thxSo.Po.Coder wrote: ↑Fri Jul 02, 2021 09:47I'd like to share these .we/.mts files for adding trees and bushes to your Minetest world via the WorldEdit tool.
GitHub Readme | Download
I made these to be used with the realterrain tool for generating biomes on landscapes sculpted using DEM maps. My initial goal was to simply duplicate the trees and bushes that already exist in the Minetest game, but I later decided to expand the variety of shapes and sizes. Included are several new types of trees such as grove trees that, when generated programmatically can simulate an older forest with taller more mature trees creating a high canopy overhead, as well as large tree types with thicker trunks and large voluminous limbs. Of course several tree mods exist, such as moretrees and cooltrees, but they require additional nodes to be installed. The files I am providing here use the default nodes already present in the Minetest game so no additional mods are required. Parameter 2 for all leaf nodes has been set to 0, so that they will decay if the trunk is removed.
Here are some example biomes generated using the trees and bushes included:
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Share Your WorldEdit Files!
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Re: Share Your WorldEdit Files!
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- Eris
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- Joined: Thu Nov 19, 2020 23:12
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- In-game: Eris_still_crafts
Re: Share Your WorldEdit Files!
Candyland - Source
map converted from Minecraft with mcimport tool from sofar, I just restored it from the many errors during importing. All houses have an interior.
To use the map:
map converted from Minecraft with mcimport tool from sofar, I just restored it from the many errors during importing. All houses have an interior.
+Image
- mods: basic_materials, bedrock, biome_lib, carpet, crops, flowerpot, hardenedclay, lapis, mesecons, nether,
plantlife_modpack*, quartz, signs_lib, xdecor;
*in the modpack, delete the mods dryplants, along_shore, molehills, woodsoils, bushes, bushes_classic, youngtrees, 3dmushrooms, cavestuff, poisonivy, trunks; - to avoid getting the map overrun by weeds and pesky sunflowers, turn off their generation and spread in plantlife_modpack mods (ferns, flowers_plus, nature_classic, vines); replace the contents of each file, respectively:
- +paste this in .../worldmods/plantlife_modpack/ferns/settings.lua-- In case you don't wanna have errors:
-- Only change what's behind a "=" (or "--").
-- Don't use caps (behind a "=").
-- If there's a "false" (behind a "=") you can change it to "true" (and the other way around).
-- Spelling is important.
-- If "true" or "false" is necessary as setting, everything(!) which is not spelled "true" will be read as if it were "false" (even "1", "True"...)
-- If you wanna comment something (for example to remember the default value), you can do this by putting "--" in front of the comment.
-- You can put "--" at the end of a line with "=" in it, or at the beginning of an empty/new line (minetest will ignore what's behind it then).
-- But don't put "--" in front of a line with "=" in it (or else minetest will ignore the setting and you might get an error).
-- If something is still unclear, don't hesitate to post your question @ viewtopic.php?id=6921
abstract_ferns.config = {}
-- Which plants should generate/spawn?
abstract_ferns.config.enable_lady_fern = false --Eris changed from default value = true
abstract_ferns.config.enable_horsetails = false --Eris changed from default value = true
abstract_ferns.config.enable_treefern = true
abstract_ferns.config.enable_giant_treefern = false --Eris changed from default value = true
-- Where should they generate/spawn? (if they generate/spawn)
--
-- Lady-Fern
abstract_ferns.config.lady_ferns_near_tree = true
abstract_ferns.config.lady_ferns_near_rock = true
abstract_ferns.config.lady_ferns_near_ores = true -- if there's a bunch of ferns there's ores nearby, this one causes a huge fps drop
abstract_ferns.config.lady_ferns_in_groups = false -- this one is meant as a replacement of Ferns_near_Ores: ferns tend to generate in groups, less fps drop, no hint for nearby ores
--
-- Horsetails
abstract_ferns.config.enable_horsetails_spawning = false -- horsetails will grow in already explored areas, over time, near water or gravel
abstract_ferns.config.enable_horsetails_on_grass = true -- on dirt with grass and swamp (sumpf mod)
abstract_ferns.config.enable_horsetails_on_stones = true -- on gravel, mossy cobble and silex (stoneage mod)
--
-- Tree_Fern
abstract_ferns.config.enable_treeferns_in_jungle = false --Eris changed from default value = true
abstract_ferns.config.enable_treeferns_in_oases = false -- for oases and tropical beaches|--Eris changed from default value = true
--
-- Giant_Tree_Fern
abstract_ferns.config.enable_giant_treeferns_in_jungle = true
abstract_ferns.config.enable_giant_treeferns_in_oases = true -- for oases and tropical beaches - +paste this in .../worldmods/plantlife_modpack/flowers_plus/init.lua-- support for i18n
local S = minetest.get_translator("flowers_plus")
-- This file supplies a few additional plants and some related crafts
-- for the plantlife modpack. Last revision: 2013-04-24
flowers_plus = {}
local SPAWN_DELAY = 1000
local SPAWN_CHANCE = -1 --Eris changed from default value = 200
local flowers_seed_diff = 329
local lilies_max_count = -1 --Eris changed from default value = 320
local lilies_rarity = 33
local seaweed_max_count = -1 --Eris changed from default value = 320
local seaweed_rarity = 33
local sunflowers_max_count = -1 --Eris changed from default value = 10
local sunflowers_rarity = 25
-- register the various rotations of waterlilies
local lilies_list = {
{ nil , nil , 1 },
{ "225", "22.5" , 2 },
{ "45" , "45" , 3 },
{ "675", "67.5" , 4 },
{ "s1" , "small_1" , 5 },
{ "s2" , "small_2" , 6 },
{ "s3" , "small_3" , 7 },
{ "s4" , "small_4" , 8 },
}
for i in ipairs(lilies_list) do
local deg1 = ""
local deg2 = ""
local lily_groups = {snappy = 3,flammable=2,flower=1}
if lilies_list[1] ~= nil then
deg1 = "_"..lilies_list[1]
deg2 = "_"..lilies_list[2]
lily_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
end
minetest.register_node(":flowers:waterlily"..deg1, {
description = S("Waterlily"),
drawtype = "nodebox",
tiles = {
"flowers_waterlily"..deg2..".png",
"flowers_waterlily"..deg2..".png^[transformFY"
},
inventory_image = "flowers_waterlily.png",
wield_image = "flowers_waterlily.png",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
groups = lily_groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
},
node_box = {
type = "fixed",
fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
},
buildable_to = true,
node_placement_prediction = "",
liquids_pointable = true,
drop = "flowers:waterlily",
on_place = function(itemstack, placer, pointed_thing)
local keys=placer:get_player_control()
local pt = pointed_thing
local place_pos = nil
local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
local under_node = minetest.get_node(pt.under)
local above_node = minetest.get_node(pt.above)
local top_node = minetest.get_node(top_pos)
if biome_lib.get_nodedef_field(under_node.name, "buildable_to") then
if under_node.name ~= "default:water_source" then
place_pos = pt.under
elseif top_node.name ~= "default:water_source"
and biome_lib.get_nodedef_field(top_node.name, "buildable_to") then
place_pos = top_pos
else
return
end
elseif biome_lib.get_nodedef_field(above_node.name, "buildable_to") then
place_pos = pt.above
end
if place_pos and not minetest.is_protected(place_pos, placer:get_player_name()) then
local nodename = "default:cobble" -- if this block appears, something went....wrong :-)
if not keys["sneak"] then
local node = minetest.get_node(pt.under)
local waterlily = math.random(1,8)
if waterlily == 1 then
nodename = "flowers:waterlily"
elseif waterlily == 2 then
nodename = "flowers:waterlily_225"
elseif waterlily == 3 then
nodename = "flowers:waterlily_45"
elseif waterlily == 4 then
nodename = "flowers:waterlily_675"
elseif waterlily == 5 then
nodename = "flowers:waterlily_s1"
elseif waterlily == 6 then
nodename = "flowers:waterlily_s2"
elseif waterlily == 7 then
nodename = "flowers:waterlily_s3"
elseif waterlily == 8 then
nodename = "flowers:waterlily_s4"
end
minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
else
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
minetest.swap_node(place_pos, {name = "flowers:waterlily", param2 = fdir})
end
if not biome_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
end
end,
})
end
local algae_list = { {nil}, {2}, {3}, {4} }
for i in ipairs(algae_list) do
local num = ""
local algae_groups = {snappy = 3,flammable=2,flower=1}
if algae_list[1] ~= nil then
num = "_"..algae_list[1]
algae_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
end
minetest.register_node(":flowers:seaweed"..num, {
description = S("Seaweed"),
drawtype = "nodebox",
tiles = {
"flowers_seaweed"..num..".png",
"flowers_seaweed"..num..".png^[transformFY"
},
inventory_image = "flowers_seaweed_2.png",
wield_image = "flowers_seaweed_2.png",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
groups = algae_groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
},
node_box = {
type = "fixed",
fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
},
buildable_to = true,
liquids_pointable = true,
drop = "flowers:seaweed",
on_place = function(itemstack, placer, pointed_thing)
local keys=placer:get_player_control()
local pt = pointed_thing
local place_pos = nil
local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
local under_node = minetest.get_node(pt.under)
local above_node = minetest.get_node(pt.above)
local top_node = minetest.get_node(top_pos)
if biome_lib.get_nodedef_field(under_node.name, "buildable_to") then
if under_node.name ~= "default:water_source" then
place_pos = pt.under
elseif top_node.name ~= "default:water_source"
and biome_lib.get_nodedef_field(top_node.name, "buildable_to") then
place_pos = top_pos
else
return
end
elseif biome_lib.get_nodedef_field(above_node.name, "buildable_to") then
place_pos = pt.above
end
if not place_pos then return end -- something went wrong :P
if not minetest.is_protected(place_pos, placer:get_player_name()) then
local nodename = "default:cobble" -- :D
if not keys["sneak"] then
--local node = minetest.get_node(pt.under)
local seaweed = math.random(1,4)
if seaweed == 1 then
nodename = "flowers:seaweed"
elseif seaweed == 2 then
nodename = "flowers:seaweed_2"
elseif seaweed == 3 then
nodename = "flowers:seaweed_3"
elseif seaweed == 4 then
nodename = "flowers:seaweed_4"
end
minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
else
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
minetest.swap_node(place_pos, {name = "flowers:seaweed", param2 = fdir})
end
if not biome_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
end
end,
})
end
local box = {
type="fixed",
fixed = { { -0.2, -0.5, -0.2, 0.2, 0.5, 0.2 } },
}
local sunflower_drop = "farming:seed_wheat"
if minetest.registered_items["farming:seed_spelt"] then
sunflower_drop = "farming:seed_spelt"
end
