add vipworld modpack

This commit is contained in:
Milan Ihl 2019-05-20 17:50:00 +02:00
parent 6e35aebc06
commit 1f21dcd616
252 changed files with 3892 additions and 0 deletions

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farming?
flowers?

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Changelog
---------
2012-08-06: Tweaked selection boxes on all nodes. Tweaked seaweed to use
signlike instead of raillike drawtype, (still forced to only spawn flat as
usual). Adjusted light level limits to give it more time to grow. Created
this changelog file using github commit messages as the basis. Shrunk the
geranium flower down a bit to better match the others.
2012-08-03: Tuned out the random-numbers-inside-ABM stuff. Uses the ABM's
chance setting instead. Should be approximately the same as before, but
hopefully using a tad less CPU. Minor tweak to ABM interval/growing delay.
2012-08-01: Added blue geranium to the collection of flowers.
2012-07-31: Disable debug by default.
2012-07-30: many updates over the course of the day - first commit, removed
some redundant files, added wield/inventory image entries for each item, to
force the game to draw them properly (these shouldn't be needed, must be a
bug). Tweaked spawn code so that the radius check also includes the name of
the item being spawned as well as items in group:flower, that way all items can
have a radius test, and not just those in group:flower. Fiddled with the spawn
rates a bit.

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-- This file supplies a few additional plants and some related crafts
-- for the plantlife modpack. Last revision: 2013-04-24
flowers_plus = {}
local SPAWN_DELAY = 1000
local SPAWN_CHANCE = 200
local flowers_seed_diff = 329
local lilies_max_count = 320
local lilies_rarity = 33
local seaweed_max_count = 320
local seaweed_rarity = 33
local sunflowers_max_count = 10
local sunflowers_rarity = 25
-- register the various rotations of waterlilies
local lilies_list = {
{ nil , nil , 1 },
{ "225", "22.5" , 2 },
{ "45" , "45" , 3 },
{ "675", "67.5" , 4 },
{ "s1" , "small_1" , 5 },
{ "s2" , "small_2" , 6 },
{ "s3" , "small_3" , 7 },
{ "s4" , "small_4" , 8 },
}
for i in ipairs(lilies_list) do
local deg1 = ""
local deg2 = ""
local lily_groups = {snappy = 3,flammable=2,flower=1}
if lilies_list[i][1] ~= nil then
deg1 = "_"..lilies_list[i][1]
deg2 = "_"..lilies_list[i][2]
lily_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
end
minetest.register_node(":flowers:waterlily"..deg1, {
description = "Waterlily",
drawtype = "nodebox",
tiles = {
"flowers_waterlily"..deg2..".png",
"flowers_waterlily"..deg2..".png^[transformFY"
},
inventory_image = "flowers_waterlily.png",
wield_image = "flowers_waterlily.png",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
groups = lily_groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
},
node_box = {
type = "fixed",
fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
},
buildable_to = true,
node_placement_prediction = "",
liquids_pointable = true,
drop = "flowers:waterlily",
on_place = function(itemstack, placer, pointed_thing)
local keys=placer:get_player_control()
local pt = pointed_thing
local place_pos = nil
local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
local under_node = minetest.get_node(pt.under)
local above_node = minetest.get_node(pt.above)
local top_node = minetest.get_node(top_pos)
if biome_lib:get_nodedef_field(under_node.name, "buildable_to") then
if under_node.name ~= "default:water_source" then
place_pos = pt.under
elseif top_node.name ~= "default:water_source"
and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then
place_pos = top_pos
else
return
end
elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then
place_pos = pt.above
end
if place_pos and not minetest.is_protected(place_pos, placer:get_player_name()) then
local nodename = "default:cobble" -- if this block appears, something went....wrong :-)
if not keys["sneak"] then
local node = minetest.get_node(pt.under)
local waterlily = math.random(1,8)
if waterlily == 1 then
nodename = "flowers:waterlily"
elseif waterlily == 2 then
nodename = "flowers:waterlily_225"
elseif waterlily == 3 then
nodename = "flowers:waterlily_45"
elseif waterlily == 4 then
nodename = "flowers:waterlily_675"
elseif waterlily == 5 then
nodename = "flowers:waterlily_s1"
elseif waterlily == 6 then
nodename = "flowers:waterlily_s2"
elseif waterlily == 7 then
nodename = "flowers:waterlily_s3"
elseif waterlily == 8 then
nodename = "flowers:waterlily_s4"
end
minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
else
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
minetest.swap_node(place_pos, {name = "flowers:waterlily", param2 = fdir})
end
if not biome_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
end
end,
})
end
minetest.register_node(":flowers:sunflower", {
description = "Sunflower",
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
inventory_image = "flowers_sunflower_inv.png",
mesh = "flowers_sunflower.obj",
tiles = { "flowers_sunflower.png" },
walkable = false,
buildable_to = true,
is_ground_content = true,
groups = { dig_immediate=3, flora=1, flammable=3 },
sounds = default.node_sound_leaves_defaults(),
selection_box = box,
collision_box = box,
drop = {
max_items = 1,
items = {
{items = {sunflower_drop}, rarity = 8},
{items = {"flowers:sunflower"}},
}
}
})

