties with
respect to the Work licensed here. There are no understandings,
agreements or representations with respect to the Work not specified
here. Licensor shall not be bound by any additional provisions that
may appear in any communication from You. This License may not be
modified without the mutual written agreement of the Licensor and You.
f. The rights granted under, and the subject matter referenced, in this
License were drafted utilizing the terminology of the Berne Convention
for the Protection of Literary and Artistic Works (as amended on
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Treaty of 1996, the WIPO Performances and Phonograms Treaty of 1996
and the Universal Copyright Convention (as revised on July 24, 1971).
These rights and subject matter take effect in the relevant
jurisdiction in which the License terms are sought to be enforced
according to the corresponding provisions of the implementation of
those treaty provisions in the applicable national law. If the
standard suite of rights granted under applicable copyright law
includes additional rights not granted under this License, such
additional rights are deemed to be included in the License; this
License is not intended to restrict the license of any rights under
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Creative Commons Notice
Creative Commons is not a party to this License, and makes no warranty
whatsoever in connection with the Work. Creative Commons will not be
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this trademark restriction does not form part of the License.
Creative Commons may be contacted at http://creativecommons.org/.

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@ -1,11 +0,0 @@
More trees!
This mod adds a whole bunch of new types of trees to the game
Much of the code here came from cisoun's conifers mod and bas080's
jungle trees mod, and big contributions by RealBadAngel.
Brought together into one mod and made L-systems compatible by Vanessa
Ezekowitz.
Dependencies: <a href="https://forum.minetest.net/viewtopic.php?f=11&t=12999">biome_lib</a> and default

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@ -1,188 +0,0 @@
moretrees.beech_biome = {
surface = "default:dirt_with_grass",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 8,
seed_diff = 2,
rarity = 50,
max_count = 20,
}
moretrees.palm_biome = {
surface = "default:sand",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 5,
seed_diff = 330,
min_elevation = -1,
max_elevation = 1,
near_nodes = {"default:water_source"},
near_nodes_size = 15,
near_nodes_count = 10,
temp_min = 0.25,
temp_max = -0.15,
rarity = 50,
max_count = 10,
}
moretrees.apple_tree_biome = {
surface = "default:dirt_with_grass",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 10,
seed_diff = 331,
min_elevation = 1,
max_elevation = 10,
temp_min = 0.1,
temp_max = -0.15,
rarity = 75,
max_count = 5,
}
moretrees.oak_biome = {
surface = "default:dirt_with_grass",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 15,
seed_diff = 332,
min_elevation = 0,
max_elevation = 10,
temp_min = 0.4,
temp_max = 0.2,
rarity = 50,
max_count = 5,
}
moretrees.sequoia_biome = {
surface = "default:dirt_with_grass",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 10,
seed_diff = 333,
min_elevation = 0,
max_elevation = 10,
temp_min = 1,
temp_max = -0.4,
rarity = 90,
max_count = 5,
}
moretrees.birch_biome = {
surface = "default:dirt_with_grass",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 5,
seed_diff = 334,
min_elevation = 10,
max_elevation = 15,
temp_min = 0.9,
temp_max = 0.3,
rarity = 50,
max_count = 10,
}
moretrees.willow_biome = {
surface = "default:dirt_with_grass",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 10,
seed_diff = 337,
min_elevation = -5,
max_elevation = 5,
near_nodes = {"default:water_source"},
near_nodes_size = 15,
near_nodes_count = 5,
rarity = 75,
max_count = 5,
}
moretrees.acacia_biome = {
surface = { "default:dirt_with_grass", "default:dirt_with_dry_grass", "default:desert_sand" },
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 15,
seed_diff = 1,
rarity = 50,
max_count = 15,
plantlife_limit = -1,
humidity_min = 0.3,
humidity_max = 0,
}
moretrees.rubber_tree_biome = {
surface = "default:dirt_with_grass",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 10,
seed_diff = 338,
min_elevation = -5,
max_elevation = 5,
near_nodes = {"default:water_source"},
near_nodes_size = 15,
near_nodes_count = 10,
temp_min = -0.15,
rarity = 75,
max_count = 10,
}
moretrees.jungletree_biome = {
surface = {
"default:dirt",
"default:dirt_with_grass",
"woodsoils:dirt_with_leaves_1",
"woodsoils:grass_with_leaves_1",
"woodsoils:grass_with_leaves_2"
},
avoid_nodes = {"moretrees:jungletree_trunk"},
max_count = 12,
avoid_radius = 3,
rarity = 85,
seed_diff = 329,
min_elevation = 1,
near_nodes = {"default:jungletree"},
near_nodes_size = 6,
near_nodes_vertical = 2,
near_nodes_count = 1,
plantlife_limit = -0.9,
}
moretrees.spruce_biome = {
surface = "default:dirt_with_grass",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 10,
seed_diff = 335,
min_elevation = 20,
temp_min = 0.9,
temp_max = 0.7,
rarity = 50,
max_count = 5,
}
moretrees.cedar_biome = {
surface = "default:dirt_with_grass",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 10,
seed_diff = 336,
near_nodes = {"default:water_source"},
near_nodes_size = 15,
near_nodes_count = 5,
rarity = 50,
max_count = 10,
}
moretrees.fir_biome = {
surface = "default:dirt_with_grass",
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 10,
seed_diff = 359,
min_elevation = 25,
temp_min = 0.9,
temp_max = 0.3,
rarity = 50,
max_count = 10,
}
moretrees.fir_biome_snow = {
surface = {"snow:dirt_with_snow", "snow:snow"},
below_nodes = {"default:dirt", "default:dirt_with_grass", "snow:dirt_with_snow"},
avoid_nodes = moretrees.avoidnodes,
avoid_radius = 10,
seed_diff = 359,
rarity = 50,
max_count = 10,
check_air = false,
delete_above = true,
spawn_replace_node = true
}

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@ -1,154 +0,0 @@
local S = moretrees.intllib
for i in ipairs(moretrees.treelist) do
local treename = moretrees.treelist[i][1]
-- MODIFICATION MADE FOR MFF //MFF(Mg|08/12/15)
if minetest.registered_items["moretrees:" .. treename .. "_trunk_sideways"] then
minetest.register_craft({
output = "moretrees:"..treename.."_trunk 2",
recipe = {
{"moretrees:"..treename.."_trunk_sideways"},
{"moretrees:"..treename.."_trunk_sideways"}
}
})
minetest.register_craft({
type = "shapeless",
output = "moretrees:"..treename.."_planks 4",
recipe = {
"moretrees:"..treename.."_trunk_sideways"
}
})
end
minetest.register_craft({
type = "shapeless",
output = "moretrees:"..treename.."_planks 4",
recipe = {
"moretrees:"..treename.."_trunk"
}
})
minetest.register_craft({
type = "fuel",
recipe = "moretrees:"..treename.."_sapling",
burntime = 10,
})
end
minetest.register_craft({
type = "shapeless",
output = "moretrees:rubber_tree_planks 4",
recipe = {
"moretrees:rubber_tree_trunk_empty"
}
})
minetest.register_craft({
type = "fuel",
recipe = "group:moretrees_leaves",
burntime = 1,
})
-- Food recipes!
