Topywo wrote:Inocudom wrote:Pumpkin plants don't work properly. The tilled ground beneath them eventually turns back into normal dirt, even when it is wet.
Maybe it works properly when you put
plant=1 in the groups of pumpkin_1 and pumpkin_2 in the pumpkin.lua file:
minetest.register_node(":farming:pumpkin_1", (and pumpkin_2)
groups = {choppy=2, oddly_breakable_by_hand=2, flammable=2, not_in_creative_inventory=1,
plant=1},
negative
The problem is actually in the farming mod now included with minetest_game, specifically on lines 30-35 in its init.lua:
Code: Select all
pos.y = pos.y+1
local nn = minetest.get_node(pos).name
pos.y = pos.y-1
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].walkable then
minetest.set_node(pos, {name="default:dirt"})
end
This code periodically reverts soil with solid nodes on top of it back into dirt. This works fine as long as there aren't any walkable plants. However, whoever wrote this check did not take pumpkins into account.
The easy way to fix this is to make pumpkins unwalkable, which I've tested and verified as working. However, since pumpkins should rightfully be walkable, a better solution might be to change the system to work how Topywo assumed that it did, changing line 33 to:
Code: Select all
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].groups.plant == nil then
and then add
plant=1 to every single plant's groups. This is easy enough to do, but I'm not making any pull requests since the last time I did that the change suffered a painful death.
Also, bronze, diamond, and MESE swords don't work for carving pumpkins. I'm assuming this should be fixed in the next version, unless those swords are just too powerful…