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path: root/init.lua
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2015-11-25Typo...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.
2015-11-23Pumpkins!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
2015-05-25allow 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.
2015-05-07Off-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.
2015-05-07Abstract 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
2015-05-06Unify 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.
2015-05-05Humidity 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
2015-05-04Make the act of growing cost extra water.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.
2015-05-02Start of getting humidity to work for potatoes.Auke Kok
2015-05-02Plant humidity.Auke Kok
More explanation needed, and will be coming later.
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
2015-04-17Green 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!
2015-04-14Potatoes.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.
2015-04-11Tomatoes.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.
2015-04-10Corn.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.
2015-04-08cut'n'paste errorAuke Kok
2015-04-08Print out when we're done loading, just for spam.Auke Kok
2015-04-08Add license headers to code (lgpl2+)Auke Kok
2015-04-08Initial commit.Auke Kok
This should be entirely working now - MELONS! Work as expected. A seed grows to a plant, plant flowers and an adjacent melon block grows, and is attached with a stem. Once the melon block is harvested (which drops 3-5 melon slices), the stem is lost and the plant will grow a new melon from it's mature stage.