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.
Adding some code to handle double sized plants easily. The
watering can now redirects water to the bottom, and the hydrometer
reads the bottom half water value instead of the top. No ABM's for
hydration happen on the top half, so no risk of double damage there.
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.
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!
The plants themselves don't drop anything. Only if the plant matures
can you dig potatoes from the soil. If you can reach the soil from the
side you can save yourself one dig by digging the soil as that will
remove the plant from the top, but otherwise you need to dig twice:
once to remove the plant, once to dig out the potatoes.
You get 3-5 potatoes. Each potato gives one (set of) "potato eyes"
which are the clones that can grow back to potatoes.
The plant itself is purposedly drawn "low" and not as a full block as
that's how the plant grows without support, mostly close to the ground.
Be careful not to dig the plant when there's flowers! You have to
wait until the soil below shows potatoes. It's fairly easy to see
the difference, though.
- 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.
This adds some nice color and shows a hint to the farmer that
there's going to be harvestable fruit soon. The green tomatoes
are not harvestable, but clearly stand out. They're significantly
smaller than the ripe tomato.