many worldgen mods and gonna try technic now
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-- support for i18n
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local S = minetest.get_translator("nature_classic")
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-- Blossoms and such
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local function spawn_apple_under(pos)
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local below = {
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x = pos.x,
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y = pos.y - 1,
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z = pos.z,
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}
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if minetest.get_node(below).name == "air" then
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minetest.swap_node(below, { name = "default:apple" })
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end
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end
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minetest.register_node(":"..nature.blossom_node, {
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description = S("Apple blossoms"),
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drawtype = "allfaces_optional",
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tiles = nature.blossom_textures,
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paramtype = "light",
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groups = nature.blossom_groups,
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is_ground_content = false,
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sounds = default.node_sound_leaves_defaults(),
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waving = 1
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})
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default.register_leafdecay({
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trunks = { nature.blossom_trunk },
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leaves = { nature.blossom_node, nature.blossom_leaves, nature.blossom_fruit },
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radius = nature.blossom_decay,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = nature.blossom_node,
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burntime = 2,
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})
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-- these ABMs can get heavy, so just enqueue the nodes
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-- Adding Blossoms
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-- Limit mass changes after block has not been loaded for some time:
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-- Run ABM with higher frequency, but don't enqueue all blocks
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minetest.register_abm({
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nodenames = { nature.blossom_leaves },
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interval = nature.blossom_delay / nature.leaves_blossom_chance,
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chance = nature.leaves_blossom_chance,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if math.random(nature.leaves_blossom_chance) == 1 then
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nature.enqueue_node(pos, node, nature.blossom_node)
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end
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end
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})
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-- Removing blossoms
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-- Limit mass changes after block has not been loaded for some time:
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-- Run ABM with higher frequency, but don't enqueue all blocks
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minetest.register_abm({
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nodenames = { nature.blossom_node },
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interval = nature.blossom_delay / nature.blossom_leaves_chance,
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chance = nature.blossom_leaves_chance,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if math.random(nature.blossom_leaves_chance) == 1 then
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nature.enqueue_node(pos, node, nature.blossom_leaves)
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end
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end
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})
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-- Spawning apples
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-- Limit mass changes after block has not been loaded for some time:
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-- spawn apples with 25% chance, but with 4 times higher frequency
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minetest.register_abm({
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nodenames = { nature.blossom_node },
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interval = nature.apple_delay / 4,
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chance = nature.apple_chance,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if math.random(4) == 1 and nature.dtime < 0.2 and not minetest.find_node_near(pos, nature.apple_spread, { "default:apple" }) then
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spawn_apple_under(pos)
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end
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end
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})
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@@ -0,0 +1,6 @@
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-- Set on which distance from water can the tree still grow.
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-- Grows anywhere if set to -1.
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nature.distance_from_water = 20
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-- Minimum light level needed to grow. Default is 8, which means daylight.
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nature.minimum_growth_light = 8
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@@ -0,0 +1,82 @@
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-- helper functions
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local function process_blossom_queue_item()
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local pos = nature.blossomqueue[1][1]
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-- local node = nature.blossomqueue[1][2]
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local replace = nature.blossomqueue[1][3]
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if (nature.blossomqueue[1][3] == nature.blossom_node and not nature:is_near_water(pos)) then
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table.remove(nature.blossomqueue, 1) -- don't grow if it's not near water, pop from queue.
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return
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end
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nature:grow_node(pos, replace) -- now actually grow it.
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table.remove(nature.blossomqueue, 1)
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end
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minetest.register_globalstep(function(dtime)
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nature.dtime = dtime
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if #nature.blossomqueue > 0 and dtime < 0.2 then
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local i = 1
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if dtime < 0.1 then
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i = i + 4
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end
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if dtime < 0.05 then
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i = i + 10
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end
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while #nature.blossomqueue > 0 and i > 0 do
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process_blossom_queue_item()
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i = i - 1
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end
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end
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end)
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function nature.enqueue_node(pos, node, replace)
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local idx = #nature.blossomqueue
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if idx < nature.blossomqueue_max then
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local enqueue_prob
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if idx < nature.blossomqueue_max * 0.8 then
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enqueue_prob = 1
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else
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-- Reduce queue growth as it gets closer to its max.
