GreenGerm wrote:Could I use the source code for a fruit/nut mod I might start working on?
Heh. You can do what the fuck you want to with the code.VanessaE wrote:License: WTFPL for the code.
Jordach wrote:GreenGerm wrote:Could I use the source code for a fruit/nut mod I might start working on?Heh. You can do what the fuck you want to with the code.VanessaE wrote:License: WTFPL for the code.
minetest.register_node("morefruit:Kiwi", {
description = "Kiwi",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"Morefruit_Kiwi.png"},
inventory_image = "Kiwi.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
},
groups = {fleshy=3,dig_immediate=3,flammable=2,leafdecay=3,leafdecay_drop=1},
on_use = minetest.item_eat(1),
sounds = default.node_sound_defaults(),
after_place_node = function(pos, placer, itemstack)
if placer:is_player() then
minetest.set_node(pos, {name="default:apple", param2=1})
end
end,
})
minetest.register_node("morefruit:Kiwi_leaves", {
description = "Kiwi leaves",
drawtype = "allfaces_optional",
visual_scale = 1.3,
tiles = {"Morefruit_Kiwi_leaves.png"},
paramtype = "light",
sunlight_propagates = true, groups = {snappy=7, leafdecay=3, flammable=2, leaves=1},
drop = {
items = {
{
items = {'morefruit:Kiwi'}, },}
}
}, sounds = morefruit.node_sound_leaves_morefruits(),
})
-- minetest.register_craft({ output = '"morefruit:Kiwi_leaves" 1', recipe = {
{'morefruit:leaves'},
}
}
kiwi_tree={
axiom="F",
rules_a="F=C0FF-[C1-F+F+F]+[C2+F-F-F]",
trunk, - string trunk node name
leaves="morefruit:Kiwi_leaves"
angle=22,
iterations=2,
random_level=0,
trunk_type="single",
thin_branches=true,
fruit="morefruit:Kiwi"
fruit_chance=10,
}
GreenGerm wrote:sorry to keep on bothering you but i would like some help with why the init.lua script wont work.Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
minetest.register_node("morefruit:Kiwi", {
description = "Kiwi",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"Morefruit_Kiwi.png"},
inventory_image = "Kiwi.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
},
groups = {fleshy=3,dig_immediate=3,flammable=2,leafdecay=3,leafdecay_drop=1},
on_use = minetest.item_eat(1),
sounds = default.node_sound_defaults(),
after_place_node = function(pos, placer, itemstack)
if placer:is_player() then
minetest.set_node(pos, {name="default:apple", param2=1})
end
end,
})
minetest.register_node("morefruit:Kiwi_leaves", {
description = "Kiwi leaves",
drawtype = "allfaces_optional",
visual_scale = 1.3,
tiles = {"Morefruit_Kiwi_leaves.png"},
paramtype = "light",
sunlight_propagates = true, groups = {snappy=7, leafdecay=3, flammable=2, leaves=1},
drop = {
items = {
{
items = {'morefruit:Kiwi'}, },}
}
}, sounds = morefruit.node_sound_leaves_morefruits(),
})
-- minetest.register_craft({ output = '"morefruit:Kiwi_leaves" 1', recipe = {
{'morefruit:leaves'},
}
}
kiwi_tree={
axiom="F",
rules_a="F=C0FF-[C1-F+F+F]+[C2+F-F-F]",
trunk, - string trunk node name
leaves="morefruit:Kiwi_leaves"
angle=22,
iterations=2,
random_level=0,
trunk_type="single",
thin_branches=true,
fruit="morefruit:Kiwi"
fruit_chance=10,
}
also would you recommend any graphic program? I'm currently using Gimp 2.6.
VanessaE wrote:L-system is used via a single API call to generate the trees, which the engine then passes internally to the vmanip code, actually. The slow part is the lighting updates - the trees code still uses "the slow way". This is already a known issue to the dev team, not sure what the plan is for fixing it.
VanessaE wrote:PilzAdam: hmmmm has already confirmed that the main bottleneck is the lighting code.
Item "moretrees:apple_tree_trunk_sideways" not defined.
VanessaE wrote:It's not so much a bug as my not knowing how to restore the axe to its former status. I don't think there's a way to do this from a craft recipe.
Anyone know how to fix this?
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