More seaweed , different generation circumstances
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@ -11,5 +11,12 @@ Lilypads_Rarity = 33 -- larger values make lillypads more rare (100 means chanc
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Seaweed_Max_Count = 320 -- absolute maximum number in an area of 80x80x80 nodes
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Seaweed_Rarity = 33 -- larger values make lillypads more rare (100 means chance of 0 %)
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@ -1,12 +1,15 @@
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-- MM: all temperature values have nothing to do with the circumstances under which real plants grow
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-- MM: they are just used to get a result that looks "good" or more or less believable
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-----------------------------------------------------------------------------------------------
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-- LiLy PaDS
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-----------------------------------------------------------------------------------------------
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abstract_along_shore.grow_lilypad = function(pos)
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local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
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local lily_type = math.random(1,6)
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local lily_type = math.random(1,2)
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if lily_type == 1 then
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minetest.add_node(right_here, {name="along_shore:lilypads_"..math.random(1,3), param2=math.random(0,3)})
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minetest.add_node(right_here, {name="along_shore:lilypads_"..math.random(1,4), param2=math.random(0,3)})
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end
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if lily_type == 2 then
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if minetest.get_modpath("flowers_plus") ~= nil then
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@ -28,16 +31,6 @@ abstract_along_shore.grow_lilypad = function(pos)
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minetest.add_node(right_here, {name="along_shore:lilypads_"..math.random(1,4), param2=math.random(0,3)})
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end
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end
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--if lily_type == 3 then
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--minetest.add_node(right_here, {name="along_shore:pondscum_1", param2=1})
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--end
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if lily_type >= 3 then
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if minetest.get_modpath("flowers_plus") ~= nil then
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minetest.add_node(right_here, {name="flowers:seaweed", param2=1})
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else
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minetest.add_node(right_here, {name="along_shore:pondscum_1", param2=1})
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end
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end
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end
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plantslib:register_generate_plant({
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@ -51,6 +44,66 @@ plantslib:register_generate_plant({
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near_nodes_vertical = 1,
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near_nodes_count = 1,
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plantlife_limit = -0.9,
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temp_max = -0.22, -- MM: checked perlin values ingame, seemed to make sense
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temp_min = 0.22, -- MM: checked perlin values ingame, seemed to make sense
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},
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"abstract_along_shore.grow_lilypad"
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)
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-----------------------------------------------------------------------------------------------
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-- Sea WeeD
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-----------------------------------------------------------------------------------------------
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abstract_along_shore.grow_seaweed = function(pos)
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local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
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minetest.add_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)})
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end
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plantslib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = Seaweed_Max_Count,
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rarity = Seaweed_Rarity,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:dirt_with_grass"},
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near_nodes_size = 4,
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near_nodes_vertical = 1,
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near_nodes_count = 1,
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plantlife_limit = -0.9,
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},
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"abstract_along_shore.grow_seaweed"
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)
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-- seaweed at beaches
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-- MM: not satisfied with it, but some beaches should have some algae
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plantslib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = Seaweed_Max_Count,
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rarity = Seaweed_Rarity,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:sand"},
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near_nodes_size = 1,
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near_nodes_vertical = 0,
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near_nodes_count = 3,
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plantlife_limit = -0.9,
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temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
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temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
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},
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"abstract_along_shore.grow_seaweed"
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)
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plantslib:register_generate_plant({
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surface = {"default:sand"},
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max_count = Seaweed_Max_Count*2,
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rarity = Seaweed_Rarity/2,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:water_source"},
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near_nodes_size = 1,
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near_nodes_vertical = 0,
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near_nodes_count = 3,
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plantlife_limit = -0.9,
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temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
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temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
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},
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"abstract_along_shore.grow_seaweed"
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)
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@ -1,6 +1,6 @@
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-----------------------------------------------------------------------------------------------
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local title = "Along the Shore"
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local version = "0.0.2"
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local version = "0.0.3"