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enqueue_prob = 1 - (idx - nature.blossomqueue_max * 0.8) / (nature.blossomqueue_max * 0.2)
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end
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if enqueue_prob == 1 or math.random(100) <= 100 * enqueue_prob then
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nature.blossomqueue[idx+1] = {}
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nature.blossomqueue[idx+1][1] = pos
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nature.blossomqueue[idx+1][2] = node
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nature.blossomqueue[idx+1][3] = replace
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end
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end
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end
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local function set_young_node(pos)
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local meta = minetest.get_meta(pos)
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meta:set_int(nature.meta_blossom_time, minetest.get_gametime())
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end
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local function is_not_young(pos)
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local meta = minetest.get_meta(pos)
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local blossom_time = meta:get_int(nature.meta_blossom_time)
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return not (blossom_time and minetest.get_gametime() - blossom_time < nature.blossom_duration)
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end
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function nature:grow_node(pos, nodename)
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if pos ~= nil then
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local light_enough = (minetest.get_node_light(pos, nil) or 0)
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>= nature.minimum_growth_light
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if is_not_young(pos) and light_enough then
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minetest.swap_node(pos, { name = nodename })
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set_young_node(pos)
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minetest.log("info", nodename .. " has grown at " .. pos.x .. ","
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.. pos.y .. "," .. pos.z)
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end
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end
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end
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function nature:is_near_water(pos)
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return nature.distance_from_water == -1 or minetest.find_node_near(pos, nature.distance_from_water,
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{ "default:water_source" }) ~= nil
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end
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@@ -0,0 +1,43 @@
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-- Nature Classic mod
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-- Originally by neko259
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-- Nature is slowly capturing the world!
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local current_mod_name = minetest.get_current_modname()
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nature = {}
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nature.blossomqueue = {}
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nature.blossomqueue_max = 1000
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nature.blossom_decay = 2
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nature.blossom_trunk = "default:tree"
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nature.blossom_node = "nature:blossom"
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nature.blossom_leaves = "default:leaves"
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nature.blossom_fruit = "default:apple"
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nature.blossom_textures = { "default_leaves.png^nature_blossom.png" }
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nature.blossom_groups = { snappy = 3, leafdecay = 1, leaves = 1, flammable = 2 }
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if minetest.get_modpath("moretrees") then
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nature.blossom_decay = moretrees.leafdecay_radius
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nature.blossom_trunk = "moretrees:apple_tree_trunk"
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nature.blossom_node = "moretrees:apple_blossoms"
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nature.blossom_leaves = "moretrees:apple_tree_leaves"
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nature.blossom_textures = { "moretrees_apple_tree_leaves.png^nature_blossom.png" }
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nature.blossom_groups = { snappy = 3, leafdecay = 1, leaves = 1, flammable = 2, moretrees_leaves = 1 }
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minetest.register_alias("nature:blossom", "default:leaves")
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end
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nature.leaves_blossom_chance = 15
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nature.blossom_leaves_chance = 5
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nature.blossom_delay = 3600
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nature.apple_delay = 3600
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nature.apple_chance = 10
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nature.apple_spread = 2
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nature.meta_blossom_time = "blossom_time"
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nature.blossom_duration = nature.blossom_delay
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dofile(minetest.get_modpath(current_mod_name) .. "/config.lua")
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dofile(minetest.get_modpath(current_mod_name) .. "/global_function.lua")
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dofile(minetest.get_modpath(current_mod_name) .. "/blossom.lua")
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@@ -0,0 +1,2 @@
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# textdomain: nature_classic
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Apple blossoms=Apfelblüten
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@@ -0,0 +1,2 @@
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# textdomain: nature_classic
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Apple blossoms=Fleurs de pommier
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@@ -0,0 +1,10 @@
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# textdomain: nature_classic
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
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# This file is distributed under the same license as the PACKAGE package.
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# Jolesh, 2022.
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#
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Apple blossoms=Poma Floroj
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[Nature Classic] loaded!=[Nature Classic] ŝarĝita!
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@@ -0,0 +1,2 @@
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# textdomain: nature_classic
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Apple blossoms=
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@@ -0,0 +1,3 @@
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name = nature_classic
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depends = default
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optional_depends = moretrees
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