Age | Commit message (Collapse) | Author |
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Support for translation via intllib.
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Make the watering can not lose water in creative
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Turns out I made pumkins not drop items when digging. Yikes.
Use after_dig_node() so drops are handled nicely.
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Disables the hydration mechanics when the user sets the game difficulty
to easy in the crops_settings.txt file. This makes the mod much easier
to play on easy mode. This was acheived by only executing the parts
of the code that pertain to hydration when the hydration variable in
settings is set to true. Otherwise the code that does hydration is
never executed.
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We can't let the client predict seed placement, as node_placement_
prediction only considers pointed_thing.above, and we place the
node in .under.
However, we can predict the beanpole base properly.
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This needs a patch to the core client code to actually work.
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- places pumpkin and melon plants in the world through mapgen.
- very rarely, digging dirt will yield a potato.
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These were really awkward when harvesting, so drop the
size by 10% or so.
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Just a short watering sound, nothing fancy.
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These accomodate the fly particles around plants that died.
probably gonna freak some players out ;^)
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These buzz around dead plants, right after they die.
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Just saves bandwidth for client startup.
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reduce texture sizes
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reduce texture sizes
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Since it's almost thanksgiving, here's some pumpkins, and
as usual, with a twist. In itself the pumpkins behave
like you expect - digging them yields a block, not slices.
You can get seeds from a block, or cook a block into roast
pumpkin, which is edible.
The catch is that there's only one piece of food from a pumpkin
so it's a lot of work. And if you want to expand your pumpkin
farm, you'll have to water as otherwise the plants die and
will not spawn more than 1 pumpkin if you're unlucky, so
it's going to be difficult and labor intensive to grow a
large pumpkin farm.
So yeah, maybe just grow pumpkins once a year for some
holiday cheer, like some countries do, and then back to
taters, cuz they easy.
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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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