minetest.register_node(":flowers:sunflower", {
description = S("Sunflower"),
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
inventory_image = "flowers_sunflower_inv.png",
mesh = "flowers_sunflower.obj",
tiles = { "flowers_sunflower.png" },
walkable = false,
buildable_to = true,
is_ground_content = true,
groups = { dig_immediate=3, flora=1, flammable=3, attached_node=1 },
sounds = default.node_sound_leaves_defaults(),
selection_box = box,
collision_box = box,
drop = {
max_items = 1,
items = {
{items = {sunflower_drop}, rarity = 8},
{items = {"flowers:sunflower"}},
}
}
})
local extra_aliases = {
"waterlily",
"waterlily_225",
"waterlily_45",
"waterlily_675",
"seaweed"
}
for i in ipairs(extra_aliases) do
local flower = extra_aliases
minetest.register_alias("flowers:flower_"..flower, "flowers:"..flower)
end
minetest.register_alias( "trunks:lilypad" , "flowers:waterlily_s1" )
minetest.register_alias( "along_shore:lilypads_1" , "flowers:waterlily_s1" )
minetest.register_alias( "along_shore:lilypads_2" , "flowers:waterlily_s2" )
minetest.register_alias( "along_shore:lilypads_3" , "flowers:waterlily_s3" )
minetest.register_alias( "along_shore:lilypads_4" , "flowers:waterlily_s4" )
minetest.register_alias( "along_shore:pondscum_1" , "flowers:seaweed" )
minetest.register_alias( "along_shore:seaweed_1" , "flowers:seaweed" )
minetest.register_alias( "along_shore:seaweed_2" , "flowers:seaweed_2" )
minetest.register_alias( "along_shore:seaweed_3" , "flowers:seaweed_3" )
minetest.register_alias( "along_shore:seaweed_4" , "flowers:seaweed_4" )
-- ongen registrations
flowers_plus.grow_waterlily = function(pos)
local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
for i in ipairs(lilies_list) do
local chance = math.random(1,8)
local ext = ""
local num = lilies_list[3]
if lilies_list[1] ~= nil then
ext = "_"..lilies_list[1]
end
if chance == num then
minetest.swap_node(right_here, {name="flowers:waterlily"..ext, param2=math.random(0,3)})
end
end
end
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = lilies_max_count,
rarity = lilies_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:dirt_with_grass"},
near_nodes_size = 4,
near_nodes_vertical = 1,
near_nodes_count = 1,
plantlife_limit = -0.9,
temp_max = -0.22,
temp_min = 0.22,
},
flowers_plus.grow_waterlily
)
flowers_plus.grow_seaweed = function(pos)
local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
minetest.swap_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)})
end
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = seaweed_max_count,
rarity = seaweed_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:dirt_with_grass"},
near_nodes_size = 4,
near_nodes_vertical = 1,
near_nodes_count = 1,
plantlife_limit = -0.9,
},
flowers_plus.grow_seaweed
)
-- seaweed at beaches
-- MM: not satisfied with it, but IMHO some beaches should have some algae
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = seaweed_max_count,
rarity = seaweed_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:sand"},
near_nodes_size = 1,
near_nodes_vertical = 0,
near_nodes_count = 3,
plantlife_limit = -0.9,
temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
},
flowers_plus.grow_seaweed
)
biome_lib.register_on_generate({
surface = {"default:sand"},
max_count = seaweed_max_count*2,
rarity = seaweed_rarity/2,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:water_source"},
near_nodes_size = 1,
near_nodes_vertical = 0,
near_nodes_count = 3,
plantlife_limit = -0.9,
temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
},
flowers_plus.grow_seaweed
)
biome_lib.register_on_generate({
surface = {"default:dirt_with_grass"},
avoid_nodes = { "flowers:sunflower" },
max_count = sunflowers_max_count,
rarity = sunflowers_rarity,
min_elevation = 0,
plantlife_limit = -0.9,
temp_max = 0.53,
random_facedir = {0,3},
},
"flowers:sunflower"
)
-- spawn ABM registrations
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY/2,
spawn_plants = {
"flowers:waterlily",
"flowers:waterlily_225",
"flowers:waterlily_45",
"flowers:waterlily_675",
"flowers:waterlily_s1",
"flowers:waterlily_s2",
"flowers:waterlily_s3",
"flowers:waterlily_s4"
},
avoid_radius = 2.5,
spawn_chance = SPAWN_CHANCE*4,
spawn_surfaces = {"default:water_source"},
avoid_nodes = {"group:flower", "group:flora" },
seed_diff = flowers_seed_diff,
light_min = 9,
depth_max = 2,
random_facedir = {0,3}
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:water_source"},
avoid_nodes = {"group:flower", "group:flora"},
seed_diff = flowers_seed_diff,
light_min = 4,
light_max = 10,
neighbors = {"default:dirt_with_grass"},
facedir = 1
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:dirt_with_grass"},
avoid_nodes = {"group:flower", "group:flora" },
seed_diff = flowers_seed_diff,
light_min = 4,
light_max = 10,
neighbors = {"default:water_source"},
ncount = 1,
facedir = 1
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:stone"},
avoid_nodes = {"group:flower", "group:flora" },
seed_diff = flowers_seed_diff,
light_min = 4,
light_max = 10,
neighbors = {"default:water_source"},
ncount = 6,
facedir = 1
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:sunflower"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:dirt_with_grass"},
avoid_nodes = {"group:flower", "flowers:sunflower"},
seed_diff = flowers_seed_diff,
light_min = 11,
light_max = 14,
min_elevation = 0,
plantlife_limit = -0.9,
temp_max = 0.53,
random_facedir = {0,3},
avoid_radius = 5
})
-- Cotton plants are now provided by the default "farming" mod.
-- old cotton plants -> farming cotton stage 8
-- cotton wads -> string (can be crafted into wool blocks)
-- potted cotton plants -> potted white dandelions
minetest.register_alias("flowers:cotton_plant", "farming:cotton_8")
minetest.register_alias("flowers:flower_cotton", "farming:cotton_8")
minetest.register_alias("flowers:flower_cotton_pot", "flowers:potted_dandelion_white")
minetest.register_alias("flowers:potted_cotton_plant", "flowers:potted_dandelion_white")
minetest.register_alias("flowers:cotton", "farming:string")
minetest.register_alias("flowers:cotton_wad", "farming:string")
minetest.register_alias("sunflower:sunflower", "flowers:sunflower")
print("[Flowers] Loaded.") - +paste this in .../worldmods/plantlife_modpack/nature_classic/init.lua-- Nature Classic mod
-- Originally by neko259
-- Nature is slowly capturing the world!
local current_mod_name = minetest.get_current_modname()
nature = {}
-- support for i18n
local S = minetest.get_translator("nature_classic")
nature.blossomqueue = {}
nature.blossomqueue_max = 1000
nature.blossom_decay = 2
nature.blossom_trunk = "default:tree"
nature.blossom_node = "nature:blossom"
nature.blossom_leaves = "default:leaves"
nature.blossom_textures = { "default_leaves.png^nature_blossom.png" }
nature.blossom_groups = { snappy = 3, leafdecay = 1, leaves = 1, flammable = 2 }
if minetest.get_modpath("moretrees") then
nature.blossom_decay = moretrees.leafdecay_radius
nature.blossom_trunk = "moretrees:apple_tree_trunk"
nature.blossom_node = "moretrees:apple_blossoms"
nature.blossom_leaves = "moretrees:apple_tree_leaves"
nature.blossom_textures = { "moretrees_apple_tree_leaves.png^nature_blossom.png" }
nature.blossom_groups = { snappy = 3, leafdecay = 1, leaves = 1, flammable = 2, moretrees_leaves = 1 },
minetest.register_alias("nature:blossom", "default:leaves")
end
nature.leaves_blossom_chance = 15
nature.blossom_leaves_chance = 0 --Eris changed from default value = 5
nature.blossom_delay = 3600
nature.apple_delay = 3600
nature.apple_chance = 0 --Eris changed from default value = 10
nature.apple_spread = 0 --Eris changed from default value = 2
nature.meta_blossom_time = "blossom_time"
nature.blossom_duration = nature.blossom_delay
function dumppos(pos)
return "("..pos.x..","..pos.y..","..pos.z..")"
end
dofile(minetest.get_modpath(current_mod_name) .. "/config.lua")
dofile(minetest.get_modpath(current_mod_name) .. "/global_function.lua")
dofile(minetest.get_modpath(current_mod_name) .. "/blossom.lua")
minetest.log("info", S("[Nature Classic] loaded!")) - +paste this in .../worldmods/plantlife_modpack/vines/init.luavines = {
name = 'vines',
recipes = {}
}
local enable_roots = minetest.settings:get_bool("vines_enable_roots")
-- support for i18n
local S = minetest.get_translator("vines")
-- ITEMS
minetest.register_craftitem("vines:vines", {
description = S("Vines"),
inventory_image = "vines_item.png",
groups = {vines = 1, flammable = 2}
})
-- FUNCTIONS
local function dig_down(pos, node, digger)
if digger == nil then return end
local np = {x = pos.x, y = pos.y - 1, z = pos.z}
local nn = minetest.get_node(np)
if minetest.get_item_group(nn.name, "vines") > 0 then
minetest.node_dig(np, nn, digger)
end
end
vines.register_vine = function( name, defs, biome )
local groups = {vines = 1, snappy = 3, flammable = 2, attached_node = 1}
local vine_name_end = 'vines:' .. name .. '_end'
local vine_name_middle = 'vines:' .. name .. '_middle'
local vine_image_end = "vines_" .. name .. "_end.png"
local vine_image_middle = "vines_" .. name .. "_middle.png"
local drop_node = vine_name_end
biome.spawn_plants = {vine_name_end}
local vine_group = 'group:' .. name .. '_vines'
biome.spawn_surfaces[#biome.spawn_surfaces + 1] = vine_group
local selection_box = {type = "wallmounted",}
local drawtype = 'signlike'
-- different properties for bottom and side vines.
if not biome.spawn_on_side then
selection_box = {
type = "fixed", fixed = { -0.4, -1/2, -0.4, 0.4, 1/2, 0.4 }
}
drawtype = 'plantlike'
end
minetest.register_node(vine_name_end, {
description = defs.description,
walkable = false,
climbable = true,
wield_image = vine_image_end,
drop = "vines:vines",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "wallmounted",
buildable_to = false,
tiles = {vine_image_end},
drawtype = drawtype,
inventory_image = vine_image_end,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = selection_box,
on_construct = function(pos)
local timer = minetest.get_node_timer(pos)
timer:start(math.random(5, 10))
end,
on_timer = function(pos)
local node = minetest.get_node(pos)
local bottom = {x = pos.x, y = pos.y - 1, z = pos.z}
local bottom_node = minetest.get_node( bottom )
if bottom_node.name == "air" then
if not math.random(defs.average_length) == 1 then
minetest.set_node(pos, {
name = vine_name_middle, param2 = node.param2})
minetest.set_node(bottom, {
name = node.name, param2 = node.param2})
local timer = minetest.get_node_timer(bottom_node)
timer:start(math.random(5, 10))
end
end
end,
after_dig_node = function(pos, node, metadata, digger)
dig_down(pos, node, digger)
end,
})
minetest.register_node( vine_name_middle, {
description = S("Matured") .. " " .. defs.description,
walkable = false,
climbable = true,
drop = "vines:vines",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "wallmounted",
buildable_to = false,
tiles = {vine_image_middle},
wield_image = vine_image_middle,
drawtype = drawtype,
inventory_image = vine_image_middle,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = selection_box,
after_dig_node = function(pos, node, metadata, digger)
dig_down(pos, node, digger)
end,
})
biome_lib.register_active_spawner(biome)
end
-- ALIASES
-- used to remove the old vine nodes and give room for the new.
