write something there
This commit is contained in:
commit
b4b6c08f4f
8546 changed files with 309825 additions and 0 deletions
98
mods/bonemeal/api.txt
Normal file
98
mods/bonemeal/api.txt
Normal file
|
@ -0,0 +1,98 @@
|
|||
|
||||
Bonemeal API
|
||||
============
|
||||
|
||||
This guide will show you how to add saplings, crops and dirt types for the
|
||||
bonemeal mod to use from withhin your own mods. Please make sure that bonemeal
|
||||
appears in the depends.txt file of your mod so everything work properly.
|
||||
|
||||
|
||||
Function Usage
|
||||
==============
|
||||
|
||||
|
||||
Adding Crops
|
||||
------------
|
||||
|
||||
bonemeal:add_crop({
|
||||
{ nodename_start, growing_steps, seed_name, ignore_light }
|
||||
})
|
||||
|
||||
This command is used to add new crops for bonemeal to work on.
|
||||
|
||||
e.g.
|
||||
|
||||
bonemeal:add_crop({
|
||||
{"farming:cotton_", 8, "farming:seed_cotton"},
|
||||
{"farming:wheat_", 8, "farming:seed_wheat"},
|
||||
{"mymod:dark_wheat_", 8, "mymod:dark_wheat_seed", true}, -- can grow in darkness
|
||||
})
|
||||
|
||||
|
||||
Adding Saplings
|
||||
---------------
|
||||
|
||||
bonemeal:add_sapling({
|
||||
{ sapling_node, function, soil_type["sand", "dirt", nodename, "group:"], ignore_light }
|
||||
})
|
||||
|
||||
This command will add new saplings for bonemeal to grow on sand, soil or a
|
||||
specified node type.
|
||||
|
||||
bonemeal:add_sapling({
|
||||
{"ethereal:palm_sapling", ethereal.grow_palm_tree, "soil"},
|
||||
{"ethereal:palm_sapling", ethereal.grow_palm_tree, "sand"},
|
||||
{"mymod:dark_tree", mymod.dark_tree, "group:soil", true}, -- can grow in darkness
|
||||
})
|
||||
|
||||
|
||||
Adding Dirt Decoration
|
||||
----------------------
|
||||
|
||||
bonemeal:add_deco({
|
||||
{ dirt_node, {grass_node_list}, {decor_node_list} }
|
||||
})
|
||||
|
||||
This command will add grass and decoration to specific dirt types, use "" to
|
||||
add an empty node. If some decorations have been already defined for this dirt type, new
|
||||
will be added to the respective list. All empty ("") entries will be added regardless,
|
||||
which allows to decrease the frequency of decoration emergence, if needed.
|
||||
|
||||
e.g.
|
||||
|
||||
bonemeal:add_deco({
|
||||
{"default:dirt_with_dry_grass", {"default:dry_grass_1", ""},
|
||||
{"flowers:rose", "flowers:viola"} }
|
||||
})
|
||||
|
||||
Thus, add_deco() always adds (to) a definition, and never overrides. To discard an existing
|
||||
definiton in favor of the new one, use
|
||||
|
||||
bonemeal:set_deco({
|
||||
{ dirt_node, {grass_node_list}, {decor_node_list} }
|
||||
})
|
||||
|
||||
This command will set decoration for a given dirt type, fully replacing any existing definition.
|
||||
|
||||
|
||||
Global ON_USE Function
|
||||
----------------------
|
||||
|
||||
bonemeal:on_use(pos, strength, node)
|
||||
|
||||
This function can be called from other mods to grow plants using alternative
|
||||
bonemeal items and have the same effect.
|
||||
|
||||
{pos} is the location to apply growing
|
||||
{strength} is how strong to grow [low of 1 to high of 4]
|
||||
{node} is the node at pos, but can be left nil to get_node itself
|
||||
|
||||
Note: Higher strength items require lower light levels, and a strength of 4
|
||||
needs no light at all.
|
||||
|
||||
|
||||
Final Words
|
||||
===========
|
||||
|
||||
I hope this guide helps you add your own plants so you can grow them quickly
|
||||
with the items included. Please check the mods.lua for more examples.
|
Loading…
Add table
Add a link
Reference in a new issue