forked from Mineclonia/Mineclonia
Make flowers less likely with bone meal
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@ -105,14 +105,12 @@ end
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-- Bone Meal
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mcl_dye.apply_bone_meal = function(pointed_thing)
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local plant_tab = {
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"air",
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"mcl_flowers:tallgrass",
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"mcl_flowers:tallgrass",
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"mcl_flowers:tallgrass",
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"mcl_flowers:tallgrass",
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"mcl_flowers:tallgrass",
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-- TODO: Use biome-specific flowers
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local flowers_table = {
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"mcl_flowers:dandelion",
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"mcl_flowers:dandelion",
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"mcl_flowers:poppy",
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"mcl_flowers:blue_orchid",
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"mcl_flowers:oxeye_daisy",
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"mcl_flowers:tulip_orange",
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@ -120,7 +118,6 @@ mcl_dye.apply_bone_meal = function(pointed_thing)
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"mcl_flowers:tulip_white",
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"mcl_flowers:tulip_pink",
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"mcl_flowers:allium",
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"mcl_flowers:poppy",
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"mcl_flowers:azure_bluet",
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}
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@ -168,12 +165,15 @@ mcl_dye.apply_bone_meal = function(pointed_thing)
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n2 = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
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if n.name ~= "" and n.name == "air" and (n2.name == "mcl_core:dirt_with_grass" or n2.name == "mcl_core:dirt_with_grass_snow") then
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if math.random(0,5) > 3 then
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minetest.add_node(pos, {name=plant_tab[math.random(1, #plant_tab)]})
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else
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minetest.add_node(pos, {name=plant_tab[math.random(1, 6)]})
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-- Randomly generate flowers, tall grass or nothing
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if math.random(1,100) <= 90 then
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-- 90% tall grass, 10% flower
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if math.random(1,100) <= 90 then
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minetest.add_node(pos, {name="mcl_core:tallgrass"})
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else
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minetest.add_node(pos, {name=flowers_table[math.random(1, #flowers_table)]})
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end
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end
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end
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end
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end
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