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Suggestion to check replanting against commonly plantable nodes instead of quarry-able GroundNodes
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@ -145,6 +145,16 @@ local function remove_all_sapling_items(pos)
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end
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end
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end
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end
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local function is_plantable_ground(node)
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if minetest.get_item_group(node.name, "soil") ~= 0 then
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return true
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end
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if minetest.get_item_group(node.name, "sand") ~= 0 then
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return true
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end
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return false
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end
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-- Remove wood/leave nodes and place sapling if necessary
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-- Remove wood/leave nodes and place sapling if necessary
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-- Return false if inventory is full
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-- Return false if inventory is full
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-- else return true
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-- else return true
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@ -161,7 +171,7 @@ local function remove_or_replace_node(this, pos, inv, node, order)
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minetest.remove_node(pos)
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minetest.remove_node(pos)
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inv:add_item("main", ItemStack(order.drop))
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inv:add_item("main", ItemStack(order.drop))
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this.num_items = this.num_items + 1
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this.num_items = this.num_items + 1
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if tubelib_addons1.GroundNodes[next_node.name] ~= nil and order.plant then -- hit the ground?
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if is_plantable_ground(next_node) and order.plant then -- hit the ground?
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minetest.set_node(pos, {name=order.plant, paramtype2 = "wallmounted", param2=1})
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minetest.set_node(pos, {name=order.plant, paramtype2 = "wallmounted", param2=1})
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if order.t1 ~= nil then
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if order.t1 ~= nil then
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-- We have to simulate "on_place" and start the timer by hand
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-- We have to simulate "on_place" and start the timer by hand
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