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local mname = "along_shore"
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-----------------------------------------------------------------------------------------------
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@ -49,32 +49,47 @@ for i in pairs(LiLy_PaDS) do
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end
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-----------------------------------------------------------------------------------------------
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-- PoND SCuM
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-- Sea WeeD
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-----------------------------------------------------------------------------------------------
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local PoND_SCuM = { {1} }
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minetest.register_alias("along_shore:pondscum_1", "along_shore:seaweed_1")
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local PoND_SCuM = { {1}, {2}, {3}, {4} }
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for i in pairs(PoND_SCuM) do
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local NR = PoND_SCuM[i][1]
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local iNV = NR - 1
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minetest.register_node("along_shore:pondscum_"..NR, {
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description = "Pond Scum",
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drawtype = "signlike", -- idea here is: you can smack it against a wall and it stays there
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minetest.register_node("along_shore:seaweed_"..NR, {
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description = "Seaweed",
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--drawtype = "signlike", -- MM: idea here is: you can smack it against a wall and it stays there
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drawtype = "nodebox", -- MM: think rotation is more important than previous idea
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tiles = {
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"along_shore_pondscum_"..NR..".png",
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"along_shore_pondscum_"..NR..".png^[transformFY", -- mirror
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"along_shore_seaweed_"..NR..".png",
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"along_shore_seaweed_"..NR..".png^[transformFY", -- mirror
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"along_shore_empty.png"
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},
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inventory_image = "along_shore_pondscum_"..NR..".png",
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wield_image = "along_shore_pondscum_"..NR..".png",
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inventory_image = "along_shore_seaweed_2.png",
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wield_image = "along_shore_seaweed_2.png",
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paramtype = "light",
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paramtype2 = "wallmounted",
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paramtype2 = "facedir",
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sunlight_propagates = true,
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buildable_to = true,
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walkable = false,
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selection_box = {type = "wallmounted"},
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groups = {dig_immediate=2,not_in_creative_inventory=iNV},
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drop = "along_shore:pondscum_1",
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node_box = {type = "fixed", fixed = super_flat},
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selection_box = {type = "fixed", fixed = quite_flat},
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groups = {dig_immediate=2,not_in_creative_inventory=iNV,flower=1},
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drop = "along_shore:seaweed_1",
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sounds = default.node_sound_leaves_defaults(),
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liquids_pointable = true,
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on_place = function(itemstack, placer, pointed_thing)
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local pt = pointed_thing
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local direction = minetest.dir_to_facedir(placer:get_look_dir())
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if minetest.get_node(pt.above).name=="air" then
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minetest.set_node(pt.above, {name="along_shore:seaweed_"..math.random(1,4), param2=direction})
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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end
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return itemstack
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end
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end,
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})
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end
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along_shore/textures/along_shore_seaweed_1.png
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along_shore/textures/along_shore_seaweed_1.png
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along_shore/textures/along_shore_seaweed_2.png
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along_shore/textures/along_shore_seaweed_2.png
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along_shore/textures/along_shore_seaweed_3.png
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along_shore/textures/along_shore_seaweed_3.png
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along_shore/textures/along_shore_seaweed_4.png
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along_shore/textures/along_shore_seaweed_4.png
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After Width: | Height: | Size: 301 B |
@ -10,14 +10,18 @@ FOLDER TEXTURE AUTHORS
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along_shore_lilypads_2.png Mossmanikin, Neuromancer
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along_shore_lilypads_3.png Mossmanikin, Neuromancer
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along_shore_lilypads_4.png Mossmanikin, Neuromancer
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along_shore_pondscum_1.png Mossmanikin, Neuromancer
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flowers_seaweed.png Mossmanikin, VanessaE
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along_shore_seaweed_1.png Neuromancer, VanessaE
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along_shore_seaweed_2.png Mossmanikin, Neuromancer, VanessaE
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along_shore_seaweed_3.png Mossmanikin, Neuromancer, VanessaE
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along_shore_seaweed_4.png Mossmanikin, Neuromancer, VanessaE
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flowers_seaweed.png Neuromancer, VanessaE
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flowers_waterlily.png Mossmanikin, VanessaE
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flowers_waterlily_22.5.png Mossmanikin, VanessaE
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flowers_waterlily_45.png Mossmanikin, VanessaE
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flowers_waterlily_67.5.png Mossmanikin, VanessaE
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----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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../along_shore/textures/old & unused lillypad3Flower16x.png Neuromancer
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../along_shore/textures/old & unused along_shore_pondscum_1.png Neuromancer
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lillypad3Flower16x.png Neuromancer
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LillyPad3x16.png Neuromancer
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lillyPad5x16.png Neuromancer
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MultiLilly16x.png Neuromancer
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Before Width: | Height: | Size: 703 B After Width: | Height: | Size: 703 B |
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