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2015-05-05Humidity for corn.Auke Kok
Adding some code to handle double sized plants easily. The watering can now redirects water to the bottom, and the hydrometer reads the bottom half water value instead of the top. No ABM's for hydration happen on the top half, so no risk of double damage there.
2015-05-05No need to hardcode nodenames here.Auke Kok
2015-05-05Updates with latest texts from forumAuke Kok
2015-05-04Make the act of growing cost extra water.Auke Kok
2015-05-04Handle water damage for melons.Auke Kok
copy the dmg val over to the melon, then at dig time calculate the loss of melon slices. One melon slice always remains (there's no rotten melon...)
2015-05-04For easy creating of release tarbals. Once I start tagging, that is.Auke Kok
2015-05-04Humidity for melons.Auke Kok
Lots of more templated code here. Use swap_node throughout. Each plant has it's own properties table now, which trims the settings.txt file. Will be easier to maintain and extend. Had to add a withered texture for the melon plant... yes melon plants will be able to wither on hard settings.
2015-05-03Make this a bit more useful, plus link to forum topicAuke Kok
2015-05-03Revert "Apparently I can turn off al these gimp export PNG options."Auke Kok
This reverts commit 4b71d7af7610a9f6c6e1ba692a245c566402e284.
2015-05-03Add damage to potato nodes.Auke Kok
Note this is highly unbalanced still. Potatoes grow way too fast and so there's little damage with the default settings.
2015-05-03FIxed aspect ratio, re-cropped from original.Auke Kok
2015-05-03Apparently I can turn off al these gimp export PNG options.Auke Kok
2015-05-03Merge pull request #9 from HybridDog/adv_optipng_texturesAuke Kok
advpng and optipng textures to reduce texture file sizes
2015-05-03advpng and optipng texturesHybridDog
2015-05-02Merge pull request #7 from ExcaliburZero/compress-texturesAuke Kok
Compressed texture images
2015-05-02Start of getting humidity to work for potatoes.Auke Kok
2015-05-02Merge pull request #8 from ExcaliburZero/basic-filesAuke Kok
Added description and screenshot files for in-game mod manager
2015-05-02Added description and screenshot filesExcaliburZero
Added a description and screenshot file that will be used by the Mod tab of the main menu of Minetest.
2015-05-02Compressed texture imagesExcaliburZero
Compressed all of the texture images using Trimage Image Compressor.
2015-05-02Plant humidity.Auke Kok
More explanation needed, and will be coming later.
2015-04-24Rename this to READMEAuke Kok
2015-04-23Note about this file not updating itself.Auke Kok
2015-04-23Configuration - persistent config fileAuke Kok
This allows a server admin to tweak the mods growth rate, chance and required light level. For convenience I've made 3 sets of "easy", "normal" and "difficult" settings so that it's easy to understand what the difference is and what good starting values are.
2015-04-23Start of some cooking recipes that use crops.Auke Kok
2015-04-18Fixing normals, groups on this modelAuke Kok
2015-04-17copy/pasteAuke Kok
2015-04-17Green beans.Auke Kok
2015-04-17Green Beans.Auke Kok
These green beans are unnaturally green, but there's so many of them that grow on a vine! Sadly, these beans don't grow beans unsupported, so you stick some sticks together to make a beanpole, something like this way: empty empty empty stick empty stick stick empty stick There, that should help the viney bean plant to grow to 2 meters high. It has remarkable purple flowers, that pop all over the plant just before the beans grow. Sadly, once the beans are picked, this plant turns into an unusable mess that makes it hard for the next plant to grow on the beanpole, 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!
2015-04-14Merge pull request #6 from Pilcrow182/masterAuke Kok
add support for enable_waving_plants shader setting
2015-04-14add support for enable_waving_plants shader settingPilcrow182
2015-04-14Added the Potato.Auke Kok
2015-04-14Potatoes.Auke Kok
The plants themselves don't drop anything. Only if the plant matures can you dig potatoes from the soil. If you can reach the soil from the side you can save yourself one dig by digging the soil as that will remove the plant from the top, but otherwise you need to dig twice: once to remove the plant, once to dig out the potatoes. You get 3-5 potatoes. Each potato gives one (set of) "potato eyes" which are the clones that can grow back to potatoes. The plant itself is purposedly drawn "low" and not as a full block as that's how the plant grows without support, mostly close to the ground. Be careful not to dig the plant when there's flowers! You have to wait until the soil below shows potatoes. It's fairly easy to see the difference, though.
2015-04-13Interval/chance update.Auke Kok
- Globally use the same across all veggies - use a shorter ABM, with lower chance I don't like the fact that if you have 100 plants, then half of them will ALL change phase every 90 seconds. It's just very unnatural. By changing the rate/chance proportionally, plants still grow about as fast (~1200secs for 90% growth rate to 5 phases), but there will be less abrupt changes and no massive block updates, just small amounts at a time. Yes, more ABM's will fire, but that's unlikely a load that it won't be able to handle.
2015-04-12Add default leaf sounds to all the crops.Auke Kok
Only melon blocks have a different sound at this point.
2015-04-12Add an unripe, green tomato in the pre-harvest stage.Auke Kok
This adds some nice color and shows a hint to the farmer that there's going to be harvestable fruit soon. The green tomatoes are not harvestable, but clearly stand out. They're significantly smaller than the ripe tomato.
2015-04-11Tomato textures: more color depth, better color spread.Auke Kok
2015-04-11Tweaked tomato leaves to be lighter.Auke Kok
2015-04-11Add tomato to README.mdAuke Kok
2015-04-11Tomatoes.Auke Kok
Tomatoes appear to work simple enough, until you harvest them the first time: The plant stays! However, after the 3rd to 5th harvest, the plant wilts and needs to be removed, since no more tomatoes will grow on the plant. Per harvest you can get 1-2 tomatoes only. You can craft the tomatoes to tomato seeds, as expected.
2015-04-10Use the default plant interval and chance (90/2)Auke Kok
2015-04-10restrict all of these crops from growing if they're not on soilAuke Kok
2015-04-10Properly add dig handlers for these 2 corn tops.Auke Kok
2015-04-10Melons: Place melons on their side.Auke Kok
Melons naturally grow on their side with stems attached, so place them on their side with stem to the plant. I've modified the textures to make them visually connect properly, and tuned the bottom texture a bit more to look like an actual melon bottom. Yes, I actually had a watermelon at my house and looked at it's rear end.
2015-04-10parameterize these for easy testing.Auke Kok
2015-04-10Describe corn.Auke Kok
2015-04-10I make this mistake a lot... Get proper name from node.Auke Kok
2015-04-10Don't make it wither if removing unripe corn plants.Auke Kok
2015-04-10Also break non-ripe tops properly.Auke Kok
2015-04-10Corn.Auke Kok
Corn plants are 2 blocks high, and yield corn cobs. These can be cooked to corn-on-the-cob, or processed to make corn seed (corn kernels, basically). Digging a mature plant yields the corn cob. A harvested corn plant "wilts", and needs to be dug away to make the land usable, or can be left as ornamental 2-block plant. Digging either top or bottom block works in all cases, although I need to verify that I've covered every block combo.
2015-04-09Fix bad pixel in these textures.Auke Kok