minetest.register_alias( 'vines:root', 'air' )
minetest.register_alias( 'vines:root_rotten', 'air' )
minetest.register_alias( 'vines:vine', 'air' )
minetest.register_alias( 'vines:vine_rotten', 'air' )
minetest.register_alias( 'vines:side', 'air' )
minetest.register_alias( 'vines:side_rotten', 'air' )
minetest.register_alias( 'vines:jungle', 'air' )
minetest.register_alias( 'vines:jungle_rotten', 'air' )
minetest.register_alias( 'vines:willow', 'air' )
minetest.register_alias( 'vines:willow_rotten', 'air' )
-- CRAFTS
minetest.register_craft({
output = 'vines:rope_block',
recipe = {
{'group:vines', 'group:vines', 'group:vines'},
{'group:vines', 'group:wood', 'group:vines'},
{'group:vines', 'group:vines', 'group:vines'},
}
})
if minetest.get_modpath("moreblocks") then
minetest.register_craft({
output = 'vines:rope_block',
recipe = {
{'moreblocks:rope', 'moreblocks:rope', 'moreblocks:rope'},
{'moreblocks:rope', 'group:wood', 'moreblocks:rope'},
{'moreblocks:rope', 'moreblocks:rope', 'moreblocks:rope'},
}
})
end
minetest.register_craft({
output = 'vines:shears',
recipe = {
{'', 'default:steel_ingot', ''},
{'group:stick', 'group:wood', 'default:steel_ingot'},
{'', '', 'group:stick'}
}
})
-- NODES
minetest.register_node("vines:rope_block", {
description = S("Rope"),
sunlight_propagates = true,
paramtype = "light",
tiles = {
"default_wood.png^vines_rope.png",
"default_wood.png^vines_rope.png",
"default_wood.png",
"default_wood.png",
"default_wood.png^vines_rope.png",
"default_wood.png^vines_rope.png",
},
groups = {flammable = 2, choppy = 2, oddly_breakable_by_hand = 1},
after_place_node = function(pos)
local p = {x = pos.x, y = pos.y - 1, z = pos.z}
local n = minetest.get_node(p)
if n.name == "air" then
minetest.add_node(p, {name = "vines:rope_end"})
end
end,
after_dig_node = function(pos, node, digger)
local p = {x = pos.x, y = pos.y - 1, z = pos.z}
local n = minetest.get_node(p)
while n.name == 'vines:rope' or n.name == 'vines:rope_end' do
minetest.remove_node(p)
p = {x = p.x, y = p.y - 1, z = p.z}
n = minetest.get_node(p)
end
end
})
minetest.register_node("vines:rope", {
description = S("Rope"),
walkable = false,
climbable = true,
sunlight_propagates = true,
paramtype = "light",
drop = {},
tiles = {"vines_rope.png"},
drawtype = "plantlike",
groups = {flammable = 2, not_in_creative_inventory = 1},
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
})
minetest.register_node("vines:rope_end", {
description = S("Rope"),
walkable = false,
climbable = true,
sunlight_propagates = true,
paramtype = "light",
drop = {},
tiles = {"vines_rope_end.png"},
drawtype = "plantlike",
groups = {flammable = 2, not_in_creative_inventory = 1},
sounds = default.node_sound_leaves_defaults(),
after_place_node = function(pos)
local yesh = {x = pos.x, y = pos.y - 1, z = pos.z}
minetest.add_node(yesh, {name = "vines:rope"})
end,
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
on_construct = function(pos)
local timer = minetest.get_node_timer(pos)
timer:start(1)
end,
on_timer = function( pos, elapsed )
local p = {x = pos.x, y = pos.y - 1, z = pos.z}
local n = minetest.get_node(p)
if n.name == "air" then
minetest.set_node(pos, {name = "vines:rope"})
minetest.add_node(p, {name = "vines:rope_end"})
else
local timer = minetest.get_node_timer(pos)
timer:start(1)
end
end
})
-- SHEARS
minetest.register_tool("vines:shears", {
description = S("Shears"),
inventory_image = "vines_shears.png",
wield_image = "vines_shears.png",
stack_max = 1,
max_drop_level = 3,
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level = 1,
groupcaps = {
snappy = {times = {[3] = 0.2}, uses = 60, maxlevel = 3},
}
},
})
-- VINES
local spawn_root_surfaces = {}
if enable_roots ~= false then
spawn_root_surfaces = {
"default:dirt_with_grass",
"default:dirt"
}
end
vines.register_vine('root',
{description = S("Roots"), average_length = 9}, {
choose_random_wall = true,
avoid_nodes = {"vines:root_middle"},
avoid_radius = 5,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 10
spawn_surfaces = spawn_root_surfaces,
spawn_on_bottom = true,
plantlife_limit = -0.6,
humidity_min = 0.4,
})
vines.register_vine('vine',
{description = S("Vines"), average_length = 5}, {
choose_random_wall = true,
avoid_nodes = {"group:vines"},
avoid_radius = 5,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 100
spawn_surfaces = {
-- "default:leaves",
"default:jungleleaves",
"moretrees:jungletree_leaves_red",
"moretrees:jungletree_leaves_yellow",
"moretrees:jungletree_leaves_green"
},
spawn_on_bottom = true,
plantlife_limit = -0.9,
humidity_min = 0.7,
})
vines.register_vine('side',
{description = S("Vines"), average_length = 6}, {
choose_random_wall = true,
avoid_nodes = {"group:vines", "default:apple"},
avoid_radius = 3,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 100
spawn_surfaces = {
-- "default:leaves",
"default:jungleleaves",
"moretrees:jungletree_leaves_red",
"moretrees:jungletree_leaves_yellow",
"moretrees:jungletree_leaves_green"
},
spawn_on_side = true,
plantlife_limit = -0.9,
humidity_min = 0.4,
})
vines.register_vine("jungle",
{description = S("Jungle Vines"), average_length = 7}, {
choose_random_wall = true,
neighbors = {
"default:jungleleaves",
"moretrees:jungletree_leaves_red",
"moretrees:jungletree_leaves_yellow",
"moretrees:jungletree_leaves_green"
},
avoid_nodes = {
"vines:jungle_middle",
"vines:jungle_end",
},
avoid_radius = 5,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 100
spawn_surfaces = {
"default:jungletree",
"moretrees:jungletree_trunk"
},
spawn_on_side = true,
plantlife_limit = -0.9,
humidity_min = 0.2,
})
vines.register_vine( 'willow',
{description = S("Willow Vines"), average_length = 9}, {
choose_random_wall = true,
avoid_nodes = {"vines:willow_middle"},
avoid_radius = 5,
near_nodes = {'default:water_source'},
near_nodes_size = 1,
near_nodes_count = 1,
near_nodes_vertical = 7,
plantlife_limit = -0.8,
spawn_chance = 10,
spawn_delay = 500,
spawn_on_side = true,
spawn_surfaces = {"moretrees:willow_leaves"},
humidity_min = 0.5
})
print("[Vines] Loaded!")
- You are ready, enjoy!
- Attachments
-
- Candyland.zip
- Check .we file to see the signs written in the factory.
- (252.67 KiB) Downloaded 24 times
-
- Candyland.jpg (994.37 KiB) Viewed 422 times
Last edited by Eris on Sun Oct 24, 2021 18:10, edited 7 times in total.
. o O ( It's refactoring all the way down, you never actually run the code. )
- Eris
- Member
- Posts: 133
- Joined: Thu Nov 19, 2020 23:12
- IRC: definitelya Ovalo
- In-game: Eris_still_crafts
Re: Share Your WorldEdit Files!
Winter Spawn - Source
I love winter! :]
To use the map:
I love winter! :]
+image
- mods: basic_materials, bedrock, biome_lib, carpet, crops, flowerpot, hardenedclay, lapis, mesecons, nether,
plantlife_modpack*, quartz, signs_lib, xdecor;
*in the modpack, delete the mods dryplants, along_shore, molehills, woodsoils, bushes, bushes_classic, youngtrees, 3dmushrooms, cavestuff, poisonivy, trunks; - to avoid getting the map overrun by weeds and pesky sunflowers, turn off their generation and spread in plantlife_modpack mods (ferns, flowers_plus, nature_classic, vines); replace the contents of each file, respectively:
- +paste this in .../worldmods/plantlife_modpack/ferns/settings.lua-- In case you don't wanna have errors:
-- Only change what's behind a "=" (or "--").
-- Don't use caps (behind a "=").
-- If there's a "false" (behind a "=") you can change it to "true" (and the other way around).
-- Spelling is important.
-- If "true" or "false" is necessary as setting, everything(!) which is not spelled "true" will be read as if it were "false" (even "1", "True"...)
-- If you wanna comment something (for example to remember the default value), you can do this by putting "--" in front of the comment.
-- You can put "--" at the end of a line with "=" in it, or at the beginning of an empty/new line (minetest will ignore what's behind it then).
-- But don't put "--" in front of a line with "=" in it (or else minetest will ignore the setting and you might get an error).
-- If something is still unclear, don't hesitate to post your question @ viewtopic.php?id=6921
abstract_ferns.config = {}
-- Which plants should generate/spawn?
