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-rw-r--r--README87
1 files changed, 85 insertions, 2 deletions
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+++ b/README
@@ -6,8 +6,45 @@ Copyright (C) 2015 - Auke Kok <sofar@foo-projects.org>
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
This minetest mod expands the basic set of farming-related
-crops that minetest_game offers. A list of crops/crafts is
-below.
+
+- Configuration
+
+A default configuration file, "crops_settings.txt" will be added
+to your world folder that contains suggested "easy", "normal" (the
+default) and "difficult" settings for this mod. You can currently tune
+the ABM interval/chance, and required light level for plant growth.
+crops that minetest_game offers. A list of crops/crafts is below.
+
+- Hydration mechanic
+
+Note: This feature is in progress, not all the plants implement
+this yet.
+
+Plants need water. Plants need more water when they grow. This mod
+implements mechanics of plant hydration and what happens when you
+over-water or not water your plants properly: Plants may wither or
+soak, and if they wither/soak too much, the plant will get damaged.
+
+You can see that plants are under stress visually. When a plant
+withers, there will be particles that are steam/smoke-like floating
+upwards from the plant. When a plant is over-watered, water bubbles
+can be seen at the plant base. These are implemented as particles.
+
+In the default difficulty settings, plants don't accrue enough damage
+to kill the plant. But at difficult settings, withering will end up
+resulting in plant death, or the loss of crop entirely. At default
+settings, plants will yield significantly less harvest if not taken
+care of! So if you do decide to not water your plants, make sure you
+don't let them sit around for days and harvest them as soon as they
+are ripe to limit the effects.
+
+Environment factors can influence hydration: nearby water, night time
+moisture. And of course, the watering can. The watering can holds
+20 watering charges, and it takes 3-4 charges to water a plant from
+completely dry to maximum wetness. Some plants will want more water,
+some will do better with less, so make sure you use a hydrometer to
+measure plant humidity. Recipes for the watering can and hydrometer
+are listed below.
1. Melons
@@ -70,3 +107,49 @@ so you salvage the beanpole's sticks after harvesting in order to
make more beanpoles again. It's a bit of work, but worth it, these
beans are delicious!
+
+- Cooking / Crafting
+
+The corn cobs can be cooked directly to make Corn-on-the-Cob.
+
+This mod includes a bowl recipe. The bowl is made from clay lumps,
+which results in an unbaked clay bowl that needs to be baked in an
+oven to be usable:
+
+empty empty empty
+clay_lump empty clay_lump
+empty clay_lump empty
+
+You can fill these bowls (or any group:food_bowl) with vegetables to
+craft an uncooked vegetable stew:
+
+empty empty empty
+grean_beans potato tomato
+empty clay_bowl empty
+
+The uncooked vegetable stew obviously needs to be cooked as well in
+an oven. The resulting Vegetable Stew bowl gives a lot of hears back,
+which is worth the effort.
+
+The watering can can be made as follows:
+
+steel_ingot empty empty
+steel_ingot empty steel_ingot
+empty steel_ingot empty
+
+To fill the watering can, left click any block of water. To use,
+left click a plant. The damage bar on the icon indicates the fill
+level of the watering can.
+
+The hydrometer can be crafted like this:
+
+mese_crystal_fragment empty empty
+empty steel_ingot empty
+empty empty steel_ingot
+
+Left-click any plant with the hydrometer, and the charge bar indicates
+the humidity level of the plant: a dry plant will have 0% humidity
+and be a small red bar or no bar at all, and a soaked plant will
+have a full green bar. Be careful though! Some plants prefer to be
+at mid-level (yellow) instead of full wetness!
+