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minetest.register_node ( " mcl_farming:soil " , {
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tiles = { " farming_soil.png " , " default_dirt.png " , " default_dirt.png " , " default_dirt.png " , " default_dirt.png " , " default_dirt.png " } ,
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description = " Farmland " ,
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_doc_items_longdesc = " Farmland is used for farming, a necessary surface to plant crops. It is created when a hoe is used on dirt or a similar block. Plants are able to grow on farmland, but slowly. Farmland will become hydrated farmland (on which plants grow faster) when it rains or a water source is nearby. " ,
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drop = " mcl_core:dirt " ,
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drawtype = " nodebox " ,
paramtype = " light " ,
node_box = {
type = " fixed " ,
fixed = {
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-- 15/16 of the normal height
{ - 0.5 , - 0.5 , - 0.5 , 0.5 , 0.4375 , 0.5 } ,
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}
} ,
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on_construct = function ( pos )
local meta = minetest.get_meta ( pos )
meta : set_int ( " wet " , 0 )
end ,
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groups = { handy = 1 , shovely = 1 , not_in_creative_inventory = 1 , soil = 2 , soil_sapling = 1 } ,
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sounds = mcl_sounds.node_sound_dirt_defaults ( ) ,
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_mcl_blast_resistance = 3 ,
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_mcl_hardness = 0.6 ,
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} )
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minetest.register_node ( " mcl_farming:soil_wet " , {
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tiles = { " farming_soil_wet.png " , " default_dirt.png " , " default_dirt.png " , " default_dirt.png " , " default_dirt.png " , " default_dirt.png " } ,
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description = " Hydrated Farmland " ,
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_doc_items_longdesc = " Hydrated farmland is used in farming, this is where you can plant and grow some plants. It is created when farmlands is under rain or near water. " ,
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drop = " mcl_core:dirt " ,
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drawtype = " nodebox " ,
paramtype = " light " ,
node_box = {
type = " fixed " ,
fixed = {
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{ - 0.5 , - 0.5 , - 0.5 , 0.5 , 0.4375 , 0.5 } ,
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}
} ,
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on_construct = function ( pos )
local meta = minetest.get_meta ( pos )
meta : set_int ( " wet " , 7 )
end ,
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groups = { handy = 1 , shovely = 1 , not_in_creative_inventory = 1 , soil = 3 , soil_sapling = 1 } ,
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sounds = mcl_sounds.node_sound_dirt_defaults ( ) ,
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_mcl_blast_resistance = 3 ,
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_mcl_hardness = 0.6 ,
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} )
minetest.register_abm ( {
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label = " Farmland hydration " ,
nodenames = { " mcl_farming:soil " , " mcl_farming:soil_wet " } ,
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interval = 15 ,
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chance = 4 ,
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action = function ( pos , node )
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-- Get wetness value
local meta = minetest.get_meta ( pos )
local wet = meta : get_int ( " wet " )
if not wet then
if node.name == " mcl_farming:soil " then
wet = 0
else
wet = 7
end
end
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-- Turn back into dirt when covered by solid node
local above_node = minetest.get_node_or_nil ( { x = pos.x , y = pos.y + 1 , z = pos.z } )
if above_node then
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if minetest.get_item_group ( above_node.name , " solid " ) ~= 0 then
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node.name = " mcl_core:dirt "
minetest.set_node ( pos , node )
return
end
end
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-- Check an area of 9× 2× 9 around the node for nodename
local check_surroundings = function ( pos , nodename )
local nodes = minetest.find_nodes_in_area ( { x = pos.x - 4 , y = pos.y - 1 , z = pos.z - 4 } , { x = pos.x + 4 , y = pos.y , z = pos.z + 4 } , { nodename } )
return # nodes > 0
end
if check_surroundings ( pos , " group:water " ) then
if node.name ~= " mcl_farming:soil_wet " then
-- Make it wet
node.name = " mcl_farming:soil_wet "
minetest.set_node ( pos , node )
end
else
-- Decay if no water is nearby.
-- But not near unloaded areas since thse might include water.
if not check_surroundings ( pos , " ignore " ) then
if wet <= 0 then
local n_def = minetest.registered_nodes [ node.name ] or nil
local nn = minetest.get_node_or_nil ( { x = pos.x , y = pos.y + 1 , z = pos.z } )
if not nn or not nn.name then
return
end
local nn_def = minetest.registered_nodes [ nn.name ] or nil
if nn_def and minetest.get_item_group ( nn.name , " plant " ) == 0 then
node.name = " mcl_core:dirt "
minetest.set_node ( pos , node )
return
end
else
if wet == 7 then
node.name = " mcl_farming:soil "
minetest.swap_node ( pos , node )
end
-- Slowly count down wetness
meta : set_int ( " wet " , wet - 1 )
end
end
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end
end ,
} )