Age | Commit message (Collapse) | Author |
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I didn't merge the part that would reject filling a watercan in
areas you are protected from editing. It would make more sense
if this was allowed, since the water block used to fill is not
consumed.
Also, I'd rather see code making sure that other people's plants
can't be overwatered, which is more dangereous and I've not checked
if that is possible now.
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Supposed to be a visual reinforcement that water actually
made it to the plant. The particles are drops of water
that fall down from the plant that was watered.
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take damge when water <>= damage_limit (and not <>)
corn can go down to 5. 0-4 is considered bone dry anyway.
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All the scaling factors are now either in the plant table or the
crops.settings table. This makes end-user tuning a bit harder, but
switching easier and configuring easier as well.
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More consistent. You can use the watering can on either top
or bottom at any stage. Same for hydrometer.
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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.
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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...)
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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.
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This reverts commit 4b71d7af7610a9f6c6e1ba692a245c566402e284.
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Note this is highly unbalanced still. Potatoes grow way too fast and
so there's little damage with the default settings.
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advpng and optipng textures to reduce texture file sizes
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Compressed texture images
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Added description and screenshot files for in-game mod manager
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Added a description and screenshot file that will be used by the Mod tab of the main menu of Minetest.
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Compressed all of the texture images using Trimage Image Compressor.
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More explanation needed, and will be coming later.
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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.
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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!
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add support for enable_waving_plants shader setting
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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.
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