abstract_ferns.config.enable_lady_fern = false --Eris changed from default value = true
abstract_ferns.config.enable_horsetails = false --Eris changed from default value = true
abstract_ferns.config.enable_treefern = true
abstract_ferns.config.enable_giant_treefern = false --Eris changed from default value = true
-- Where should they generate/spawn? (if they generate/spawn)
--
-- Lady-Fern
abstract_ferns.config.lady_ferns_near_tree = true
abstract_ferns.config.lady_ferns_near_rock = true
abstract_ferns.config.lady_ferns_near_ores = true -- if there's a bunch of ferns there's ores nearby, this one causes a huge fps drop
abstract_ferns.config.lady_ferns_in_groups = false -- this one is meant as a replacement of Ferns_near_Ores: ferns tend to generate in groups, less fps drop, no hint for nearby ores
--
-- Horsetails
abstract_ferns.config.enable_horsetails_spawning = false -- horsetails will grow in already explored areas, over time, near water or gravel
abstract_ferns.config.enable_horsetails_on_grass = true -- on dirt with grass and swamp (sumpf mod)
abstract_ferns.config.enable_horsetails_on_stones = true -- on gravel, mossy cobble and silex (stoneage mod)
--
-- Tree_Fern
abstract_ferns.config.enable_treeferns_in_jungle = false --Eris changed from default value = true
abstract_ferns.config.enable_treeferns_in_oases = false -- for oases and tropical beaches|--Eris changed from default value = true
--
-- Giant_Tree_Fern
abstract_ferns.config.enable_giant_treeferns_in_jungle = true
abstract_ferns.config.enable_giant_treeferns_in_oases = true -- for oases and tropical beaches - +paste this in .../worldmods/plantlife_modpack/flowers_plus/init.lua-- support for i18n
local S = minetest.get_translator("flowers_plus")
-- This file supplies a few additional plants and some related crafts
-- for the plantlife modpack. Last revision: 2013-04-24
flowers_plus = {}
local SPAWN_DELAY = 1000
local SPAWN_CHANCE = -1 --Eris changed from default value = 200
local flowers_seed_diff = 329
local lilies_max_count = -1 --Eris changed from default value = 320
local lilies_rarity = 33
local seaweed_max_count = -1 --Eris changed from default value = 320
local seaweed_rarity = 33
local sunflowers_max_count = -1 --Eris changed from default value = 10
local sunflowers_rarity = 25
-- register the various rotations of waterlilies
local lilies_list = {
{ nil , nil , 1 },
{ "225", "22.5" , 2 },
{ "45" , "45" , 3 },
{ "675", "67.5" , 4 },
{ "s1" , "small_1" , 5 },
{ "s2" , "small_2" , 6 },
{ "s3" , "small_3" , 7 },
{ "s4" , "small_4" , 8 },
}
for i in ipairs(lilies_list) do
local deg1 = ""
local deg2 = ""
local lily_groups = {snappy = 3,flammable=2,flower=1}
if lilies_list[1] ~= nil then
deg1 = "_"..lilies_list[1]
deg2 = "_"..lilies_list[2]
lily_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
end
minetest.register_node(":flowers:waterlily"..deg1, {
description = S("Waterlily"),
drawtype = "nodebox",
tiles = {
"flowers_waterlily"..deg2..".png",
"flowers_waterlily"..deg2..".png^[transformFY"
},
inventory_image = "flowers_waterlily.png",
wield_image = "flowers_waterlily.png",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
groups = lily_groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
},
node_box = {
type = "fixed",
fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
},
buildable_to = true,
node_placement_prediction = "",
liquids_pointable = true,
drop = "flowers:waterlily",
on_place = function(itemstack, placer, pointed_thing)
local keys=placer:get_player_control()
local pt = pointed_thing
local place_pos = nil
local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
local under_node = minetest.get_node(pt.under)
local above_node = minetest.get_node(pt.above)
local top_node = minetest.get_node(top_pos)
if biome_lib.get_nodedef_field(under_node.name, "buildable_to") then
if under_node.name ~= "default:water_source" then
place_pos = pt.under
elseif top_node.name ~= "default:water_source"
and biome_lib.get_nodedef_field(top_node.name, "buildable_to") then
place_pos = top_pos
else
return
end
elseif biome_lib.get_nodedef_field(above_node.name, "buildable_to") then
place_pos = pt.above
end
if place_pos and not minetest.is_protected(place_pos, placer:get_player_name()) then
local nodename = "default:cobble" -- if this block appears, something went....wrong :-)
if not keys["sneak"] then
local node = minetest.get_node(pt.under)
local waterlily = math.random(1,8)
if waterlily == 1 then
nodename = "flowers:waterlily"
elseif waterlily == 2 then
nodename = "flowers:waterlily_225"
elseif waterlily == 3 then
nodename = "flowers:waterlily_45"
elseif waterlily == 4 then
nodename = "flowers:waterlily_675"
elseif waterlily == 5 then
nodename = "flowers:waterlily_s1"
elseif waterlily == 6 then
nodename = "flowers:waterlily_s2"
elseif waterlily == 7 then
nodename = "flowers:waterlily_s3"
elseif waterlily == 8 then
nodename = "flowers:waterlily_s4"
end
minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
else
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
minetest.swap_node(place_pos, {name = "flowers:waterlily", param2 = fdir})
end
if not biome_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
end
end,
})
end
local algae_list = { {nil}, {2}, {3}, {4} }
for i in ipairs(algae_list) do
local num = ""
local algae_groups = {snappy = 3,flammable=2,flower=1}
if algae_list[1] ~= nil then
num = "_"..algae_list[1]
algae_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
end
minetest.register_node(":flowers:seaweed"..num, {
description = S("Seaweed"),
drawtype = "nodebox",
tiles = {
"flowers_seaweed"..num..".png",
"flowers_seaweed"..num..".png^[transformFY"
},
inventory_image = "flowers_seaweed_2.png",
wield_image = "flowers_seaweed_2.png",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
groups = algae_groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
},
node_box = {
type = "fixed",
fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
},
buildable_to = true,
liquids_pointable = true,
drop = "flowers:seaweed",
on_place = function(itemstack, placer, pointed_thing)
local keys=placer:get_player_control()
local pt = pointed_thing
local place_pos = nil
local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
local under_node = minetest.get_node(pt.under)
local above_node = minetest.get_node(pt.above)
local top_node = minetest.get_node(top_pos)
if biome_lib.get_nodedef_field(under_node.name, "buildable_to") then
if under_node.name ~= "default:water_source" then
place_pos = pt.under
elseif top_node.name ~= "default:water_source"
and biome_lib.get_nodedef_field(top_node.name, "buildable_to") then
place_pos = top_pos
else
return
end
elseif biome_lib.get_nodedef_field(above_node.name, "buildable_to") then
place_pos = pt.above
end
if not place_pos then return end -- something went wrong :P
if not minetest.is_protected(place_pos, placer:get_player_name()) then
local nodename = "default:cobble" -- :D
if not keys["sneak"] then
--local node = minetest.get_node(pt.under)
local seaweed = math.random(1,4)
if seaweed == 1 then
nodename = "flowers:seaweed"
elseif seaweed == 2 then
nodename = "flowers:seaweed_2"
elseif seaweed == 3 then
nodename = "flowers:seaweed_3"
elseif seaweed == 4 then
nodename = "flowers:seaweed_4"
end
minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
else
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
minetest.swap_node(place_pos, {name = "flowers:seaweed", param2 = fdir})
end
if not biome_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
end
end,
})
end
local box = {
type="fixed",
fixed = { { -0.2, -0.5, -0.2, 0.2, 0.5, 0.2 } },
}
local sunflower_drop = "farming:seed_wheat"
if minetest.registered_items["farming:seed_spelt"] then
sunflower_drop = "farming:seed_spelt"
end
minetest.register_node(":flowers:sunflower", {
description = S("Sunflower"),
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
inventory_image = "flowers_sunflower_inv.png",
mesh = "flowers_sunflower.obj",
tiles = { "flowers_sunflower.png" },
walkable = false,
buildable_to = true,
is_ground_content = true,
groups = { dig_immediate=3, flora=1, flammable=3, attached_node=1 },
sounds = default.node_sound_leaves_defaults(),
selection_box = box,
collision_box = box,
drop = {
max_items = 1,
items = {
{items = {sunflower_drop}, rarity = 8},
{items = {"flowers:sunflower"}},
}
}
})
local extra_aliases = {
"waterlily",
"waterlily_225",
"waterlily_45",
"waterlily_675",
"seaweed"
}
for i in ipairs(extra_aliases) do
local flower = extra_aliases
minetest.register_alias("flowers:flower_"..flower, "flowers:"..flower)
end
minetest.register_alias( "trunks:lilypad" , "flowers:waterlily_s1" )
minetest.register_alias( "along_shore:lilypads_1" , "flowers:waterlily_s1" )
minetest.register_alias( "along_shore:lilypads_2" , "flowers:waterlily_s2" )
minetest.register_alias( "along_shore:lilypads_3" , "flowers:waterlily_s3" )
minetest.register_alias( "along_shore:lilypads_4" , "flowers:waterlily_s4" )
minetest.register_alias( "along_shore:pondscum_1" , "flowers:seaweed" )
minetest.register_alias( "along_shore:seaweed_1" , "flowers:seaweed" )
minetest.register_alias( "along_shore:seaweed_2" , "flowers:seaweed_2" )
minetest.register_alias( "along_shore:seaweed_3" , "flowers:seaweed_3" )
minetest.register_alias( "along_shore:seaweed_4" , "flowers:seaweed_4" )
-- ongen registrations
flowers_plus.grow_waterlily = function(pos)
local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
for i in ipairs(lilies_list) do
local chance = math.random(1,8)
local ext = ""
local num = lilies_list[3]
if lilies_list[1] ~= nil then
ext = "_"..lilies_list[1]
end
if chance == num then
minetest.swap_node(right_here, {name="flowers:waterlily"..ext, param2=math.random(0,3)})
end
end
end
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = lilies_max_count,
rarity = lilies_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:dirt_with_grass"},
near_nodes_size = 4,
near_nodes_vertical = 1,
near_nodes_count = 1,
plantlife_limit = -0.9,
temp_max = -0.22,
temp_min = 0.22,
},
flowers_plus.grow_waterlily
)
flowers_plus.grow_seaweed = function(pos)
local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
minetest.swap_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)})
end
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = seaweed_max_count,
rarity = seaweed_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:dirt_with_grass"},
near_nodes_size = 4,
near_nodes_vertical = 1,
near_nodes_count = 1,
plantlife_limit = -0.9,
},
flowers_plus.grow_seaweed
)
-- seaweed at beaches
-- MM: not satisfied with it, but IMHO some beaches should have some algae
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = seaweed_max_count,
rarity = seaweed_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:sand"},
near_nodes_size = 1,
near_nodes_vertical = 0,
near_nodes_count = 3,
plantlife_limit = -0.9,
temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
},
flowers_plus.grow_seaweed
)
biome_lib.register_on_generate({
surface = {"default:sand"},
max_count = seaweed_max_count*2,
rarity = seaweed_rarity/2,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:water_source"},
near_nodes_size = 1,
near_nodes_vertical = 0,
near_nodes_count = 3,
plantlife_limit = -0.9,
temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
},
flowers_plus.grow_seaweed
)
biome_lib.register_on_generate({
surface = {"default:dirt_with_grass"},
avoid_nodes = { "flowers:sunflower" },
max_count = sunflowers_max_count,
rarity = sunflowers_rarity,
min_elevation = 0,
plantlife_limit = -0.9,
temp_max = 0.53,
random_facedir = {0,3},
},
"flowers:sunflower"
)
-- spawn ABM registrations
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY/2,
spawn_plants = {
"flowers:waterlily",
"flowers:waterlily_225",
"flowers:waterlily_45",
"flowers:waterlily_675",
"flowers:waterlily_s1",
"flowers:waterlily_s2",
"flowers:waterlily_s3",
"flowers:waterlily_s4"
},
avoid_radius = 2.5,
spawn_chance = SPAWN_CHANCE*4,
spawn_surfaces = {"default:water_source"},
avoid_nodes = {"group:flower", "group:flora" },
seed_diff = flowers_seed_diff,
light_min = 9,
depth_max = 2,
random_facedir = {0,3}
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:water_source"},
avoid_nodes = {"group:flower", "group:flora"},
seed_diff = flowers_seed_diff,
light_min = 4,
light_max = 10,
neighbors = {"default:dirt_with_grass"},
facedir = 1
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:dirt_with_grass"},
avoid_nodes = {"group:flower", "group:flora" },
seed_diff = flowers_seed_diff,
light_min = 4,
light_max = 10,
neighbors = {"default:water_source"},
ncount = 1,
facedir = 1
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:stone"},
avoid_nodes = {"group:flower", "group:flora" },
seed_diff = flowers_seed_diff,
light_min = 4,
light_max = 10,
neighbors = {"default:water_source"},
ncount = 6,
facedir = 1
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:sunflower"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:dirt_with_grass"},
avoid_nodes = {"group:flower", "flowers:sunflower"},
seed_diff = flowers_seed_diff,
light_min = 11,
light_max = 14,
min_elevation = 0,
plantlife_limit = -0.9,
temp_max = 0.53,
random_facedir = {0,3},
avoid_radius = 5
})
-- Cotton plants are now provided by the default "farming" mod.
