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Fix bone meal failing to grow crops when it's dark
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@ -203,24 +203,24 @@ mcl_dye.apply_bone_meal = function(pointed_thing)
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-- Wheat, Potato, Carrot, Pumpkin Stem, Melon Stem: Advance by 2-5 stages
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-- Wheat, Potato, Carrot, Pumpkin Stem, Melon Stem: Advance by 2-5 stages
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elseif string.find(n.name, "mcl_farming:wheat_") ~= nil then
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elseif string.find(n.name, "mcl_farming:wheat_") ~= nil then
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local stages = math.random(2, 5)
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local stages = math.random(2, 5)
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return mcl_farming:grow_plant("plant_wheat", pos, n, stages)
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return mcl_farming:grow_plant("plant_wheat", pos, n, stages, true)
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elseif string.find(n.name, "mcl_farming:potato_") ~= nil then
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elseif string.find(n.name, "mcl_farming:potato_") ~= nil then
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local stages = math.random(2, 5)
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local stages = math.random(2, 5)
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return mcl_farming:grow_plant("plant_potato", pos, n, stages)
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return mcl_farming:grow_plant("plant_potato", pos, n, stages, true)
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elseif string.find(n.name, "mcl_farming:carrot_") ~= nil then
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elseif string.find(n.name, "mcl_farming:carrot_") ~= nil then
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local stages = math.random(2, 5)
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local stages = math.random(2, 5)
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return mcl_farming:grow_plant("plant_carrot", pos, n, stages)
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return mcl_farming:grow_plant("plant_carrot", pos, n, stages, true)
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elseif string.find(n.name, "mcl_farming:pumpkin_") ~= nil then
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elseif string.find(n.name, "mcl_farming:pumpkin_") ~= nil then
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local stages = math.random(2, 5)
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local stages = math.random(2, 5)
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return mcl_farming:grow_plant("plant_pumpkin_stem", pos, n, stages)
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return mcl_farming:grow_plant("plant_pumpkin_stem", pos, n, stages, true)
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elseif string.find(n.name, "mcl_farming:melontige_") ~= nil then
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elseif string.find(n.name, "mcl_farming:melontige_") ~= nil then
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local stages = math.random(2, 5)
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local stages = math.random(2, 5)
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return mcl_farming:grow_plant("plant_melon_stem", pos, n, stages)
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return mcl_farming:grow_plant("plant_melon_stem", pos, n, stages, true)
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elseif string.find(n.name, "mcl_farming:beetroot_") ~= nil then
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elseif string.find(n.name, "mcl_farming:beetroot_") ~= nil then
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-- Beetroot: 75% chance to advance to next stage
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-- Beetroot: 75% chance to advance to next stage
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if math.random(1,100) <= 75 then
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if math.random(1,100) <= 75 then
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return mcl_farming:grow_plant("plant_beetroot", pos, n)
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return mcl_farming:grow_plant("plant_beetroot", pos, n, 1, true)
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end
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end
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elseif n.name == "mcl_cocoas:cocoa_1" or n.name == "mcl_cocoas:cocoa_2" then
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elseif n.name == "mcl_cocoas:cocoa_1" or n.name == "mcl_cocoas:cocoa_2" then
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-- Cocoa: Advance by 1 stage
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-- Cocoa: Advance by 1 stage
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@ -24,14 +24,15 @@ end
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-- pos: Position
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-- pos: Position
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-- node: Node table
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-- node: Node table
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-- stages: Number of stages to advance (optional, defaults to 1)
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-- stages: Number of stages to advance (optional, defaults to 1)
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-- ignore_light: if true, ignore light requirements for growing
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-- Returns true if plant has been grown by 1 or more stages.
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-- Returns true if plant has been grown by 1 or more stages.
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-- Returns false if nothing changed.
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-- Returns false if nothing changed.
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function mcl_farming:grow_plant(identifier, pos, node, stages)
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function mcl_farming:grow_plant(identifier, pos, node, stages, ignore_light)
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if not minetest.get_node_light(pos) then
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if not minetest.get_node_light(pos) and not ignore_light then
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return false
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return false
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end
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end
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if minetest.get_node_light(pos) < 10 then
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if minetest.get_node_light(pos) < 10 and not ignore_light then
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return false
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return false
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end
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end
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