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2016-01-04Add mod.confAuke Kok
2015-12-28For future use, make corn waving just like plantlike.Auke Kok
This needs a patch to the core client code to actually work.
2015-12-28Enable some of these plants to be found in a normal world.Auke Kok
- places pumpkin and melon plants in the world through mapgen. - very rarely, digging dirt will yield a potato.
2015-12-11Enable placement prediction everywhere.Auke Kok
2015-11-26Reduce the hitboxes on tomatoes and potatoes.Auke Kok
These were really awkward when harvesting, so drop the size by 10% or so.
2015-11-25Typo...Auke Kok
2015-11-25Add attribution for used sound.Auke Kok
2015-11-25Add sound effect for watering plants.Auke Kok
Just a short watering sound, nothing fancy.
2015-11-25Fly sounds.Auke Kok
These accomodate the fly particles around plants that died. probably gonna freak some players out ;^)
2015-11-25Particle spawner on dead plants: flies.Auke Kok
These buzz around dead plants, right after they die.
2015-11-24These are not needed, game creates the inventory image.Auke Kok
Just saves bandwidth for client startup.
2015-11-24Merge pull request #11 from HybridDog/texture_sizesAuke Kok
reduce texture sizes
2015-11-24changesHybridDog
reduce texture sizes
2015-11-23Pumpkins!Auke Kok
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.
2015-05-25Merge fix.Auke Kok
2015-05-25add watercan soundsHybridDog
2015-05-25short settings codeHybridDog
2015-05-25add gitignoreHybridDog
2015-05-25allow filling the watercan with e.g. river water.HybridDog
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.
2015-05-09Add particles showing plants being watered.Auke Kok
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.
2015-05-09Fix corn withering - wrong node name here broke itAuke Kok
2015-05-07Off-by one change.Auke Kok
take damge when water <>= damage_limit (and not <>) corn can go down to 5. 0-4 is considered bone dry anyway.
2015-05-07Prevented corn from actually taking damageAuke Kok
2015-05-07Abstract crops.register method a bit.Auke Kok
2015-05-07Fix a few errors exposed by difficult setting.Auke Kok
2015-05-07Damage/difficulty scaling. Adjust lots of sliders a bit.Auke Kok
2015-05-07Fix settings - this actually works OK.Auke Kok
2015-05-07Attached melon plants were not getting damage/hydration applied.Auke Kok
2015-05-06Unify the difficulty settings into init.luaAuke Kok
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.
2015-05-06Missed this one plant: damage ripe beanpoles.Auke Kok
2015-05-06dmg for polebean harvestAuke Kok
2015-05-06Make tops of seedling beans behave like double plants too.Auke Kok
More consistent. You can use the watering can on either top or bottom at any stage. Same for hydrometer.
2015-05-06Adding humidity to polebeansAuke Kok
2015-05-06No need for this.Auke Kok
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