local S = minetest.get_translator(minetest.get_current_modname()) minetest.register_node("mcl_farming:soil", { tiles = {"mcl_farming_farmland_dry.png", "default_dirt.png"}, description = S("Farmland"), _tt_help = S("Surface for crops").."\n"..S("Can become wet"), _doc_items_longdesc = S("Farmland is used for farming, a necessary surface to plant crops. It is created when a hoe is used on dirt or a similar block. Plants are able to grow on farmland, but slowly. Farmland will become hydrated farmland (on which plants grow faster) when it rains or a water source is nearby. This block will turn back to dirt when a solid block appears above it or a piston arm extends above it."), drop = "mcl_core:dirt", drawtype = "nodebox", paramtype = "light", node_box = { type = "fixed", fixed = { -- 15/16 of the normal height {-0.5, -0.5, -0.5, 0.5, 0.4375, 0.5}, } }, groups = {handy=1,shovely=1, dirtifies_below_solid=1, dirtifier=1, soil=2, soil_sapling=1, deco_block=1 }, sounds = mcl_sounds.node_sound_dirt_defaults(), _mcl_blast_resistance = 0.6, _mcl_hardness = 0.6, }) minetest.register_node("mcl_farming:soil_wet", { tiles = {"mcl_farming_farmland_wet.png", "default_dirt.png"}, description = S("Hydrated Farmland"), _doc_items_longdesc = S("Hydrated farmland is used in farming, this is where you can plant and grow some plants. It is created when farmland is under rain or near water. Without water, this block will dry out eventually. This block will turn back to dirt when a solid block appears above it or a piston arm extends above it."), drop = "mcl_core:dirt", drawtype = "nodebox", paramtype = "light", node_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 0.4375, 0.5}, } }, groups = {handy=1,shovely=1, not_in_creative_inventory=1, dirtifies_below_solid=1, dirtifier=1, soil=3, soil_sapling=1 }, sounds = mcl_sounds.node_sound_dirt_defaults(), _mcl_blast_resistance = 0.6, _mcl_hardness = 0.6, }) minetest.register_abm({ label = "Farmland hydration", nodenames = {"mcl_farming:soil", "mcl_farming:soil_wet"}, interval = 2.73, chance = 25, action = function(pos, node) -- Turn back into dirt when covered by solid node local above_node = minetest.get_node_or_nil(vector.offset(pos, 0, 1, 0)) if above_node and minetest.get_item_group(above_node.name, "solid") ~= 0 then node.name = "mcl_core:dirt" minetest.set_node(pos, node) -- also removes "wet" metadata return end local raining = mcl_weather and mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) local has_water, fully_loaded = false, true if not raining then -- Check an area of 9×2×9 around the node for nodename (9×9 on same level and 9×9 above) -- include "ignore" to detect unloaded blocks local nodes, counts = minetest.find_nodes_in_area(vector.offset(pos, -4, 0, -4), vector.offset(pos, 4, 1, 4), {"group:water", "ignore"}) local ignore = counts.ignore or 0 has_water, fully_loaded = #nodes - ignore > 0, ignore == 0 end local meta = minetest.get_meta(pos) local wet = meta:get_int("wet") or (node.name == "mcl_farming:soil" and 0 or 7) -- Hydrate by rain or water if raining or has_water then if node.name == "mcl_farming:soil" then node.name = "mcl_farming:soil_wet" minetest.set_node(pos, node) -- resets wetness meta:set_int("wet", 7) elseif wet < 7 then meta:set_int("wet", 7) end return end -- No decay near unloaded areas (ignore) since these might include water. if not fully_loaded then return end -- Decay: make farmland dry or turn back to dirt if wet > 1 then if node.name == "mcl_farming:soil_wet" then -- change visual appearance to dry node.name = "mcl_farming:soil" minetest.set_node(pos, node) end meta:set_int("wet", wet - 1) return end -- Revert to dirt if wetness is 0, and no plant above local nn = minetest.get_node_or_nil(vector.offset(pos, 0, 1, 0)) local nn_def = nn and minetest.registered_nodes[nn.name] if nn_def and (nn_def.groups.plant or 0) > 0 then return end node.name = "mcl_core:dirt" minetest.set_node(pos, node) -- also removes "wet" metadata end, })