sapier wrote:because nodes don't have an fairly reasonable way to add custom data to it ;-)
@hackerized because no one supplied larger graphics and i aint a graphics guy ;-P
sapier wrote:If you can tell me how to determin when time has passed for a specific node I'll gladly add it.
Hackeridze wrote:sapier wrote:If you can tell me how to determin when time has passed for a specific node I'll gladly add it.
Like that? https://github.com/Hackeridze/ru-true_minetest_mods_pack/blob/master/src/hruschev/init.lua
for i, state in ipairs(CORN_SPROUT_STATES) do
minetest.register_abm({
nodenames = {"hruschev:corn_sprout_" .. state,},
interval = 60,
chance = 2,
action = function(pos, node, _, __)
minetest.env:remove_node(pos)
minetest.env:add_node(pos, {name = "hruschev:corn_sprout_" .. state + 1})
end
})
end
sapier wrote:Your solution is at least as faulty as mine as you can't honor light changes with abms in 60 second intervals.
And in my opinion using abms for growing is simply logical wrong, growing isn't an action that is done by someone else to the plant but a generic characteristic of the plant itself.
I know this is a question of philosophy ;-).
Creating crops beeing 4m wouldn't be a large change at all but I just didn't want to add it (at least by now) ... contrary to you implementing each single crop as single mod i prefere creating mods handling things a little bit more generic. Having the ability to add new things easyly. While finding a bug will automaticaly fix it for ALL crops without having to modify much slightly modified copy n paste code.
sapier wrote:I tried to explain why the mod is like it is, I don't think I'll do that again in case of such inapropriate comments (at least to you)
Hackeridze wrote:You hurt?
sapier wrote:neko you don't have to use my mod ;-)
sapier wrote:You already had chosen before asking ;-)
sapier wrote:You already had chosen before asking ;-)
sapier wrote:Fixing farmland won't be any problem. As I said it's going to be in the next version, athough this will be an abm.
sapier wrote:Does anyone have an idea how to avoid abms taking place anytime from instant to specified abm interval?
It's ugly having plowed land in worst case revert instant to dirt. For now it's better than having it be farmland forever.
sapier wrote:Does anyone have an idea how to avoid abms taking place anytime from instant to specified abm interval?
It's ugly having plowed land in worst case revert instant to dirt. For now it's better than having it be farmland forever.
sapier wrote:ABM's seem to run in fixed intervals starting at registration, no matter if there's a node or not. In case you plow (for example) exactly 1s before next scheduled abm call farmland will revert to dirt just as you plowed it.
sapier wrote:no an abm is a generic block modifier beeing registred once an doing things to all nodes of a specific type in specified intervals. There's some (configurable) chance it doesn't do anything to a node but that's not the problem.
sapier wrote:Having a plowed node reverting to dirt just after plowing isn't just what you expect it to do ;-)
neko259 wrote:Maybe use 2 ABMs to turn farmland to grass? After 1 ABM change some variable, after second turn to dirt.
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