-- old cotton plants -> farming cotton stage 8
-- cotton wads -> string (can be crafted into wool blocks)
-- potted cotton plants -> potted white dandelions
minetest.register_alias("flowers:cotton_plant", "farming:cotton_8")
minetest.register_alias("flowers:flower_cotton", "farming:cotton_8")
minetest.register_alias("flowers:flower_cotton_pot", "flowers:potted_dandelion_white")
minetest.register_alias("flowers:potted_cotton_plant", "flowers:potted_dandelion_white")
minetest.register_alias("flowers:cotton", "farming:string")
minetest.register_alias("flowers:cotton_wad", "farming:string")
minetest.register_alias("sunflower:sunflower", "flowers:sunflower")
print("[Flowers] Loaded.") - +paste this in .../worldmods/plantlife_modpack/nature_classic/init.lua-- Nature Classic mod
-- Originally by neko259
-- Nature is slowly capturing the world!
local current_mod_name = minetest.get_current_modname()
nature = {}
-- support for i18n
local S = minetest.get_translator("nature_classic")
nature.blossomqueue = {}
nature.blossomqueue_max = 1000
nature.blossom_decay = 2
nature.blossom_trunk = "default:tree"
nature.blossom_node = "nature:blossom"
nature.blossom_leaves = "default:leaves"
nature.blossom_textures = { "default_leaves.png^nature_blossom.png" }
nature.blossom_groups = { snappy = 3, leafdecay = 1, leaves = 1, flammable = 2 }
if minetest.get_modpath("moretrees") then
nature.blossom_decay = moretrees.leafdecay_radius
nature.blossom_trunk = "moretrees:apple_tree_trunk"
nature.blossom_node = "moretrees:apple_blossoms"
nature.blossom_leaves = "moretrees:apple_tree_leaves"
nature.blossom_textures = { "moretrees_apple_tree_leaves.png^nature_blossom.png" }
nature.blossom_groups = { snappy = 3, leafdecay = 1, leaves = 1, flammable = 2, moretrees_leaves = 1 },
minetest.register_alias("nature:blossom", "default:leaves")
end
nature.leaves_blossom_chance = 15
nature.blossom_leaves_chance = 0 --Eris changed from default value = 5
nature.blossom_delay = 3600
nature.apple_delay = 3600
nature.apple_chance = 0 --Eris changed from default value = 10
nature.apple_spread = 0 --Eris changed from default value = 2
nature.meta_blossom_time = "blossom_time"
nature.blossom_duration = nature.blossom_delay
function dumppos(pos)
return "("..pos.x..","..pos.y..","..pos.z..")"
end
dofile(minetest.get_modpath(current_mod_name) .. "/config.lua")
dofile(minetest.get_modpath(current_mod_name) .. "/global_function.lua")
dofile(minetest.get_modpath(current_mod_name) .. "/blossom.lua")
minetest.log("info", S("[Nature Classic] loaded!")) - +paste this in .../worldmods/plantlife_modpack/vines/init.luavines = {
name = 'vines',
recipes = {}
}
local enable_roots = minetest.settings:get_bool("vines_enable_roots")
-- support for i18n
local S = minetest.get_translator("vines")
-- ITEMS
minetest.register_craftitem("vines:vines", {
description = S("Vines"),
inventory_image = "vines_item.png",
groups = {vines = 1, flammable = 2}
})
-- FUNCTIONS
local function dig_down(pos, node, digger)
if digger == nil then return end
local np = {x = pos.x, y = pos.y - 1, z = pos.z}
local nn = minetest.get_node(np)
if minetest.get_item_group(nn.name, "vines") > 0 then
minetest.node_dig(np, nn, digger)
end
end
vines.register_vine = function( name, defs, biome )
local groups = {vines = 1, snappy = 3, flammable = 2, attached_node = 1}
local vine_name_end = 'vines:' .. name .. '_end'
local vine_name_middle = 'vines:' .. name .. '_middle'
local vine_image_end = "vines_" .. name .. "_end.png"
local vine_image_middle = "vines_" .. name .. "_middle.png"
local drop_node = vine_name_end
biome.spawn_plants = {vine_name_end}
local vine_group = 'group:' .. name .. '_vines'
biome.spawn_surfaces[#biome.spawn_surfaces + 1] = vine_group
local selection_box = {type = "wallmounted",}
local drawtype = 'signlike'
-- different properties for bottom and side vines.
if not biome.spawn_on_side then
selection_box = {
type = "fixed", fixed = { -0.4, -1/2, -0.4, 0.4, 1/2, 0.4 }
}
drawtype = 'plantlike'
end
minetest.register_node(vine_name_end, {
description = defs.description,
walkable = false,
climbable = true,
wield_image = vine_image_end,
drop = "vines:vines",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "wallmounted",
buildable_to = false,
tiles = {vine_image_end},
drawtype = drawtype,
inventory_image = vine_image_end,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = selection_box,
on_construct = function(pos)
local timer = minetest.get_node_timer(pos)
timer:start(math.random(5, 10))
end,
on_timer = function(pos)
local node = minetest.get_node(pos)
local bottom = {x = pos.x, y = pos.y - 1, z = pos.z}
local bottom_node = minetest.get_node( bottom )
if bottom_node.name == "air" then
if not math.random(defs.average_length) == 1 then
minetest.set_node(pos, {
name = vine_name_middle, param2 = node.param2})
minetest.set_node(bottom, {
name = node.name, param2 = node.param2})
local timer = minetest.get_node_timer(bottom_node)
timer:start(math.random(5, 10))
end
end
end,
after_dig_node = function(pos, node, metadata, digger)
dig_down(pos, node, digger)
end,
})
minetest.register_node( vine_name_middle, {
description = S("Matured") .. " " .. defs.description,
walkable = false,
climbable = true,
drop = "vines:vines",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "wallmounted",
buildable_to = false,
tiles = {vine_image_middle},
wield_image = vine_image_middle,
drawtype = drawtype,
inventory_image = vine_image_middle,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = selection_box,
after_dig_node = function(pos, node, metadata, digger)
dig_down(pos, node, digger)
end,
})
biome_lib.register_active_spawner(biome)
end
-- ALIASES
-- used to remove the old vine nodes and give room for the new.
minetest.register_alias( 'vines:root', 'air' )
minetest.register_alias( 'vines:root_rotten', 'air' )
minetest.register_alias( 'vines:vine', 'air' )
minetest.register_alias( 'vines:vine_rotten', 'air' )
minetest.register_alias( 'vines:side', 'air' )
minetest.register_alias( 'vines:side_rotten', 'air' )
minetest.register_alias( 'vines:jungle', 'air' )
minetest.register_alias( 'vines:jungle_rotten', 'air' )
minetest.register_alias( 'vines:willow', 'air' )
minetest.register_alias( 'vines:willow_rotten', 'air' )
-- CRAFTS
minetest.register_craft({
output = 'vines:rope_block',
recipe = {
{'group:vines', 'group:vines', 'group:vines'},
{'group:vines', 'group:wood', 'group:vines'},
{'group:vines', 'group:vines', 'group:vines'},
}
})
if minetest.get_modpath("moreblocks") then
minetest.register_craft({
output = 'vines:rope_block',
recipe = {
{'moreblocks:rope', 'moreblocks:rope', 'moreblocks:rope'},
{'moreblocks:rope', 'group:wood', 'moreblocks:rope'},
{'moreblocks:rope', 'moreblocks:rope', 'moreblocks:rope'},
}
})
end
minetest.register_craft({
output = 'vines:shears',
recipe = {
{'', 'default:steel_ingot', ''},
{'group:stick', 'group:wood', 'default:steel_ingot'},
{'', '', 'group:stick'}
}
})
-- NODES
minetest.register_node("vines:rope_block", {
description = S("Rope"),
sunlight_propagates = true,
paramtype = "light",
tiles = {
"default_wood.png^vines_rope.png",
"default_wood.png^vines_rope.png",
"default_wood.png",
"default_wood.png",
"default_wood.png^vines_rope.png",
"default_wood.png^vines_rope.png",
},
groups = {flammable = 2, choppy = 2, oddly_breakable_by_hand = 1},
after_place_node = function(pos)
local p = {x = pos.x, y = pos.y - 1, z = pos.z}
local n = minetest.get_node(p)
if n.name == "air" then
minetest.add_node(p, {name = "vines:rope_end"})
end
end,
after_dig_node = function(pos, node, digger)
local p = {x = pos.x, y = pos.y - 1, z = pos.z}
local n = minetest.get_node(p)
while n.name == 'vines:rope' or n.name == 'vines:rope_end' do
minetest.remove_node(p)
p = {x = p.x, y = p.y - 1, z = p.z}
n = minetest.get_node(p)
end
end
})
minetest.register_node("vines:rope", {
description = S("Rope"),
walkable = false,
climbable = true,
sunlight_propagates = true,
paramtype = "light",
drop = {},
tiles = {"vines_rope.png"},
drawtype = "plantlike",
groups = {flammable = 2, not_in_creative_inventory = 1},
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
})
minetest.register_node("vines:rope_end", {
description = S("Rope"),
walkable = false,
climbable = true,
sunlight_propagates = true,
paramtype = "light",
drop = {},
tiles = {"vines_rope_end.png"},
drawtype = "plantlike",
groups = {flammable = 2, not_in_creative_inventory = 1},
sounds = default.node_sound_leaves_defaults(),
after_place_node = function(pos)
local yesh = {x = pos.x, y = pos.y - 1, z = pos.z}
minetest.add_node(yesh, {name = "vines:rope"})
end,
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
on_construct = function(pos)
local timer = minetest.get_node_timer(pos)
timer:start(1)
end,
on_timer = function( pos, elapsed )
local p = {x = pos.x, y = pos.y - 1, z = pos.z}
local n = minetest.get_node(p)
if n.name == "air" then
minetest.set_node(pos, {name = "vines:rope"})
minetest.add_node(p, {name = "vines:rope_end"})
else
local timer = minetest.get_node_timer(pos)
timer:start(1)
end
end
})
-- SHEARS
minetest.register_tool("vines:shears", {
description = S("Shears"),
inventory_image = "vines_shears.png",
wield_image = "vines_shears.png",
stack_max = 1,
max_drop_level = 3,
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level = 1,
groupcaps = {
snappy = {times = {[3] = 0.2}, uses = 60, maxlevel = 3},
}
},
})
-- VINES
local spawn_root_surfaces = {}
if enable_roots ~= false then
spawn_root_surfaces = {
"default:dirt_with_grass",
"default:dirt"
}
end
vines.register_vine('root',
{description = S("Roots"), average_length = 9}, {
choose_random_wall = true,
avoid_nodes = {"vines:root_middle"},
avoid_radius = 5,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 10
spawn_surfaces = spawn_root_surfaces,
spawn_on_bottom = true,
plantlife_limit = -0.6,
humidity_min = 0.4,
})
vines.register_vine('vine',
{description = S("Vines"), average_length = 5}, {
choose_random_wall = true,
avoid_nodes = {"group:vines"},
avoid_radius = 5,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 100
spawn_surfaces = {
-- "default:leaves",
"default:jungleleaves",
"moretrees:jungletree_leaves_red",
"moretrees:jungletree_leaves_yellow",
"moretrees:jungletree_leaves_green"
},
spawn_on_bottom = true,
plantlife_limit = -0.9,
humidity_min = 0.7,
})
vines.register_vine('side',
{description = S("Vines"), average_length = 6}, {
choose_random_wall = true,
avoid_nodes = {"group:vines", "default:apple"},
avoid_radius = 3,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 100
spawn_surfaces = {
-- "default:leaves",
"default:jungleleaves",
"moretrees:jungletree_leaves_red",
"moretrees:jungletree_leaves_yellow",
"moretrees:jungletree_leaves_green"
},
spawn_on_side = true,
plantlife_limit = -0.9,
humidity_min = 0.4,
})
vines.register_vine("jungle",
{description = S("Jungle Vines"), average_length = 7}, {
choose_random_wall = true,
neighbors = {
"default:jungleleaves",
"moretrees:jungletree_leaves_red",
"moretrees:jungletree_leaves_yellow",
"moretrees:jungletree_leaves_green"
},
avoid_nodes = {
"vines:jungle_middle",
"vines:jungle_end",
},
avoid_radius = 5,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 100
spawn_surfaces = {
"default:jungletree",
"moretrees:jungletree_trunk"
},
spawn_on_side = true,
plantlife_limit = -0.9,
humidity_min = 0.2,
})
vines.register_vine( 'willow',
{description = S("Willow Vines"), average_length = 9}, {
choose_random_wall = true,
avoid_nodes = {"vines:willow_middle"},
avoid_radius = 5,
near_nodes = {'default:water_source'},
near_nodes_size = 1,
near_nodes_count = 1,
near_nodes_vertical = 7,
plantlife_limit = -0.8,
spawn_chance = 10,
spawn_delay = 500,
spawn_on_side = true,
spawn_surfaces = {"moretrees:willow_leaves"},
humidity_min = 0.5
})
print("[Vines] Loaded!")