minetest.register_craftitem("moretrees:coconut_milk", {
description = S("Coconut Milk"),
inventory_image = "moretrees_coconut_milk_inv.png",
wield_image = "moretrees_coconut_milk.png",
on_use = minetest.item_eat(2),
})
minetest.register_craftitem("moretrees:raw_coconut", {
description = S("Raw Coconut"),
inventory_image = "moretrees_raw_coconut.png",
on_use = minetest.item_eat(4),
})
minetest.register_craftitem("moretrees:acorn_muffin_batter", {
description = S("Acorn Muffin batter"),
inventory_image = "moretrees_acorn_muffin_batter.png",
})
minetest.register_craftitem("moretrees:acorn_muffin", {
description = S("Acorn Muffin"),
inventory_image = "moretrees_acorn_muffin.png",
on_use = minetest.item_eat(4),
})
minetest.register_craftitem("moretrees:spruce_nuts", {
description = S("Roasted Spruce Cone Nuts"),
inventory_image = "moretrees_spruce_nuts.png",
on_use = minetest.item_eat(1),
})
minetest.register_craftitem("moretrees:cedar_nuts", {
description = S("Roasted Cedar Cone Nuts"),
inventory_image = "moretrees_cedar_nuts.png",
on_use = minetest.item_eat(1),
})
minetest.register_craftitem("moretrees:fir_nuts", {
description = S("Roasted Fir Cone Nuts"),
inventory_image = "moretrees_fir_nuts.png",
on_use = minetest.item_eat(1),
})
for i in ipairs(moretrees.cutting_tools) do
local tool = moretrees.cutting_tools[i]
minetest.register_craft({
type = "shapeless",
output = "moretrees:coconut_milk",
recipe = {
"moretrees:coconut",
"vessels:drinking_glass",
tool
},
replacements = {
{ "moretrees:coconut", "moretrees:raw_coconut" },
{ tool, tool }
}
})
end
minetest.register_craft({
type = "shapeless",
output = "moretrees:acorn_muffin_batter",
recipe = {
"moretrees:acorn",
"moretrees:acorn",
"moretrees:acorn",
"moretrees:acorn",
"moretrees:coconut_milk",
},
replacements = {
{ "moretrees:coconut_milk", "vessels:drinking_glass" }
}
})
minetest.register_craft({
type = "cooking",
output = "moretrees:acorn_muffin 4",
recipe = "moretrees:acorn_muffin_batter",
})
minetest.register_craft({
type = "cooking",
output = "moretrees:spruce_nuts 4",
recipe = "moretrees:spruce_cone",
})
minetest.register_craft({
type = "cooking",
output = "moretrees:cedar_nuts 4",
recipe = "moretrees:cedar_cone",
})
minetest.register_craft({
type = "cooking",
output = "moretrees:fir_nuts 4",
recipe = "moretrees:fir_cone",
})

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@ -1,68 +0,0 @@
-- Global configuration variables
-- Enable the various kinds of trees.
moretrees.enable_apple_tree = true
moretrees.enable_oak = true
moretrees.enable_sequoia = true
moretrees.enable_palm = true
moretrees.enable_cedar = true
moretrees.enable_rubber_tree = true
moretrees.enable_willow = true
moretrees.enable_acacia = true
moretrees.enable_birch = true
moretrees.enable_spruce = true
moretrees.enable_jungle_tree = true
moretrees.enable_fir = true
moretrees.enable_beech = false
-- set this to true to make moretrees spawn saplings at mapgen time instead
-- of fully-grown trees, which will grow into full trees after a very short
-- delay. This reduces mapgen lag in some situations.
moretrees.spawn_saplings = false
-- Set this to true to allow defining stairs/slabs/etc. If Moreblocks is
-- installed, this will use that mod's Stairs Plus component. Otherwise, it
-- will use the default stairs mod in minetest_game, if present
moretrees.enable_stairs = true
-- Set this to true if you want the plantlike drawtype for leaves, which
-- improves some peoples' framerates without resorting to making leaf nodes opaque.
-- Affects default leaves and default jungle leaves also.
moretrees.plantlike_leaves = false
-- Enable this if you want moretrees to redefine default apples so that they
-- fall when leaves decay/are dug.
moretrees.enable_redefine_apple = true
-- Set this to true to enable leaf decay of all trees except the default ones.
moretrees.enable_leafdecay = true
-- various related settings to configure leaf decay.
moretrees.leafdecay_delay = 2
moretrees.leafdecay_chance = 5
moretrees.leafdecay_radius = 5
moretrees.palm_leafdecay_radius = 10
-- Change these settings if you want default trees to be gradually cut down
-- above the elevation where firs normally generate.
moretrees.firs_remove_default_trees = false
moretrees.firs_remove_interval = 2
moretrees.firs_remove_chance = 150
-- Sapling settings
moretrees.sapling_interval = 500
moretrees.sapling_chance = 20
-- If this variable is set to true, drop leaves out as entities during leaf
-- decay, rather than just disappearing them.
moretrees.decay_leaves_as_items = false

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@ -1,6 +0,0 @@
default
biome_lib
stairs?
moreblocks?
intllib?

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@ -1 +0,0 @@
This mod adds a whole bunch of new types of trees to the game

View File

@ -1,300 +0,0 @@
-- More trees! 2013-04-07
--
-- This mod adds more types of trees to the game
--
-- Some of the node definitions and textures came from cisoun's conifers mod
-- and bas080's jungle trees mod.
--
-- Brought together into one mod and made L-systems compatible by Vanessa
-- Ezekowitz.
