Looks like it'll be suitably slow, but if left unchecked, it will eventually huge areas of land. So the next pass through the abm will include the newly-placed flowers, which will have the same probabilty of spreading as the ones that spawned them before. Minecraft got rid of sponge in survoiva and they dont absorb water : the way I read your code here, each pass through the ABM will have a good chance of adding a couple of flowers out at the edge of the control radius, and each time that's done, the control radius will get a little bigger because of that latest-added flower. I can help develop code if I can remember lua at this moment lower probability as they get further out : maybe someone could add a control that keeps the flowers from spreading too far beyond the original zones, e.g. The radius thing always returns the center if possible, which makes flowers NEVER spread. Octupus, are you going to check out Xytest I know if I still cared, I'd want flowers to not be blocked by invisible biome walls. The person who merges it can make that extra tweak and then push it. Should I withdraw it and make everyone happy? Okay, and some might complain if they don't. ![]() You'll have whole maps full of the fuckers -) That way they'll never spread outside of the zones they originally grew in. Use the same sort of comparison as you're using in a, do that comparison immediately before you place each flower. In that case it's fine, but you need to include a perlin comparison So if you clear an area, you don't need to keep weeding them out. You're going for more of a pollination/spread idea The point is that if there are no flowers, there is nothing to repopulate. Better to use dirt with grass for the node name and air for neighbors, use the same perlin comparison as in the mapgen code, and a density comparison like you have now. the flowers, but if the idea is to repopulate, then there wouldn't be anything to trigger the abm to begin with. : because you're triggering on group:flora, e.g. Note that pull #28 adds dye crafting recipes also. The way you define dyes it is a function right?ĭo i need to change the protocol for implement a setfov properly? fuuu That's not for crafting dyes out of something, but for mixing colors to get other colors. ![]() Jojoa1997|Tablet: that's for internal use Minetest.register_craftitem("dye:white", He wants brown = dirt, green = cactus, red = apple I think dyes should be defined the old fashiponed way Should I start preparing a new dye crafts for the flowers then?īetter ask the devs and find out where we stand with flowers first Weren't we going to have bottles for each dye and some sort of filler as well VanessaE? The wool and dye mods should still work fine I prolly could remember off the top of my head the recipes Yes, something to just craft the 15 or so default colors. You know what i will wait till they are added to default You know, that one everyone uses who doesn't visit the forums? ![]() Yes, we wanted a way in the default minetest Jojoa1997|Tablet: because sdzen and I attempted to solve that issue months ago.Īnd I still want to bash my head into a wall over how it should be doneĮxcept that only *just* lately have there been serious talks of adding flowers to the default game, which are needed to make dyes in any sensible way You should know by now that dyes is the worst thing to ask about in minetest So should i redefine them in dyes mod or minitest mod The main definition spot or the dyess mod I am redefining dyes for minitest where would bbe the besst pllllllllace to ddo it
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