-- MM: all temperature values have nothing to do with the circumstances under which real plants grow -- MM: they are just used to get a result that looks "good" or more or less believable ----------------------------------------------------------------------------------------------- -- LiLy PaDS ----------------------------------------------------------------------------------------------- abstract_along_shore.grow_lilypad = function(pos) local right_here = {x=pos.x, y=pos.y+1, z=pos.z} local lily_type = math.random(1,2) if lily_type == 1 then minetest.add_node(right_here, {name="along_shore:lilypads_"..math.random(1,4), param2=math.random(0,3)}) end if lily_type == 2 then if minetest.get_modpath("flowers_plus") ~= nil then local LiLy_PaDS = { {1,"flowers:waterlily"}, {2,"flowers:waterlily_225"}, {3,"flowers:waterlily_45"}, {4,"flowers:waterlily_675"} } for i in pairs(LiLy_PaDS) do local NR = LiLy_PaDS[i][1] local PaD = LiLy_PaDS[i][2] local chance = math.random(1,4) if chance == NR then minetest.add_node(right_here, {name=PaD, param2=math.random(0,3)}) end end else minetest.add_node(right_here, {name="along_shore:lilypads_"..math.random(1,4), param2=math.random(0,3)}) end end end plantslib:register_generate_plant({ surface = {"default:water_source"}, max_count = Lilypads_Max_Count, rarity = Lilypads_Rarity, min_elevation = 1, max_elevation = 40, near_nodes = {"default:dirt_with_grass"}, near_nodes_size = 4, near_nodes_vertical = 1, near_nodes_count = 1, plantlife_limit = -0.9, temp_max = -0.22, -- MM: checked perlin values ingame, seemed to make sense temp_min = 0.22, -- MM: checked perlin values ingame, seemed to make sense }, "abstract_along_shore.grow_lilypad" ) ----------------------------------------------------------------------------------------------- -- Sea WeeD ----------------------------------------------------------------------------------------------- abstract_along_shore.grow_seaweed = function(pos) local right_here = {x=pos.x, y=pos.y+1, z=pos.z} minetest.add_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)}) end plantslib:register_generate_plant({ surface = {"default:water_source"}, max_count = Seaweed_Max_Count, rarity = Seaweed_Rarity, min_elevation = 1, max_elevation = 40, near_nodes = {"default:dirt_with_grass"}, near_nodes_size = 4, near_nodes_vertical = 1, near_nodes_count = 1, plantlife_limit = -0.9, }, "abstract_along_shore.grow_seaweed" ) -- seaweed at beaches -- MM: not satisfied with it, but some beaches should have some algae plantslib:register_generate_plant({ surface = {"default:water_source"}, max_count = Seaweed_Max_Count, rarity = Seaweed_Rarity, min_elevation = 1, max_elevation = 40, near_nodes = {"default:sand"}, near_nodes_size = 1, near_nodes_vertical = 0, near_nodes_count = 3, plantlife_limit = -0.9, temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere }, "abstract_along_shore.grow_seaweed" ) plantslib:register_generate_plant({ surface = {"default:sand"}, max_count = Seaweed_Max_Count*2, rarity = Seaweed_Rarity/2, min_elevation = 1, max_elevation = 40, near_nodes = {"default:water_source"}, near_nodes_size = 1, near_nodes_vertical = 0, near_nodes_count = 3, plantlife_limit = -0.9, temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere }, "abstract_along_shore.grow_seaweed" )