--
-- Firs and Jungle tree axioms/rules by Vanessa Ezekowitz, with the
-- latter having been tweaked by RealBadAngel, most other axioms/rules written
-- by RealBadAngel.
--
-- License: WTFPL for all parts (code and textures, including those copied
-- from the the old jungletree and conifers mods).
moretrees = {}
-- Read the default config file (and if necessary, copy it to the world folder).
local worldpath=minetest.get_worldpath()
local modpath=minetest.get_modpath("moretrees")
dofile(modpath.."/default_settings.txt")
if io.open(worldpath.."/moretrees_settings.txt","r") then
io.close()
dofile(worldpath.."/moretrees_settings.txt")
end
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if minetest.get_modpath("intllib") then
S = intllib.Getter()
else
S = function(s) return s end
end
moretrees.intllib = S
-- clone node
function moretrees.clone_node(name)
local node2 = {}
local node = minetest.registered_nodes[name]
for k,v in pairs(node) do
node2[k]=v
end
return node2
end
-- infinite stacks checking
if minetest.get_modpath("unified_inventory") or not minetest.setting_getbool("creative_mode") then
moretrees.expect_infinite_stacks = false
else
moretrees.expect_infinite_stacks = true
end
-- tables, load other files
moretrees.cutting_tools = {
"default:axe_bronze",
"default:axe_diamond",
"default:axe_mese",
"default:axe_steel",
-- "glooptest:axe_alatro",
-- "glooptest:axe_arol",
"default:axe_mithril",
"default:axe_silver",
-- "titanium:axe",
}
-- Cutting tools disabled. They are unknown //MFF(Mg|08/09/15)
dofile(modpath.."/tree_models.lua")
dofile(modpath.."/node_defs.lua")
dofile(modpath.."/biome_defs.lua")
dofile(modpath.."/saplings.lua")
dofile(modpath.."/crafts.lua")
-- tree spawning setup
if moretrees.spawn_saplings then
moretrees.spawn_beech_object = "moretrees:beech_sapling_ongen"
moretrees.spawn_apple_tree_object = "moretrees:apple_tree_sapling_ongen"
moretrees.spawn_oak_object = "moretrees:oak_sapling_ongen"
moretrees.spawn_sequoia_object = "moretrees:sequoia_sapling_ongen"
moretrees.spawn_palm_object = "moretrees:palm_sapling_ongen"
moretrees.spawn_cedar_object = "moretrees:cedar_sapling_ongen"
moretrees.spawn_rubber_tree_object = "moretrees:rubber_tree_sapling_ongen"
moretrees.spawn_willow_object = "moretrees:willow_sapling_ongen"
moretrees.spawn_acacia_object = "moretrees:acacia_sapling_ongen"
moretrees.spawn_birch_object = "moretrees:birch_sapling_ongen"
moretrees.spawn_spruce_object = "moretrees:spruce_sapling_ongen"
moretrees.spawn_jungletree_object = "moretrees:jungletree_sapling_ongen"
moretrees.spawn_fir_object = "moretrees:fir_sapling_ongen"
moretrees.spawn_fir_snow_object = "snow:sapling_pine"
else
moretrees.spawn_beech_object = moretrees.beech_model
moretrees.spawn_apple_tree_object = moretrees.apple_tree_model
moretrees.spawn_oak_object = moretrees.oak_model
moretrees.spawn_sequoia_object = moretrees.sequoia_model
moretrees.spawn_palm_object = moretrees.palm_model
moretrees.spawn_cedar_object = moretrees.cedar_model
moretrees.spawn_rubber_tree_object = moretrees.rubber_tree_model
moretrees.spawn_willow_object = moretrees.willow_model
moretrees.spawn_acacia_object = moretrees.acacia_model
moretrees.spawn_birch_object = "moretrees.grow_birch"
moretrees.spawn_spruce_object = "moretrees.grow_spruce"
moretrees.spawn_jungletree_object = "moretrees.grow_jungletree"
moretrees.spawn_fir_object = "moretrees.grow_fir"
moretrees.spawn_fir_snow_object = "moretrees.grow_fir_snow"
end
if moretrees.enable_beech then
biome_lib:register_generate_plant(moretrees.beech_biome, moretrees.spawn_beech_object)
end
if moretrees.enable_apple_tree then
biome_lib:register_generate_plant(moretrees.apple_tree_biome, moretrees.spawn_apple_tree_object)
end
if moretrees.enable_oak then
biome_lib:register_generate_plant(moretrees.oak_biome, moretrees.spawn_oak_object)
end
if moretrees.enable_sequoia then
biome_lib:register_generate_plant(moretrees.sequoia_biome, moretrees.spawn_sequoia_object)
end
if moretrees.enable_palm then
biome_lib:register_generate_plant(moretrees.palm_biome, moretrees.spawn_palm_object)
end
if moretrees.enable_cedar then
biome_lib:register_generate_plant(moretrees.cedar_biome, moretrees.spawn_cedar_object)
end
if moretrees.enable_rubber_tree then
biome_lib:register_generate_plant(moretrees.rubber_tree_biome, moretrees.spawn_rubber_tree_object)
end
if moretrees.enable_willow then
biome_lib:register_generate_plant(moretrees.willow_biome, moretrees.spawn_willow_object)
end
if moretrees.enable_acacia then
biome_lib:register_generate_plant(moretrees.acacia_biome, moretrees.spawn_acacia_object)
end
if moretrees.enable_birch then
biome_lib:register_generate_plant(moretrees.birch_biome, moretrees.spawn_birch_object)
end
if moretrees.enable_spruce then
biome_lib:register_generate_plant(moretrees.spruce_biome, moretrees.spawn_spruce_object)
end
if moretrees.enable_jungle_tree then
biome_lib:register_generate_plant(moretrees.jungletree_biome, moretrees.spawn_jungletree_object)
end
if moretrees.enable_fir then
biome_lib:register_generate_plant(moretrees.fir_biome, moretrees.spawn_fir_object)
if minetest.get_modpath("snow") then
biome_lib:register_generate_plant(moretrees.fir_biome_snow, moretrees.spawn_fir_snow_object)
end
end
-- Code to spawn a birch tree
function moretrees.grow_birch(pos)
minetest.remove_node(pos)