- You are ready, enjoy!
- Attachments
-
winter_spawn.mts
- (70.24 KiB) Downloaded 17 times
-
- Winter Spawn.jpg (374.21 KiB) Viewed 422 times
Last edited by Eris on Sun Oct 24, 2021 18:15, edited 2 times in total.
. o O ( It's refactoring all the way down, you never actually run the code. )
- Eris
- Member
- Posts: 133
- Joined: Thu Nov 19, 2020 23:12
- IRC: definitelya Ovalo
- In-game: Eris_still_crafts
Re: Share Your WorldEdit Files!
Modern house - Source
I'm glad this turned out cool after conversion, I hope you'll like it!


To use the map:
I'm glad this turned out cool after conversion, I hope you'll like it!
+images
- mods: abriglass, abripanes, basic_materials, bedrock, biome_lib, carpet, crops, flowerpot, hardenedclay, lapis, mesecons, nether, plantlife_modpack*, quartz, signs_lib, xdecor;
*in the modpack, delete the mods dryplants, along_shore, molehills, woodsoils, bushes, bushes_classic, youngtrees, 3dmushrooms, cavestuff, poisonivy, trunks; - To avoid getting the map overrun by weeds and pesky sunflowers, turn off their generation and spread in plantlife_modpack mods (ferns, flowers_plus, nature_classic, vines); replace the contents of each file, respectively:
- +paste this in .../worldmods/plantlife_modpack/ferns/settings.lua-- In case you don't wanna have errors:
-- Only change what's behind a "=" (or "--").
-- Don't use caps (behind a "=").
-- If there's a "false" (behind a "=") you can change it to "true" (and the other way around).
-- Spelling is important.
-- If "true" or "false" is necessary as setting, everything(!) which is not spelled "true" will be read as if it were "false" (even "1", "True"...)
-- If you wanna comment something (for example to remember the default value), you can do this by putting "--" in front of the comment.
-- You can put "--" at the end of a line with "=" in it, or at the beginning of an empty/new line (minetest will ignore what's behind it then).
-- But don't put "--" in front of a line with "=" in it (or else minetest will ignore the setting and you might get an error).
-- If something is still unclear, don't hesitate to post your question @ viewtopic.php?id=6921
abstract_ferns.config = {}
-- Which plants should generate/spawn?
abstract_ferns.config.enable_lady_fern = false --Eris changed from default value = true
abstract_ferns.config.enable_horsetails = false --Eris changed from default value = true
abstract_ferns.config.enable_treefern = true
abstract_ferns.config.enable_giant_treefern = false --Eris changed from default value = true
-- Where should they generate/spawn? (if they generate/spawn)
--
-- Lady-Fern
abstract_ferns.config.lady_ferns_near_tree = true
abstract_ferns.config.lady_ferns_near_rock = true
abstract_ferns.config.lady_ferns_near_ores = true -- if there's a bunch of ferns there's ores nearby, this one causes a huge fps drop
abstract_ferns.config.lady_ferns_in_groups = false -- this one is meant as a replacement of Ferns_near_Ores: ferns tend to generate in groups, less fps drop, no hint for nearby ores
--
-- Horsetails
abstract_ferns.config.enable_horsetails_spawning = false -- horsetails will grow in already explored areas, over time, near water or gravel
abstract_ferns.config.enable_horsetails_on_grass = true -- on dirt with grass and swamp (sumpf mod)
abstract_ferns.config.enable_horsetails_on_stones = true -- on gravel, mossy cobble and silex (stoneage mod)
--
-- Tree_Fern
abstract_ferns.config.enable_treeferns_in_jungle = false --Eris changed from default value = true
abstract_ferns.config.enable_treeferns_in_oases = false -- for oases and tropical beaches|--Eris changed from default value = true
--
-- Giant_Tree_Fern
abstract_ferns.config.enable_giant_treeferns_in_jungle = true
abstract_ferns.config.enable_giant_treeferns_in_oases = true -- for oases and tropical beaches - +paste this in .../worldmods/plantlife_modpack/flowers_plus/init.lua-- support for i18n
local S = minetest.get_translator("flowers_plus")
-- This file supplies a few additional plants and some related crafts
-- for the plantlife modpack. Last revision: 2013-04-24
flowers_plus = {}
local SPAWN_DELAY = 1000
local SPAWN_CHANCE = -1 --Eris changed from default value = 200
local flowers_seed_diff = 329
local lilies_max_count = -1 --Eris changed from default value = 320
local lilies_rarity = 33
local seaweed_max_count = -1 --Eris changed from default value = 320
local seaweed_rarity = 33
local sunflowers_max_count = -1 --Eris changed from default value = 10
local sunflowers_rarity = 25
-- register the various rotations of waterlilies
local lilies_list = {
{ nil , nil , 1 },
{ "225", "22.5" , 2 },
{ "45" , "45" , 3 },
{ "675", "67.5" , 4 },
{ "s1" , "small_1" , 5 },
{ "s2" , "small_2" , 6 },
{ "s3" , "small_3" , 7 },
{ "s4" , "small_4" , 8 },
}
for i in ipairs(lilies_list) do
local deg1 = ""
local deg2 = ""
local lily_groups = {snappy = 3,flammable=2,flower=1}
if lilies_list[1] ~= nil then
deg1 = "_"..lilies_list[1]
deg2 = "_"..lilies_list[2]
lily_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
end
minetest.register_node(":flowers:waterlily"..deg1, {
description = S("Waterlily"),
drawtype = "nodebox",
tiles = {
"flowers_waterlily"..deg2..".png",
"flowers_waterlily"..deg2..".png^[transformFY"
},
inventory_image = "flowers_waterlily.png",
wield_image = "flowers_waterlily.png",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
groups = lily_groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
},
node_box = {
type = "fixed",
fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
},
buildable_to = true,
node_placement_prediction = "",
liquids_pointable = true,
drop = "flowers:waterlily",
on_place = function(itemstack, placer, pointed_thing)
local keys=placer:get_player_control()
local pt = pointed_thing
local place_pos = nil
local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
local under_node = minetest.get_node(pt.under)
local above_node = minetest.get_node(pt.above)
local top_node = minetest.get_node(top_pos)
if biome_lib.get_nodedef_field(under_node.name, "buildable_to") then
if under_node.name ~= "default:water_source" then
place_pos = pt.under
elseif top_node.name ~= "default:water_source"
and biome_lib.get_nodedef_field(top_node.name, "buildable_to") then
place_pos = top_pos
else
return
end
elseif biome_lib.get_nodedef_field(above_node.name, "buildable_to") then
place_pos = pt.above
end
if place_pos and not minetest.is_protected(place_pos, placer:get_player_name()) then
local nodename = "default:cobble" -- if this block appears, something went....wrong :-)
if not keys["sneak"] then
local node = minetest.get_node(pt.under)
local waterlily = math.random(1,8)
if waterlily == 1 then
nodename = "flowers:waterlily"
elseif waterlily == 2 then
nodename = "flowers:waterlily_225"
elseif waterlily == 3 then
nodename = "flowers:waterlily_45"
elseif waterlily == 4 then
nodename = "flowers:waterlily_675"
elseif waterlily == 5 then
nodename = "flowers:waterlily_s1"
elseif waterlily == 6 then
nodename = "flowers:waterlily_s2"
elseif waterlily == 7 then
nodename = "flowers:waterlily_s3"
elseif waterlily == 8 then
nodename = "flowers:waterlily_s4"
end
minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
else
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
minetest.swap_node(place_pos, {name = "flowers:waterlily", param2 = fdir})
end
if not biome_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
end
end,
})
end
local algae_list = { {nil}, {2}, {3}, {4} }
for i in ipairs(algae_list) do
local num = ""
local algae_groups = {snappy = 3,flammable=2,flower=1}
if algae_list[1] ~= nil then
num = "_"..algae_list[1]
algae_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
end
minetest.register_node(":flowers:seaweed"..num, {
description = S("Seaweed"),
drawtype = "nodebox",
tiles = {
"flowers_seaweed"..num..".png",
"flowers_seaweed"..num..".png^[transformFY"
},
inventory_image = "flowers_seaweed_2.png",
wield_image = "flowers_seaweed_2.png",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
groups = algae_groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
},
node_box = {
type = "fixed",
fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
},
buildable_to = true,
liquids_pointable = true,
drop = "flowers:seaweed",
on_place = function(itemstack, placer, pointed_thing)
local keys=placer:get_player_control()
local pt = pointed_thing
local place_pos = nil
local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
local under_node = minetest.get_node(pt.under)
local above_node = minetest.get_node(pt.above)
local top_node = minetest.get_node(top_pos)
if biome_lib.get_nodedef_field(under_node.name, "buildable_to") then
if under_node.name ~= "default:water_source" then
place_pos = pt.under
elseif top_node.name ~= "default:water_source"
and biome_lib.get_nodedef_field(top_node.name, "buildable_to") then
place_pos = top_pos
else
return
end
elseif biome_lib.get_nodedef_field(above_node.name, "buildable_to") then
place_pos = pt.above
end
if not place_pos then return end -- something went wrong :P
if not minetest.is_protected(place_pos, placer:get_player_name()) then
local nodename = "default:cobble" -- :D
if not keys["sneak"] then
--local node = minetest.get_node(pt.under)
local seaweed = math.random(1,4)
if seaweed == 1 then
nodename = "flowers:seaweed"
elseif seaweed == 2 then
nodename = "flowers:seaweed_2"
elseif seaweed == 3 then
nodename = "flowers:seaweed_3"
elseif seaweed == 4 then
nodename = "flowers:seaweed_4"
end
minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
else
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
minetest.swap_node(place_pos, {name = "flowers:seaweed", param2 = fdir})
end
if not biome_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
