Add grass path and farmland to creative inventory

This commit is contained in:
Wuzzy 2017-11-23 00:32:51 +01:00
parent 8826cafa7c
commit f5de6db4aa
4 changed files with 7 additions and 5 deletions

View file

@ -713,7 +713,8 @@ minetest.register_abm({
-- Turn Grass Path and similar nodes to Dirt if a solid node is placed above it
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
if minetest.get_item_group(newnode.name, "solid") ~= 0 then
if minetest.get_item_group(newnode.name, "solid") ~= 0 or
minetest.get_item_group(newnode.name, "dirtifier") ~= 0 then
local below = {x=pos.x, y=pos.y-1, z=pos.z}
local belownode = minetest.get_node(below)
if minetest.get_item_group(belownode.name, "dirtifies_below_solid") == 1 then

View file

@ -382,7 +382,7 @@ minetest.register_node("mcl_core:grass_path", {
{-0.5, -0.5, -0.5, 0.5, 0.4375, 0.5},
}
},
groups = {handy=1,shovely=1, cultivatable=2, dirtifies_below_solid=1, not_in_creative_inventory=1, },
groups = {handy=1,shovely=1, cultivatable=2, dirtifies_below_solid=1, dirtifier=1, deco_block=1 },
sounds = mcl_sounds.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),