if math.random(1,2) == 1 then
minetest.spawn_tree(pos, moretrees.birch_model1)
else
minetest.spawn_tree(pos, moretrees.birch_model2)
end
end
-- Code to spawn a spruce tree
function moretrees.grow_spruce(pos)
minetest.remove_node(pos)
if math.random(1,2) == 1 then
minetest.spawn_tree(pos, moretrees.spruce_model1)
else
minetest.spawn_tree(pos, moretrees.spruce_model2)
end
end
-- Code to spawn jungle trees
moretrees.jt_axiom1 = "FFFA"
moretrees.jt_rules_a1 = "FFF[&&-FBf[&&&Ff]^^^Ff][&&+FBFf[&&&FFf]^^^Ff][&&---FBFf[&&&Ff]^^^Ff][&&+++FBFf[&&&Ff]^^^Ff]F/A"
moretrees.jt_rules_b1 = "[-Ff&f][+Ff&f]B"
moretrees.jt_axiom2 = "FFFFFA"
moretrees.jt_rules_a2 = "FFFFF[&&-FFFBF[&&&FFff]^^^FFf][&&+FFFBFF[&&&FFff]^^^FFf][&&---FFFBFF[&&&FFff]^^^FFf][&&+++FFFBFF[&&&FFff]^^^FFf]FF/A"
moretrees.jt_rules_b2 = "[-FFf&ff][+FFf&ff]B"
moretrees.ct_rules_a1 = "FF[FF][&&-FBF][&&+FBF][&&---FBF][&&+++FBF]F/A"
moretrees.ct_rules_b1 = "[-FBf][+FBf]"
moretrees.ct_rules_a2 = "FF[FF][&&-FBF][&&+FBF][&&---FBF][&&+++FBF]F/A"
moretrees.ct_rules_b2 = "[-fB][+fB]"
function moretrees.grow_jungletree(pos)
local r1 = math.random(2)
local r2 = math.random(3)
if r1 == 1 then
moretrees.jungletree_model.leaves2 = "moretrees:jungletree_leaves_red"
else
moretrees.jungletree_model.leaves2 = "moretrees:jungletree_leaves_yellow"
end
moretrees.jungletree_model.leaves2_chance = math.random(25, 75)
if r2 == 1 then
moretrees.jungletree_model.trunk_type = "single"
moretrees.jungletree_model.iterations = 2
moretrees.jungletree_model.axiom = moretrees.jt_axiom1
moretrees.jungletree_model.rules_a = moretrees.jt_rules_a1
moretrees.jungletree_model.rules_b = moretrees.jt_rules_b1
elseif r2 == 2 then
moretrees.jungletree_model.trunk_type = "double"
moretrees.jungletree_model.iterations = 4
moretrees.jungletree_model.axiom = moretrees.jt_axiom2
moretrees.jungletree_model.rules_a = moretrees.jt_rules_a2
moretrees.jungletree_model.rules_b = moretrees.jt_rules_b2
elseif r2 == 3 then
moretrees.jungletree_model.trunk_type = "crossed"
moretrees.jungletree_model.iterations = 4
moretrees.jungletree_model.axiom = moretrees.jt_axiom2
moretrees.jungletree_model.rules_a = moretrees.jt_rules_a2
moretrees.jungletree_model.rules_b = moretrees.jt_rules_b2
end
minetest.remove_node(pos)
local leaves = minetest.find_nodes_in_area({x = pos.x-1, y = pos.y, z = pos.z-1}, {x = pos.x+1, y = pos.y+10, z = pos.z+1}, "default:leaves")
for leaf in ipairs(leaves) do
minetest.remove_node(leaves[leaf])
end
minetest.spawn_tree(pos, moretrees.jungletree_model)
end
-- code to spawn fir trees
function moretrees.grow_fir(pos)
if math.random(2) == 1 then
moretrees.fir_model.leaves="moretrees:fir_leaves"
else
moretrees.fir_model.leaves="moretrees:fir_leaves_bright"
end
if math.random(2) == 1 then
moretrees.fir_model.rules_a = moretrees.ct_rules_a1
moretrees.fir_model.rules_b = moretrees.ct_rules_b1
else
moretrees.fir_model.rules_a = moretrees.ct_rules_a2
moretrees.fir_model.rules_b = moretrees.ct_rules_b2
end
moretrees.fir_model.iterations = 7
moretrees.fir_model.random_level = 5
minetest.remove_node(pos)
local leaves = minetest.find_nodes_in_area({x = pos.x, y = pos.y, z = pos.z}, {x = pos.x, y = pos.y+5, z = pos.z}, "default:leaves")
for leaf in ipairs(leaves) do
minetest.remove_node(leaves[leaf])
end
minetest.spawn_tree(pos,moretrees.fir_model)
end
-- same thing, but a smaller version that grows only in snow biomes
function moretrees.grow_fir_snow(pos)
if math.random(2) == 1 then
moretrees.fir_model.leaves="moretrees:fir_leaves"
else
moretrees.fir_model.leaves="moretrees:fir_leaves_bright"
end
if math.random(2) == 1 then
moretrees.fir_model.rules_a = moretrees.ct_rules_a1
moretrees.fir_model.rules_b = moretrees.ct_rules_b1
else
moretrees.fir_model.rules_a = moretrees.ct_rules_a2
moretrees.fir_model.rules_b = moretrees.ct_rules_b2
end
moretrees.fir_model.iterations = 2
moretrees.fir_model.random_level = 2
minetest.remove_node(pos)
local leaves = minetest.find_nodes_in_area({x = pos.x, y = pos.y, z = pos.z}, {x = pos.x, y = pos.y+5, z = pos.z}, "default:leaves")
for leaf in ipairs(leaves) do
minetest.remove_node(leaves[leaf])
end
minetest.spawn_tree(pos,moretrees.fir_model)
end
minetest.log("action", S("[Moretrees] Loaded (2013-02-11)"))

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@ -1,73 +0,0 @@
# Translation by Xanthin
### crafts.lua ###
Coconut Milk = Kokosnussmilch
Raw Coconut = Kokosnussfleisch
Acorn Muffin batter = Eichelmuffinteig
Acorn Muffin = Eichelmuffin
Roasted Spruce Cone Nuts = Geroestete Fichtenzapfen
Roasted Pine Cone Nuts = Geroestete Kiefernzapfen
Roasted Fir Cone Nuts = Geroestete Tannenzapfen
### node_defs.lua ###
Beech Tree Trunk = Buchenstamm
Apple Tree Trunk = Apfelbaumstamm
Oak Tree Trunk = Eichenstamm
Giant Sequoia Trunk = Riesenmammutbaumstamm
Birch Tree Trunk = Birkenstamm
Palm Tree Trunk = Palmenstamm
Spruce Tree Trunk = Fichtenstamm
Pine Tree Trunk = Kiefernstamm
Willow Tree Trunk = Weidenstamm
Rubber Tree Trunk = Gummibaumstamm
Jungle Tree Trunk = Tropenbaumstamm
Douglas Fir Trunk = Douglasienstamm
Beech Tree Planks = Buchebretter
Apple Tree Planks = Apfelbaumbretter
Oak Tree Planks = Eichenbretter
Giant Sequoia Planks = Riesenmammutbaumbretter
Birch Tree Planks = Birkebretter
Palm Tree Planks = Palmenbretter
Spruce Tree Planks = Fichtenbretter
Pine Tree Planks = Kiefernbretter