end
end,
})
end
local box = {
type="fixed",
fixed = { { -0.2, -0.5, -0.2, 0.2, 0.5, 0.2 } },
}
local sunflower_drop = "farming:seed_wheat"
if minetest.registered_items["farming:seed_spelt"] then
sunflower_drop = "farming:seed_spelt"
end
minetest.register_node(":flowers:sunflower", {
description = S("Sunflower"),
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
inventory_image = "flowers_sunflower_inv.png",
mesh = "flowers_sunflower.obj",
tiles = { "flowers_sunflower.png" },
walkable = false,
buildable_to = true,
is_ground_content = true,
groups = { dig_immediate=3, flora=1, flammable=3, attached_node=1 },
sounds = default.node_sound_leaves_defaults(),
selection_box = box,
collision_box = box,
drop = {
max_items = 1,
items = {
{items = {sunflower_drop}, rarity = 8},
{items = {"flowers:sunflower"}},
}
}
})
local extra_aliases = {
"waterlily",
"waterlily_225",
"waterlily_45",
"waterlily_675",
"seaweed"
}
for i in ipairs(extra_aliases) do
local flower = extra_aliases
minetest.register_alias("flowers:flower_"..flower, "flowers:"..flower)
end
minetest.register_alias( "trunks:lilypad" , "flowers:waterlily_s1" )
minetest.register_alias( "along_shore:lilypads_1" , "flowers:waterlily_s1" )
minetest.register_alias( "along_shore:lilypads_2" , "flowers:waterlily_s2" )
minetest.register_alias( "along_shore:lilypads_3" , "flowers:waterlily_s3" )
minetest.register_alias( "along_shore:lilypads_4" , "flowers:waterlily_s4" )
minetest.register_alias( "along_shore:pondscum_1" , "flowers:seaweed" )
minetest.register_alias( "along_shore:seaweed_1" , "flowers:seaweed" )
minetest.register_alias( "along_shore:seaweed_2" , "flowers:seaweed_2" )
minetest.register_alias( "along_shore:seaweed_3" , "flowers:seaweed_3" )
minetest.register_alias( "along_shore:seaweed_4" , "flowers:seaweed_4" )
-- ongen registrations
flowers_plus.grow_waterlily = function(pos)
local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
for i in ipairs(lilies_list) do
local chance = math.random(1,8)
local ext = ""
local num = lilies_list[3]
if lilies_list[1] ~= nil then
ext = "_"..lilies_list[1]
end
if chance == num then
minetest.swap_node(right_here, {name="flowers:waterlily"..ext, param2=math.random(0,3)})
end
end
end
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = lilies_max_count,
rarity = lilies_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:dirt_with_grass"},
near_nodes_size = 4,
near_nodes_vertical = 1,
near_nodes_count = 1,
plantlife_limit = -0.9,
temp_max = -0.22,
temp_min = 0.22,
},
flowers_plus.grow_waterlily
)
flowers_plus.grow_seaweed = function(pos)
local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
minetest.swap_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)})
end
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = seaweed_max_count,
rarity = seaweed_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:dirt_with_grass"},
near_nodes_size = 4,
near_nodes_vertical = 1,
near_nodes_count = 1,
plantlife_limit = -0.9,
},
flowers_plus.grow_seaweed
)
-- seaweed at beaches
-- MM: not satisfied with it, but IMHO some beaches should have some algae
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = seaweed_max_count,
rarity = seaweed_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:sand"},
near_nodes_size = 1,
near_nodes_vertical = 0,
near_nodes_count = 3,
plantlife_limit = -0.9,
temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
},
flowers_plus.grow_seaweed
)
biome_lib.register_on_generate({
surface = {"default:sand"},
max_count = seaweed_max_count*2,
rarity = seaweed_rarity/2,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:water_source"},
near_nodes_size = 1,
near_nodes_vertical = 0,
near_nodes_count = 3,
plantlife_limit = -0.9,
temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
},
flowers_plus.grow_seaweed
)
biome_lib.register_on_generate({
surface = {"default:dirt_with_grass"},
avoid_nodes = { "flowers:sunflower" },
max_count = sunflowers_max_count,
rarity = sunflowers_rarity,
min_elevation = 0,
plantlife_limit = -0.9,
temp_max = 0.53,
random_facedir = {0,3},
},
"flowers:sunflower"
)
-- spawn ABM registrations
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY/2,
spawn_plants = {
"flowers:waterlily",
"flowers:waterlily_225",
"flowers:waterlily_45",
"flowers:waterlily_675",
"flowers:waterlily_s1",
"flowers:waterlily_s2",
"flowers:waterlily_s3",
"flowers:waterlily_s4"
},
avoid_radius = 2.5,
spawn_chance = SPAWN_CHANCE*4,
spawn_surfaces = {"default:water_source"},
avoid_nodes = {"group:flower", "group:flora" },
seed_diff = flowers_seed_diff,
light_min = 9,
depth_max = 2,
random_facedir = {0,3}
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:water_source"},
avoid_nodes = {"group:flower", "group:flora"},
seed_diff = flowers_seed_diff,
light_min = 4,
light_max = 10,
neighbors = {"default:dirt_with_grass"},
facedir = 1
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:dirt_with_grass"},
avoid_nodes = {"group:flower", "group:flora" },
seed_diff = flowers_seed_diff,
light_min = 4,
light_max = 10,
neighbors = {"default:water_source"},
ncount = 1,
facedir = 1
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:seaweed"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:stone"},
avoid_nodes = {"group:flower", "group:flora" },
seed_diff = flowers_seed_diff,
light_min = 4,
light_max = 10,
neighbors = {"default:water_source"},
ncount = 6,
facedir = 1
})
biome_lib.register_active_spawner({
spawn_delay = SPAWN_DELAY*2,
spawn_plants = {"flowers:sunflower"},
spawn_chance = SPAWN_CHANCE*2,
spawn_surfaces = {"default:dirt_with_grass"},
avoid_nodes = {"group:flower", "flowers:sunflower"},
seed_diff = flowers_seed_diff,
light_min = 11,
light_max = 14,
min_elevation = 0,
plantlife_limit = -0.9,
temp_max = 0.53,
random_facedir = {0,3},
avoid_radius = 5
})
-- Cotton plants are now provided by the default "farming" mod.
-- old cotton plants -> farming cotton stage 8
-- cotton wads -> string (can be crafted into wool blocks)
-- potted cotton plants -> potted white dandelions
minetest.register_alias("flowers:cotton_plant", "farming:cotton_8")
minetest.register_alias("flowers:flower_cotton", "farming:cotton_8")
minetest.register_alias("flowers:flower_cotton_pot", "flowers:potted_dandelion_white")
minetest.register_alias("flowers:potted_cotton_plant", "flowers:potted_dandelion_white")
minetest.register_alias("flowers:cotton", "farming:string")
minetest.register_alias("flowers:cotton_wad", "farming:string")
minetest.register_alias("sunflower:sunflower", "flowers:sunflower")
print("[Flowers] Loaded.") - +paste this in .../worldmods/plantlife_modpack/nature_classic/init.lua-- Nature Classic mod
-- Originally by neko259
-- Nature is slowly capturing the world!
local current_mod_name = minetest.get_current_modname()
nature = {}
-- support for i18n
local S = minetest.get_translator("nature_classic")
nature.blossomqueue = {}
nature.blossomqueue_max = 1000
nature.blossom_decay = 2
nature.blossom_trunk = "default:tree"
nature.blossom_node = "nature:blossom"
nature.blossom_leaves = "default:leaves"
nature.blossom_textures = { "default_leaves.png^nature_blossom.png" }
nature.blossom_groups = { snappy = 3, leafdecay = 1, leaves = 1, flammable = 2 }
if minetest.get_modpath("moretrees") then
nature.blossom_decay = moretrees.leafdecay_radius
nature.blossom_trunk = "moretrees:apple_tree_trunk"
nature.blossom_node = "moretrees:apple_blossoms"
nature.blossom_leaves = "moretrees:apple_tree_leaves"
nature.blossom_textures = { "moretrees_apple_tree_leaves.png^nature_blossom.png" }
nature.blossom_groups = { snappy = 3, leafdecay = 1, leaves = 1, flammable = 2, moretrees_leaves = 1 },
minetest.register_alias("nature:blossom", "default:leaves")
end
nature.leaves_blossom_chance = 15
nature.blossom_leaves_chance = 0 --Eris changed from default value = 5
nature.blossom_delay = 3600
nature.apple_delay = 3600
nature.apple_chance = 0 --Eris changed from default value = 10
nature.apple_spread = 0 --Eris changed from default value = 2
nature.meta_blossom_time = "blossom_time"
nature.blossom_duration = nature.blossom_delay
function dumppos(pos)
return "("..pos.x..","..pos.y..","..pos.z..")"
end
dofile(minetest.get_modpath(current_mod_name) .. "/config.lua")
dofile(minetest.get_modpath(current_mod_name) .. "/global_function.lua")
dofile(minetest.get_modpath(current_mod_name) .. "/blossom.lua")
minetest.log("info", S("[Nature Classic] loaded!")) - +paste this in .../worldmods/plantlife_modpack/vines/init.luavines = {
name = 'vines',
recipes = {}
}
local enable_roots = minetest.settings:get_bool("vines_enable_roots")
-- support for i18n
local S = minetest.get_translator("vines")
-- ITEMS
minetest.register_craftitem("vines:vines", {
description = S("Vines"),
inventory_image = "vines_item.png",
groups = {vines = 1, flammable = 2}
})
-- FUNCTIONS
local function dig_down(pos, node, digger)
if digger == nil then return end
local np = {x = pos.x, y = pos.y - 1, z = pos.z}
local nn = minetest.get_node(np)
if minetest.get_item_group(nn.name, "vines") > 0 then
minetest.node_dig(np, nn, digger)
end
end
vines.register_vine = function( name, defs, biome )
local groups = {vines = 1, snappy = 3, flammable = 2, attached_node = 1}
local vine_name_end = 'vines:' .. name .. '_end'
local vine_name_middle = 'vines:' .. name .. '_middle'
local vine_image_end = "vines_" .. name .. "_end.png"
local vine_image_middle = "vines_" .. name .. "_middle.png"
local drop_node = vine_name_end
biome.spawn_plants = {vine_name_end}
local vine_group = 'group:' .. name .. '_vines'
biome.spawn_surfaces[#biome.spawn_surfaces + 1] = vine_group
local selection_box = {type = "wallmounted",}
local drawtype = 'signlike'
-- different properties for bottom and side vines.