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# Blender v2.70 (sub 0) OBJ File: 'sunflower.blend'
# www.blender.org
mtllib sunflower_sunflower.mtl
o Cube
v -0.015625 -0.500000 0.028125
v -0.015625 -0.500000 -0.028125
v 0.028125 -0.500000 -0.028125
v 0.028125 -0.500000 0.028125
v -0.015625 0.790890 0.028125
v -0.015625 0.689140 -0.028125
v 0.028125 0.689140 -0.028125
v 0.028125 0.790890 0.028125
v 0.250000 0.533494 -0.125000
v -0.250000 0.533494 -0.125000
v 0.250000 0.966506 0.125000
v -0.250000 0.966506 0.125000
v 0.267063 0.373606 -0.088749
v 0.044375 0.303464 -0.141576
v 0.239202 0.473737 0.108253
v -0.008452 0.378817 0.108253
v 0.017721 0.016639 -0.112053
v -0.231280 0.110242 -0.115181
v -0.030356 -0.036246 0.146223
v -0.252831 0.028885 0.088910
v 0.062500 0.641747 -0.057917
v -0.106953 0.097386 -0.113617
v -0.006318 -0.053008 0.024707
v 0.118968 0.360674 0.006909
v 0.116101 0.452031 0.108253
v 0.017962 0.298392 -0.019504
v 0.145794 0.358736 -0.115163
v 0.240237 0.375544 0.033323
v -0.224509 0.021356 -0.032606
v -0.131273 0.023638 0.117567
v -0.102951 0.016109 -0.003950
vt 0.750000 0.875000
vt 0.625000 0.875000
vt 0.625000 0.750000
vt 0.750000 0.750000
vt 0.750000 1.000000
vt 0.625000 1.000000
vt 0.625000 0.500000
vt 0.500000 0.500000
vt 0.500000 1.000000
vt 0.000100 0.500100
vt 0.499900 0.500100
vt 0.499900 0.999900
vt 0.000100 0.999900
vt 0.250000 0.250000
vt 0.500000 0.250000
vt 0.250000 0.500000
vt 0.000000 0.250000
vt 0.000000 0.000000
vt 0.250000 0.000000
vt 0.000000 0.500000
vt 0.500000 0.000000
usemtl Sunflower
s off
f 1/1 2/2 3/3 4/4
f 5/5 8/6 7/2 6/1
f 1/7 5/8 6/9 2/6
f 2/7 6/6 7/9 3/8
f 3/7 7/8 8/9 4/6
f 5/7 1/8 4/9 8/6
f 9/10 10/11 12/12 11/13
f 24/14 26/15 16/8 25/16
f 31/14 29/17 20/18 30/19
f 17/8 22/16 31/14 23/15
f 22/16 18/20 29/17 31/14
f 27/19 14/21 26/15 24/14
f 13/18 27/19 24/14 28/17
f 23/15 31/14 30/19 19/21
f 28/17 24/14 25/16 15/20

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