Willow Tree Planks = Weidenbretter
Rubber Tree Planks = Gummibaumbretter
Jungle Tree Planks = Tropenholzbretter
Douglas Fir Planks = Douglasienbretter
Beech Tree Sapling = Buchesetzling
Apple Tree Sapling = Apfelbaumsetzling
Oak Tree Sapling = Eichensetzling
Giant Sequoia Sapling = Riesenmammutbaumsetzling
Birch Tree Sapling = Birkensetzling
Palm Tree Sapling = Palmensetzling
Spruce Tree Sapling = Fichtensetzling
Pine Tree Sapling = Kiefernsetzling
Willow Tree Sapling = Weidensetzling
Rubber Tree Sapling = Gummibaumsetzling
Jungle Tree Sapling = Tropenbaumsetzling
Douglas Fir Sapling = Douglasiensetzling
Beech Tree Leaves = Buchenlaub
Apple Tree Leaves = Apfelbaumlaub
Oak Tree Leaves = Eichenlaub
Giant Sequoia Leaves = Riesenmammutbaumlaub
Birch Tree Leaves = Birkenlaub
Palm Tree Leaves = Palmenlaub
Spruce Tree Leaves = Fichtennadeln
Pine Tree Leaves = Kiefernnadeln
Willow Tree Leaves = Weidenlaub
Rubber Tree Leaves = Gummibaumlaub
Jungle Tree Leaves = Tropenbaumlaub
Douglas Fir Leaves = Douglasiennadeln
Acorn = Eichel
Coconut = Kokosnuss
Spruce Cone = Fichtenzapfen
Pine Cone = Kiefernzapfen
Fir Cone = Tannenzapfen
Jungle Sapling = Tropenbaumsetzling
Jungle Tree Leaves (Yellow) = Tropenbaumlaub (gelb)
Jungle Tree Leaves (Red) = Tropenbaumlaub (rot)
Douglas Fir Leaves (Bright) = Douglasiennadeln (breit)
Rubber Tree Trunk (Empty) = Gummibaumstamm (leer)
[Moretrees] Loaded (2013-02-11) = [Moretrees] geladen (2013-02-11)

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@ -1,73 +0,0 @@
# Template
### crafts.lua ###
Coconut Milk =
Raw Coconut =
Acorn Muffin batter =
Acorn Muffin =
Roasted Spruce Cone Nuts =
Roasted Pine Cone Nuts =
Roasted Fir Cone Nuts =
### node_defs.lua ###
Beech Tree Trunk =
Apple Tree Trunk =
Oak Tree Trunk =
Giant Sequoia Trunk =
Birch Tree Trunk =
Palm Tree Trunk =
Spruce Tree Trunk =
Pine Tree Trunk =
Willow Tree Trunk =
Rubber Tree Trunk =
Jungle Tree Trunk =
Douglas Fir Trunk =
Beech Tree Planks =
Apple Tree Planks =
Oak Tree Planks =
Giant Sequoia Planks =
Birch Tree Planks =
Palm Tree Planks =
Spruce Tree Planks =
Pine Tree Planks =
Willow Tree Planks =
Rubber Tree Planks =
Jungle Tree Planks =
Douglas Fir Planks =
Beech Tree Sapling =
Apple Tree Sapling =
Oak Tree Sapling =
Giant Sequoia Sapling =
Birch Tree Sapling =
Palm Tree Sapling =
Spruce Tree Sapling =
Pine Tree Sapling =
Willow Tree Sapling =
Rubber Tree Sapling =
Jungle Tree Sapling =
Douglas Fir Sapling =
Beech Tree Leaves =
Apple Tree Leaves =
Oak Tree Leaves =
Giant Sequoia Leaves =
Birch Tree Leaves =
Palm Tree Leaves =
Spruce Tree Leaves =
Pine Tree Leaves =
Willow Tree Leaves =
Rubber Tree Leaves =
Jungle Tree Leaves =
Douglas Fir Leaves =
Acorn =
Coconut =
Spruce Cone =
Pine Cone =
Fir Cone =
Jungle Sapling =
Jungle Tree Leaves (Yellow) =
Jungle Tree Leaves (Red) =
Douglas Fir Leaves (Bright) =
Rubber Tree Trunk (Empty) =
[Moretrees] Loaded (2013-02-11) =

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@ -1 +0,0 @@
name = moretrees

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@ -1,437 +0,0 @@
local S = moretrees.intllib
moretrees.avoidnodes = {}
moretrees.treelist = {
{"beech", "Beech Tree"},
{"apple_tree", "Apple Tree"},
{"oak", "Oak Tree", "acorn", "Acorn", {-0.2, -0.5, -0.2, 0.2, 0, 0.2}, 0.8 },
{"sequoia", "Giant Sequoia"},
{"birch", "Birch Tree"},
{"palm", "Palm Tree", "coconut", "Coconut", {-0.2, -0.5, -0.2, 0.2, 0, 0.2}, 1.0 },
{"spruce", "Spruce Tree", "spruce_cone", "Spruce Cone", {-0.2, -0.5, -0.2, 0.2, 0, 0.2}, 0.8 },
{"cedar", "Cedar Tree", "cedar_cone", "Cedar Cone", {-0.2, -0.5, -0.2, 0.2, 0, 0.2}, 0.8 },
{"willow", "Willow Tree"},
{"rubber_tree", "Rubber Tree"},
{"fir", "Douglas Fir", "fir_cone", "Fir Cone", {-0.2, -0.5, -0.2, 0.2, 0, 0.2}, 0.8 },
{"jungletree", "Jungle Tree", nil, nil, nil, nil, "default_junglesapling.png" },
{"acacia", "Acacia Tree", nil, nil, nil, nil, "default_acacia_sapling.png" },
}
local dirs1 = { 21, 20, 23, 22, 21 }
local dirs2 = { 12, 9, 18, 7, 12 }
local dirs3 = { 14, 11, 16, 5, 14 }
local moretrees_new_leaves_drawtype = "allfaces_optional"
local moretrees_plantlike_leaves_visual_scale = 1
if moretrees.plantlike_leaves then
moretrees_new_leaves_drawtype = "plantlike"
moretrees_plantlike_leaves_visual_scale = 1.189
end
-- redefine default leaves to handle plantlike and/or leaf decay options
if moretrees.plantlike_leaves then
minetest.override_item("default:leaves", {
inventory_image = minetest.inventorycube("default_leaves.png"),
drawtype = "plantlike",
visual_scale = 1.189
})
else
minetest.override_item("default:leaves", {
waving = 1
})
end
-- redefine default jungle leaves for same
if moretrees.plantlike_leaves then
minetest.override_item("default:jungleleaves", {
inventory_image = minetest.inventorycube("default_jungleleaves.png"),
drawtype = "plantlike",
visual_scale = 1.189
})
else
minetest.override_item("default:jungleleaves", {
waving = 1
})
end
for i in ipairs(moretrees.treelist) do
local treename = moretrees.treelist[i][1]
local treedesc = moretrees.treelist[i][2]
local fruit = moretrees.treelist[i][3]
local fruitdesc = moretrees.treelist[i][4]
local selbox = moretrees.treelist[i][5]
local vscale = moretrees.treelist[i][6]
local saptex = moretrees.treelist[i][7]
if treename ~= "jungletree" -- the default game provides jungle tree, acacia, and pine trunk/planks nodes.
