summaryrefslogtreecommitdiff
path: root/corn.lua
AgeCommit message (Collapse)Author
2016-10-18Luacheck cleanups and .luacheckrcAuke Kok
Use `luacheck .` to run luacheck on this mod. Cleaned up luacheck errors.
2016-10-18Intllib (#5)xisd
Support for translation via intllib.
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.
2015-12-11Enable placement prediction everywhere.Auke Kok
2015-11-25Particle spawner on dead plants: flies.Auke Kok
These buzz around dead plants, right after they die.
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
2015-05-06Unify 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.
2015-05-06No 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.
2015-04-23Configuration - 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.
2015-04-13Interval/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.
2015-04-10Use 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
2015-04-10I 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.