We can't let the client predict seed placement, as node_placement_
prediction only considers pointed_thing.above, and we place the
node in .under.
However, we can predict the beanpole base properly.
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.
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.
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!