and treename ~= "acacia"
and treename ~= "pine" then
saptex = "moretrees_"..treename.."_sapling.png"
minetest.register_node("moretrees:"..treename.."_trunk", {
description = S(treedesc.." Trunk"),
tiles = {
"moretrees_"..treename.."_trunk_top.png",
"moretrees_"..treename.."_trunk_top.png",
"moretrees_"..treename.."_trunk.png"
},
paramtype2 = "facedir",
is_ground_content = true,
groups = {tree=1,snappy=1,choppy=2,oddly_breakable_by_hand=1,flammable=2},
sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node,
})
minetest.register_node("moretrees:"..treename.."_planks", {
description = S(treedesc.." Planks"),
tiles = {"moretrees_"..treename.."_wood.png"},
is_ground_content = true,
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3,wood=1},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("moretrees:"..treename.."_sapling", {
description = S(treedesc.." Sapling"),
drawtype = "plantlike",
tiles = {saptex},
inventory_image = saptex,
paramtype = "light",
paramtype2 = "waving",
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, 0.35, 0.3}
},
groups = {snappy=2,dig_immediate=3,flammable=2,attached_node=1,sapling=1},
sounds = default.node_sound_defaults(),
})
-- player will get a sapling with 1/100 chance
-- player will get leaves only if he/she gets no saplings,
-- this is because max_items is 1
local droprarity = 100
local decay = moretrees.leafdecay_radius
if treename == "palm" then
droprarity = 20
decay = moretrees.palm_leafdecay_radius
end
local moretrees_leaves_inventory_image = nil
local moretrees_new_leaves_waving = nil
if moretrees.plantlike_leaves then
moretrees_leaves_inventory_image = minetest.inventorycube("moretrees_"..treename.."_leaves.png")
else
moretrees_new_leaves_waving = 1
end
minetest.register_node("moretrees:"..treename.."_leaves", {
description = S(treedesc.." Leaves"),
drawtype = moretrees_new_leaves_drawtype,
waving = moretrees_new_leaves_waving,
visual_scale = moretrees_plantlike_leaves_visual_scale,
tiles = { "moretrees_"..treename.."_leaves.png" },
inventory_image = moretrees_leaves_inventory_image,
paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1, moretrees_leaves = 1, leafdecay = decay},
sounds = default.node_sound_leaves_defaults(),
drop = {
max_items = 1,
items = {
{items = {"moretrees:"..treename.."_sapling"}, rarity = droprarity },
{items = {"moretrees:"..treename.."_leaves"} }
}
},
})
if moretrees.enable_stairs then
if minetest.get_modpath("moreblocks") then
-- stairsplus:register_all(modname, subname, recipeitem, {fields})
stairsplus:register_all(
"moretrees",
treename.."_trunk",
"moretrees:"..treename.."_trunk",
{
groups = { snappy=1, choppy=2, oddly_breakable_by_hand=1, flammable=2, not_in_creative_inventory=1 },
tiles = {
"moretrees_"..treename.."_trunk_top.png",
"moretrees_"..treename.."_trunk_top.png",
"moretrees_"..treename.."_trunk.png"
},
description = S(treedesc.." Trunk"),
drop = treename.."_trunk",
}
)
stairsplus:register_all(
"moretrees",
treename.."_planks",
"moretrees:"..treename.."_planks",
{
groups = { snappy=1, choppy=2, oddly_breakable_by_hand=2, flammable=3, not_in_creative_inventory=1 },
tiles = { "moretrees_"..treename.."_wood.png" },
description = S(treedesc.." Planks"),
drop = treename.."_planks",
}
)
elseif minetest.get_modpath("stairs") then
stairs.register_stair_and_slab(
"moretrees_"..treename.."_trunk",
"moretrees:"..treename.."_trunk",
{ snappy=1, choppy=2, oddly_breakable_by_hand=1, flammable=2 },
{ "moretrees_"..treename.."_trunk_top.png",
"moretrees_"..treename.."_trunk_top.png",
"moretrees_"..treename.."_trunk.png"
},
S(treedesc.." Trunk Stair"),
S(treedesc.." Trunk Slab"),
default.node_sound_wood_defaults()
)
stairs.register_stair_and_slab(
"moretrees_"..treename.."_planks",
"moretrees:"..treename.."_planks",
{ snappy=1, choppy=2, oddly_breakable_by_hand=2, flammable=3 },
{ "moretrees_"..treename.."_wood.png" },
S(treedesc.." Planks Stair"),
S(treedesc.." Planks Slab"),
default.node_sound_wood_defaults()
)
end
end
end
minetest.register_node("moretrees:"..treename.."_sapling_ongen", {
description = S(treedesc.." Sapling"),
drawtype = "plantlike",
tiles = {saptex},
inventory_image = saptex,
paramtype = "light",
paramtype2 = "waving",
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, 0.35, 0.3}
},
groups = {snappy=2,dig_immediate=3,flammable=2,attached_node=1,not_in_creative_inventory=1,sapling=1},
sounds = default.node_sound_defaults(),
drop = "moretrees:"..treename.."_sapling"
})
if fruit then
minetest.register_node("moretrees:"..fruit, {
description = S(fruitdesc),
drawtype = "plantlike",
