don't use a function to pick random dry grasses
just use `biome_lib`'s random-choice table feature (it was only there to let the mod replace junglegrass, but that's pointless when junglegrass doesn't tend to spawn in the same areas)master
parent
a750bac532
commit
81b2b0898b
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@ -7,26 +7,24 @@
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-- Looked at code from: default
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-----------------------------------------------------------------------------------------------
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abstract_dryplants.grow_grass = function(pos)
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local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
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local grass_size = math.random(1,5)
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if minetest.get_node(right_here).name == "air" -- instead of check_air = true,
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or minetest.get_node(right_here).name == "default:junglegrass" then
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minetest.swap_node(right_here, {name="default:grass_"..grass_size})
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end
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end
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biome_lib:register_generate_plant({
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surface = {
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"default:dirt_with_grass",
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"stoneage:grass_with_silex",
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"sumpf:peat",
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"sumpf:sumpf"
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biome_lib:register_generate_plant(
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{
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surface = {
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"default:dirt_with_grass",
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"stoneage:grass_with_silex",
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"sumpf:peat",
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"sumpf:sumpf"
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},
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max_count = TALL_GRASS_PER_MAPBLOCK,
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rarity = 101 - TALL_GRASS_RARITY,
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min_elevation = 1, -- above sea level
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plantlife_limit = -0.9,
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check_air = true,
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},
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max_count = TALL_GRASS_PER_MAPBLOCK,
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rarity = 101 - TALL_GRASS_RARITY,
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min_elevation = 1, -- above sea level
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plantlife_limit = -0.9,
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},
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abstract_dryplants.grow_grass
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{ "default:grass_1",
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"default:grass_2",
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"default:grass_3",
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"default:grass_4",
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"default:grass_5"
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}
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)
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