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path: root/melon.lua
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2015-11-24These are not needed, game creates the inventory image.Auke Kok
Just saves bandwidth for client startup.
2015-05-07Abstract crops.register method a bit.Auke Kok
2015-05-07Fix a few errors exposed by difficult setting.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.
2015-05-04Handle 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...)
2015-05-04Humidity 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.
2015-04-23Configuration - 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.
2015-04-14add support for enable_waving_plants shader settingPilcrow182
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
2015-04-10Melons: Place melons on their side.Auke Kok
Melons naturally grow on their side with stems attached, so place them on their side with stem to the plant. I've modified the textures to make them visually connect properly, and tuned the bottom texture a bit more to look like an actual melon bottom. Yes, I actually had a watermelon at my house and looked at it's rear end.
2015-04-10parameterize these for easy testing.Auke Kok
2015-04-08Make melon seeds infinite in creative mode.Auke Kok
2015-04-08Set wield image to the melon seed, otherwise melon plant_1 shows.Auke Kok
2015-04-08Tweak melon plant hitbox, remove unneeded texture.Auke Kok
2015-04-08After removing the melon, return to pre-flower stageAuke Kok
This adds a bit more delay in between melon harvests, as you need to wait for a flower to grow first, and then a melon. Slightly more realistic, plus the flower doesn't pop up immediately after harvesting.
2015-04-08Remove the flower from the melon plant if it's attached.Auke Kok
This is more realistic: The melon flower turns into a melon once it's ready, so while a melon is attached, the flower is gone signifying that it's not ready to grow another melon. The flower pops back immediately once you remove the melon block.
2015-04-08Add license headers to code (lgpl2+)Auke Kok
2015-04-08Don't show the attached plant in creative inventory.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.