tiles = { "moretrees_"..fruit..".png" },
inventory_image = "moretrees_"..fruit..".png^[transformR180",
wield_image = "moretrees_"..fruit..".png^[transformR180",
visual_scale = vscale,
paramtype = "light",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = selbox
},
groups = {fleshy=3,dig_immediate=3,flammable=2, attached_node=1},
sounds = default.node_sound_defaults(),
})
end
minetest.register_abm({
nodenames = { "moretrees:"..treename.."_trunk_sideways" },
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local fdir = node.param2 or 0
local nfdir = dirs2[fdir+1]
minetest.add_node(pos, {name = "moretrees:"..treename.."_trunk", param2 = nfdir})
end,
})
table.insert(moretrees.avoidnodes, "moretrees:"..treename.."_trunk")
if moretrees.spawn_saplings then
table.insert(moretrees.avoidnodes, "moretrees:"..treename.."_sapling")
table.insert(moretrees.avoidnodes, "moretrees:"..treename.."_sapling_ongen")
end
end
-- Extra nodes for jungle trees:
local jungleleaves = {"yellow","red"}
local jungleleavesnames = {"Yellow", "Red"}
for color = 1, #jungleleaves do
local leave_name = "moretrees:jungletree_leaves_"..jungleleaves[color]
local moretrees_leaves_inventory_image = nil
if moretrees.plantlike_leaves then
moretrees_leaves_inventory_image = minetest.inventorycube("moretrees_jungletree_leaves_"..jungleleaves[color]..".png")
else
moretrees_new_leaves_waving = 1
end
minetest.register_node(leave_name, {
description = S("Jungle Tree Leaves ("..jungleleavesnames[color]..")"),
drawtype = moretrees_new_leaves_drawtype,
waving = moretrees_new_leaves_waving,
visual_scale = moretrees_plantlike_leaves_visual_scale,
tiles = {"moretrees_jungletree_leaves_"..jungleleaves[color]..".png"},
inventory_image = moretrees_leaves_inventory_image,
paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1, moretrees_leaves = 1, leafdecay = moretrees.leafdecay_radius },
drop = {
max_items = 1,
items = {
{items = {"default:junglesapling"}, rarity = 100 },
{items = {"moretrees:jungletree_leaves_"..jungleleaves[color]} }
}
},
sounds = default.node_sound_leaves_defaults(),
})
end
-- Extra needles for firs
local moretrees_leaves_inventory_image = nil
if moretrees.plantlike_leaves then
moretrees_leaves_inventory_image = minetest.inventorycube("moretrees_fir_leaves_bright.png")
end
minetest.register_node("moretrees:fir_leaves_bright", {
drawtype = moretrees_new_leaves_drawtype,
waving = moretrees_new_leaves_waving,
visual_scale = moretrees_plantlike_leaves_visual_scale,
description = S("Douglas Fir Leaves (Bright)"),
tiles = { "moretrees_fir_leaves_bright.png" },
inventory_image = moretrees_leaves_inventory_image,
paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1, moretrees_leaves = 1, leafdecay = moretrees.leafdecay_radius },
drop = {
max_items = 1,
items = {
{items = {'moretrees:fir_sapling'}, rarity = 100 },
{items = {'moretrees:fir_leaves_bright'} }
}
},
sounds = default.node_sound_leaves_defaults()
})
if moretrees.enable_redefine_apple then
local appledef = moretrees.clone_node("default:apple")
appledef.groups.attached_node = 1
minetest.register_node(":default:apple", appledef)
end
table.insert(moretrees.avoidnodes, "default:jungletree")
table.insert(moretrees.avoidnodes, "default:pine_tree")
table.insert(moretrees.avoidnodes, "default:acacia_tree")
table.insert(moretrees.avoidnodes, "moretrees:fir_trunk")
table.insert(moretrees.avoidnodes, "default:tree")
if moretrees.spawn_saplings then
table.insert(moretrees.avoidnodes, "snow:sapling_pine")
table.insert(moretrees.avoidnodes, "default:junglesapling")
table.insert(moretrees.avoidnodes, "default:pine_sapling")
table.insert(moretrees.avoidnodes, "default:acacia_sapling")
end
-- "empty" (tapped) rubber tree nodes
minetest.register_node("moretrees:rubber_tree_trunk_empty", {
description = S("Rubber Tree Trunk (Empty)"),
tiles = {
"moretrees_rubber_tree_trunk_top.png",
"moretrees_rubber_tree_trunk_top.png",
"moretrees_rubber_tree_trunk_empty.png"
},
is_ground_content = true,
groups = {tree=1,snappy=1,choppy=2,oddly_breakable_by_hand=1,flammable=2},
sounds = default.node_sound_wood_defaults(),
paramtype2 = "facedir",
on_place = minetest.rotate_node,
})
minetest.register_abm({
nodenames = { "moretrees:rubber_tree_trunk_empty_sideways" },
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local fdir = node.param2 or 0
nfdir = dirs2[fdir+1]
minetest.add_node(pos, {name = "moretrees:rubber_tree_trunk_empty", param2 = nfdir})
end,
})
-- To get Moretrees to generate its own jungle trees among the default mapgen
-- we need our own copy of that node, which moretrees will match against.
