Closed BlockAndPixelAge closed 2 months ago
Bees won't be able to generate in explored areas unfortunately, they place as an extension to flower generation (like butterflies do).
The intended sneaking height is meant to be 1.5 nodes, but there are some issues with player collision right now that make it impossible to achieve this without some cases allowing sneaking into 1-node spaces.
Yes, that one function etc.farming_tweaks.register_plant(name_prefix, stages, seed, guide_node, compost_value)
is used for everything in the farming tweaks module currently. name_prefix
should be something like farming:wheat_
, i.e. the name of the crop without the growth stage number, stages
is how many stages the plant has (8 for MTG wheat), seed
is the item used to plant the crop, guide_node
is for things like the beanpole and trellis from farming redo that should be left behind on harvest, and compost_value
is basically a percentage of a full compost node, so a compost value of 20 will mean 5 of the crop can produce a full compost node.
Items being unobtainable without basic resources or craft grid tools is basically intentional, the only purpose of those modules is to add crafting resources for other modules/mods to use in recipes so disabling them will inevitably cause recipes to stop working.
So it would be.
if minetest.get_modpath("etcetera") then etc.farming_tweaks.register_plant(name_prefix, stages, seed, guide_node, compost_value)
Good to know, and thank you.
One more question, beside decoration, does the Glass Bottle (Water) have other usage?
Not currently, it's just a decoration.
@Sneglium
Thank you, was curious what I can do with the Bottle.
I will have fun using this mod here.
Hello,
I have some questions, first a what if question.
What if my world is fully explored, can bees generate in already explored areas?
Second question, what is the intended sneak hitbox height? In a 1 1/2 height gap I can sneak (similar to 3d Armor Flyswim), but sometimes I'm able to sneak even through a 1 node small gap.
Third question, if registering new farming stuff, is it then like this...
if minetest.get_modpath("etcetera") then module.register_plant (...)
...and it works with everything under farming tweaks?
Fourth question, because I test this mod in small steps, at the moment without Basic Resources, I noticed that the labelling bench is not craftable.
That's all and I like how a small mod, gives so many options, while it improves MTG.