As it is, there is a group of plants (flowers and grasses) that can only be transplanted and another (crops) that can only be replanted. Picking them up without extracting the seeds and then planting them somewhere else would be akin to transplanting whereas picking the plants up and extracting seeds would allow one to plant a new plant of that type (or not, as young plants would not yield seeds yet). I'm not entirely sure that you're talking about the right pull request here the scope of mine is limited to adding a mechanism to specify solid plants as such so that soil doesn't become un-tilled when they are planted.Īctually, I wonder if it might be more realistic if one picked up plants and then could "craft" them into seeds. If you could add these things to your version of farming_plus, that would be wonderful (with the plants of the base game being able to drop the seeds of the crops of farming_plus, of course.) I would say that the pull you made to minetest_game should be added to Minetest itself (I feel that placed papyrus and cacti should only grow when on hoed soil (or hoed desert sand in the case of cacti, though the usage of desert sand for farming would have to be added to Minetest.) One improvement that could be made is seeds for all 6 types of flowers, grass, jungle grass, and dry shrubs. The application of both of these should make it possible to grow pumpkins again. Hdastwb wrote:In the absence of any response, I have gone ahead and implemented the plant group as an exception to the solid node soil reverting rule. The solution is to fix the mod so that it's not setting the wrong values, and in the meantime use a screwdriver to rotate the misplaced nodes back to the right orientation. When the 6d facedir code went in, the overflow in the client was removed and the value range for display was increased, so those "wrong" values now cause wrongly-rotated nodes, because as far as the engine and client are concerned, they're valid now. The client was just hiding this fact via that overflow. So even though an object looked like it was rotated correctly, it actually wasn't. What was happening was that the facedir range was being used wrongly: the rotation values being set were being stored more or less directly in the map, but when the client went to display the nodes that used them, it overflowed the rotation values into a smaller range than what is supported today. I had this same problem with the waterlilies in my flowers(_plus) mod. Chances are, the facedir was never being set properly to begin with, but you couldn't actually see it.
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