tool_capabilities = {
--full_punch_interval = 1.2,
--max_drop_level=0,
- groupcaps={dirt = {times={[4]=4-level/4,[3]=3.5-level/4,[2]=3.0-level/4,[1]=2.8-level/4}, uses=(level/2)*3, maxlevel=level},},
+ groupcaps={
+ dirt = {times={[4]=4-level/4,[3]=3.5-level/4,[2]=3.0-level/4,[1]=2.8-level/4}, uses=(level/2)*3, maxlevel=level},
+ sand = {times={[4]=4-level/4,[3]=3.5-level/4,[2]=3.0-level/4,[1]=2.8-level/4}, uses=(level/2)*3, maxlevel=level},
+ },
damage_groups = {fleshy=1},
},
sound = {breaks = {name="tool_break",gain=0.4}}, -- change this
})
for i = 0,wheat_max do
local drop = ""
- if i == wheat_max then drop = "farming:wheat" end
+ if i == wheat_max then
+ drop = {
+ max_items = 2,
+ items= {
+ {
+ -- Only drop if using a tool whose name is identical to one
+ -- of these.
+ --rarity = 10,
+ items = {"farming:wheat"},
+ -- Whether all items in the dropped item list inherit the
+ -- hardware coloring palette color from the dug node.
+ -- Default is 'false'.
+ --inherit_color = true,
+ },
+ {
+ -- Only drop if using a tool whose name is identical to one
+ -- of these.
+ rarity = 3,
+ items = {"farming:seeds"},
+ -- Whether all items in the dropped item list inherit the
+ -- hardware coloring palette color from the dug node.
+ -- Default is 'false'.
+ --inherit_color = true,
+ },
+ },
+ }
+
+
+ end
minetest.register_node("farming:wheat_"..i, {
description = "Wheat Stage "..i,
wood = {times={[4]=11.5,[3]=8.5,[2]=6.70,[1]=5.5}, uses=0, maxlevel=1},
leaves = {times={[4]=4.5,[3]=3.2,[2]=2.20,[1]=1.2}, uses=0, maxlevel=0},
instant = {times={[1]=0.1,},uses=0,maxlevel=1},
- dig_immediate = {times={[1]=0,},uses=0,maxlevel=1},
+ dig_immediate = {times={[2]=0,[3]=0,[1]=0,},uses=0,maxlevel=1},
},
damage_groups = {fleshy=1},
}
description = "Bucket with Water",
inventory_image = "bucket_water.png",
--wield_image = "bucket.png",
- liquids_pointable = true,
+ liquids_pointable = false,
on_place = function(itemstack, placer, pointed_thing)
--set it to water
- if minetest.get_node(pointed_thing.above).name == "air" then
- itemstack:replace(ItemStack("main:bucket"))
+ local is_farmland = minetest.get_node(pointed_thing.under).name == "farming:farmland_dry"
+ local node = minetest.get_node(pointed_thing.above).name
+ if node == "air" or node == "main:water" or node == "main:waterflow" then
minetest.set_node(pointed_thing.above,{name="main:water"})
+ itemstack:replace(ItemStack("main:bucket"))
+ return(itemstack)
+ elseif is_farmland then
+ minetest.set_node(pointed_thing.under,{name="farming:farmland_wet"})
+ itemstack:replace(ItemStack("main:bucket"))
return(itemstack)
end
end
--add in smoke and fire
local function create_ps(pos)
+ local meta = minetest.get_meta(pos)
local dir = get_offset(minetest.get_node(pos).param2)
local ppos = vector.add(dir,pos)
- local meta = minetest.get_meta(pos)
local psf = minetest.add_particlespawner({
amount = 2,
time = 0,
meta:set_int("pss", pss)
end
---[[
+
--reload smoke and flame on load
-minetest.register_lbm({
- name = "torch:torch",
- nodenames = {"torch:floor","torch:wall"},
- run_at_every_load = true,
- action = function(pos, node)
- create_ps(pos)
+minetest.register_abm({
+ label = "Torch Particle",
+ nodenames = {"group:torch"},
+ neighbors = {"air"},
+ interval = 0.1,
+ chance = 1,
+ action = function(pos, node, active_object_count, active_object_count_wider)
+ local found_player = false
+ for _,object in ipairs(minetest.get_objects_inside_radius(pos, 3)) do
+ local pos2 = object:getpos()
+ if object:is_player() then
+ found_player = true
+ end
+ end
+ if found_player == true then
+ print("creating ps")
+ create_ps(pos)
+ else
+ print("deleting ps")
+ delete_ps(pos)
+ end
end,
})
-]]--
+
-- Item definitions
minetest.register_craftitem("torch:torch", {
description = "Torch",
--make item collection move with the player's speed
--made saplings
--make grass spread
-buckets
+--water buckets
+--buckets water farmland
crafting bench
-make torches abm that checks if player in area
-make furnace abm that checks if player in area
farming -
- make sandwich with bread and cooked porkchop
- fertilizer used on saplings randomly make tree grow (make sapling growth a function)
+make torches abm that checks if player in area
+make furnace abm that checks if player in area
fishing