local jungle_tree = moretrees.clone_node("default:jungletree")
jungle_tree.drop = jungle_tree.drop or { items = {} }
table.insert(jungle_tree.drop.items, { items = {"default:jungletree"}})
minetest.register_node("moretrees:jungletree_trunk", jungle_tree)
-- For compatibility with old nodes, recently-changed nodes, and default nodes
minetest.register_alias("technic:rubber_tree_full", "moretrees:rubber_tree_trunk")
minetest.register_alias("farming_plus:rubber_tree_full", "moretrees:rubber_tree_trunk")
minetest.register_alias("farming:rubber_tree_full", "moretrees:rubber_tree_trunk")
minetest.register_alias("technic:rubber_leaves", "moretrees:rubber_tree_leaves")
minetest.register_alias("farming_plus:rubber_leaves", "moretrees:rubber_tree_leaves")
minetest.register_alias("farming:rubber_leaves", "moretrees:rubber_tree_leaves")
minetest.register_alias("technic:rubber_tree_sapling", "moretrees:rubber_tree_sapling")
minetest.register_alias("farming_plus:rubber_sapling", "moretrees:rubber_tree_sapling")
minetest.register_alias("farming:rubber_sapling", "moretrees:rubber_tree_sapling")
minetest.register_alias("moretrees:conifer_trunk", "moretrees:fir_trunk")
minetest.register_alias("moretrees:conifer_trunk_sideways", "moretrees:fir_trunk_sideways")
minetest.register_alias("moretrees:conifer_leaves", "moretrees:fir_leaves")
minetest.register_alias("moretrees:conifer_leaves_bright", "moretrees:fir_leaves_bright")
minetest.register_alias("moretrees:conifer_sapling", "moretrees:fir_sapling")
minetest.register_alias("conifers:trunk", "moretrees:fir_trunk")
minetest.register_alias("conifers:trunk_reversed", "moretrees:fir_trunk_sideways")
minetest.register_alias("conifers:leaves", "moretrees:fir_leaves")
minetest.register_alias("conifers:leaves_special", "moretrees:fir_leaves_bright")
minetest.register_alias("conifers:sapling", "moretrees:fir_sapling")
minetest.register_alias("moretrees:jungletree_sapling", "default:junglesapling")
minetest.register_alias("moretrees:jungletree_trunk_sideways", "moreblocks:horizontal_jungle_tree")
minetest.register_alias("moretrees:jungletree_planks", "default:junglewood")
minetest.register_alias("moretrees:jungletree_leaves_green", "default:jungleleaves")
minetest.register_alias("jungletree:leaves_green", "default:jungleleaves")
minetest.register_alias("jungletree:leaves_red", "moretrees:jungletree_leaves_red")
minetest.register_alias("jungletree:leaves_yellow", "moretrees:jungletree_leaves_yellow")
minetest.register_alias("moretrees:acacia_trunk", "default:acacia_tree")
minetest.register_alias("moretrees:acacia_planks", "default:acacia_wood")
minetest.register_alias("moretrees:acacia_sapling", "default:acacia_sapling")
minetest.register_alias("moretrees:acacia_leaves", "default:acacia_leaves")
minetest.register_alias("moretrees:pine_trunk", "moretrees:cedar_trunk")
minetest.register_alias("moretrees:pine_planks", "moretrees:cedar_planks")
minetest.register_alias("moretrees:pine_sapling", "moretrees:cedar_sapling")
minetest.register_alias("moretrees:pine_leaves", "moretrees:cedar_leaves")
minetest.register_alias("moretrees:pine_cone", "moretrees:cedar_cone")
minetest.register_alias("moretrees:pine_nuts", "moretrees:cedar_nuts")
-- Overriding moretrees' palm leaves:
minetest.override_item("moretrees:palm_leaves",{walkable = false})

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@ -1,93 +0,0 @@
-- sapling growth
for i in ipairs(moretrees.treelist) do
local treename = moretrees.treelist[i][1]
local tree_model = treename.."_model"
local tree_biome = treename.."_biome"
if treename ~= "birch" and treename ~= "spruce" and treename ~= "fir" and treename ~= "jungletree" then
biome_lib:dbg(dump(moretrees[tree_biome].surface))
biome_lib:grow_plants({
grow_delay = moretrees.sapling_interval,
grow_chance = moretrees.sapling_chance,
grow_plant = "moretrees:"..treename.."_sapling",
grow_nodes = moretrees[tree_biome].surface,
grow_function = moretrees[tree_model],
})
biome_lib:grow_plants({
grow_delay = 2,
grow_chance = 30,
grow_plant = "moretrees:"..treename.."_sapling_ongen",
grow_nodes = moretrees[tree_biome].surface,
grow_function = moretrees[tree_model],
})
end
end
biome_lib:grow_plants({
grow_delay = moretrees.sapling_interval,
grow_chance = moretrees.sapling_chance,
grow_plant = "moretrees:birch_sapling",
grow_nodes = moretrees.birch_biome.surface,
grow_function = "moretrees.grow_birch"
})
biome_lib:grow_plants({
grow_delay = 2,
grow_chance = 30,
grow_plant = "moretrees:birch_sapling_ongen",
grow_nodes = moretrees.birch_biome.surface,
grow_function = "moretrees.grow_birch"
})
biome_lib:grow_plants({
grow_delay = moretrees.sapling_interval,
grow_chance = moretrees.sapling_chance,
grow_plant = "moretrees:spruce_sapling",
grow_nodes = moretrees.spruce_biome.surface,
grow_function = "moretrees.grow_spruce"
})
biome_lib:grow_plants({
grow_delay = 2,
grow_chance = 30,
grow_plant = "moretrees:spruce_sapling_ongen",
grow_nodes = moretrees.spruce_biome.surface,
grow_function = "moretrees.grow_spruce"
})
biome_lib:grow_plants({
grow_delay = moretrees.sapling_interval,
grow_chance = moretrees.sapling_chance,
grow_plant = "moretrees:fir_sapling",
grow_nodes = moretrees.fir_biome.surface,
grow_function = "moretrees.grow_fir"
})
biome_lib:grow_plants({
grow_delay = 2,
grow_chance = 30,
grow_plant = "moretrees:fir_sapling_ongen",
grow_nodes = moretrees.fir_biome.surface,
grow_function = "moretrees.grow_fir"
})
biome_lib:grow_plants({
grow_delay = moretrees.sapling_interval,
grow_chance = moretrees.sapling_chance,
grow_plant = "default:junglesapling",
grow_nodes = moretrees.jungletree_biome.surface,
grow_function = "moretrees.grow_jungletree"
})
biome_lib:grow_plants({
grow_delay = 2,
grow_chance = 30,
grow_plant = "moretrees:jungletree_sapling_ongen",
grow_nodes = moretrees.jungletree_biome.surface,
grow_function = "moretrees.grow_jungletree"
})

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