if not biome.spawn_on_side then
selection_box = {
type = "fixed", fixed = { -0.4, -1/2, -0.4, 0.4, 1/2, 0.4 }
}
drawtype = 'plantlike'
end
minetest.register_node(vine_name_end, {
description = defs.description,
walkable = false,
climbable = true,
wield_image = vine_image_end,
drop = "vines:vines",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "wallmounted",
buildable_to = false,
tiles = {vine_image_end},
drawtype = drawtype,
inventory_image = vine_image_end,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = selection_box,
on_construct = function(pos)
local timer = minetest.get_node_timer(pos)
timer:start(math.random(5, 10))
end,
on_timer = function(pos)
local node = minetest.get_node(pos)
local bottom = {x = pos.x, y = pos.y - 1, z = pos.z}
local bottom_node = minetest.get_node( bottom )
if bottom_node.name == "air" then
if not math.random(defs.average_length) == 1 then
minetest.set_node(pos, {
name = vine_name_middle, param2 = node.param2})
minetest.set_node(bottom, {
name = node.name, param2 = node.param2})
local timer = minetest.get_node_timer(bottom_node)
timer:start(math.random(5, 10))
end
end
end,
after_dig_node = function(pos, node, metadata, digger)
dig_down(pos, node, digger)
end,
})
minetest.register_node( vine_name_middle, {
description = S("Matured") .. " " .. defs.description,
walkable = false,
climbable = true,
drop = "vines:vines",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "wallmounted",
buildable_to = false,
tiles = {vine_image_middle},
wield_image = vine_image_middle,
drawtype = drawtype,
inventory_image = vine_image_middle,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = selection_box,
after_dig_node = function(pos, node, metadata, digger)
dig_down(pos, node, digger)
end,
})
biome_lib.register_active_spawner(biome)
end
-- ALIASES
-- used to remove the old vine nodes and give room for the new.
minetest.register_alias( 'vines:root', 'air' )
minetest.register_alias( 'vines:root_rotten', 'air' )
minetest.register_alias( 'vines:vine', 'air' )
minetest.register_alias( 'vines:vine_rotten', 'air' )
minetest.register_alias( 'vines:side', 'air' )
minetest.register_alias( 'vines:side_rotten', 'air' )
minetest.register_alias( 'vines:jungle', 'air' )
minetest.register_alias( 'vines:jungle_rotten', 'air' )
minetest.register_alias( 'vines:willow', 'air' )
minetest.register_alias( 'vines:willow_rotten', 'air' )
-- CRAFTS
minetest.register_craft({
output = 'vines:rope_block',
recipe = {
{'group:vines', 'group:vines', 'group:vines'},
{'group:vines', 'group:wood', 'group:vines'},
{'group:vines', 'group:vines', 'group:vines'},
}
})
if minetest.get_modpath("moreblocks") then
minetest.register_craft({
output = 'vines:rope_block',
recipe = {
{'moreblocks:rope', 'moreblocks:rope', 'moreblocks:rope'},
{'moreblocks:rope', 'group:wood', 'moreblocks:rope'},
{'moreblocks:rope', 'moreblocks:rope', 'moreblocks:rope'},
}
})
end
minetest.register_craft({
output = 'vines:shears',
recipe = {
{'', 'default:steel_ingot', ''},
{'group:stick', 'group:wood', 'default:steel_ingot'},
{'', '', 'group:stick'}
}
})
-- NODES
minetest.register_node("vines:rope_block", {
description = S("Rope"),
sunlight_propagates = true,
paramtype = "light",
tiles = {
"default_wood.png^vines_rope.png",
"default_wood.png^vines_rope.png",
"default_wood.png",
"default_wood.png",
"default_wood.png^vines_rope.png",
"default_wood.png^vines_rope.png",
},
groups = {flammable = 2, choppy = 2, oddly_breakable_by_hand = 1},
after_place_node = function(pos)
local p = {x = pos.x, y = pos.y - 1, z = pos.z}
local n = minetest.get_node(p)
if n.name == "air" then
minetest.add_node(p, {name = "vines:rope_end"})
end
end,
after_dig_node = function(pos, node, digger)
local p = {x = pos.x, y = pos.y - 1, z = pos.z}
local n = minetest.get_node(p)
while n.name == 'vines:rope' or n.name == 'vines:rope_end' do
minetest.remove_node(p)
p = {x = p.x, y = p.y - 1, z = p.z}
n = minetest.get_node(p)
end
end
})
minetest.register_node("vines:rope", {
description = S("Rope"),
walkable = false,
climbable = true,
sunlight_propagates = true,
paramtype = "light",
drop = {},
tiles = {"vines_rope.png"},
drawtype = "plantlike",
groups = {flammable = 2, not_in_creative_inventory = 1},
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
})
minetest.register_node("vines:rope_end", {
description = S("Rope"),
walkable = false,
climbable = true,
sunlight_propagates = true,
paramtype = "light",
drop = {},
tiles = {"vines_rope_end.png"},
drawtype = "plantlike",
groups = {flammable = 2, not_in_creative_inventory = 1},
sounds = default.node_sound_leaves_defaults(),
after_place_node = function(pos)
local yesh = {x = pos.x, y = pos.y - 1, z = pos.z}
minetest.add_node(yesh, {name = "vines:rope"})
end,
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
on_construct = function(pos)
local timer = minetest.get_node_timer(pos)
timer:start(1)
end,
on_timer = function( pos, elapsed )
local p = {x = pos.x, y = pos.y - 1, z = pos.z}
local n = minetest.get_node(p)
if n.name == "air" then
minetest.set_node(pos, {name = "vines:rope"})
minetest.add_node(p, {name = "vines:rope_end"})
else
local timer = minetest.get_node_timer(pos)
timer:start(1)
end
end
})
-- SHEARS
minetest.register_tool("vines:shears", {
description = S("Shears"),
inventory_image = "vines_shears.png",
wield_image = "vines_shears.png",
stack_max = 1,
max_drop_level = 3,
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level = 1,
groupcaps = {
snappy = {times = {[3] = 0.2}, uses = 60, maxlevel = 3},
}
},
})
-- VINES
local spawn_root_surfaces = {}
if enable_roots ~= false then
spawn_root_surfaces = {
"default:dirt_with_grass",
"default:dirt"
}
end
vines.register_vine('root',
{description = S("Roots"), average_length = 9}, {
choose_random_wall = true,
avoid_nodes = {"vines:root_middle"},
avoid_radius = 5,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 10
spawn_surfaces = spawn_root_surfaces,
spawn_on_bottom = true,
plantlife_limit = -0.6,
humidity_min = 0.4,
})
vines.register_vine('vine',
{description = S("Vines"), average_length = 5}, {
choose_random_wall = true,
avoid_nodes = {"group:vines"},
avoid_radius = 5,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 100
spawn_surfaces = {
-- "default:leaves",
"default:jungleleaves",
"moretrees:jungletree_leaves_red",
"moretrees:jungletree_leaves_yellow",
"moretrees:jungletree_leaves_green"
},
spawn_on_bottom = true,
plantlife_limit = -0.9,
humidity_min = 0.7,
})
vines.register_vine('side',
{description = S("Vines"), average_length = 6}, {
choose_random_wall = true,
avoid_nodes = {"group:vines", "default:apple"},
avoid_radius = 3,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 100
spawn_surfaces = {
-- "default:leaves",
"default:jungleleaves",
"moretrees:jungletree_leaves_red",
"moretrees:jungletree_leaves_yellow",
"moretrees:jungletree_leaves_green"
},
spawn_on_side = true,
plantlife_limit = -0.9,
humidity_min = 0.4,
})
vines.register_vine("jungle",
{description = S("Jungle Vines"), average_length = 7}, {
choose_random_wall = true,
neighbors = {
"default:jungleleaves",
"moretrees:jungletree_leaves_red",
"moretrees:jungletree_leaves_yellow",
"moretrees:jungletree_leaves_green"
},
avoid_nodes = {
"vines:jungle_middle",
"vines:jungle_end",
},
avoid_radius = 5,
spawn_delay = 500,
spawn_chance = -1, --Eris changed from default value = 100
spawn_surfaces = {
"default:jungletree",
"moretrees:jungletree_trunk"
},
spawn_on_side = true,
plantlife_limit = -0.9,
humidity_min = 0.2,
})
vines.register_vine( 'willow',
{description = S("Willow Vines"), average_length = 9}, {
choose_random_wall = true,
avoid_nodes = {"vines:willow_middle"},
avoid_radius = 5,
near_nodes = {'default:water_source'},
near_nodes_size = 1,
near_nodes_count = 1,
near_nodes_vertical = 7,
plantlife_limit = -0.8,
spawn_chance = 10,
spawn_delay = 500,
spawn_on_side = true,
spawn_surfaces = {"moretrees:willow_leaves"},
humidity_min = 0.5
})
print("[Vines] Loaded!")
- You are ready, enjoy!
- Attachments
-
beach_mansion.mts
- (71.93 KiB) Downloaded 27 times
-
- mansion3.jpg (705.03 KiB) Viewed 422 times
. o O ( It's refactoring all the way down, you never actually run the code. )
Re: Share Your WorldEdit Files!
[warning: my bad english]
My version of a blacksmith (mineclone 5).
A problem with chests and armor stand at load time.
With the MTS file the chests and the armors arent visible but there. Opening a chest appairs. A right-click on the armor stand and appairs.
With the WE file the armor arent visible but placing an armor piece appair.

My version of a blacksmith (mineclone 5).
A problem with chests and armor stand at load time.
With the MTS file the chests and the armors arent visible but there. Opening a chest appairs. A right-click on the armor stand and appairs.
With the WE file the armor arent visible but placing an armor piece appair.
+
Spoiler
- Attachments
-
- [mc5]blacksmith.jpg (282.21 KiB) Viewed 422 times
-
[mc5]blacksmith(-1+9+10+11).mts
- minetest scheme file
- (1.29 KiB) Downloaded 20 times
-
[mc5]blacksmith(-1+9+10+11).we
- world edit file
- (56.41 KiB) Downloaded 17 times
- BRNSystems
- New member
- Posts: 3
- Joined: Sat May 23, 2020 06:12
- GitHub: BRNSystems
- In-game: BRNSystems
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