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Change how dirt turns to dirt_with_(something)
This changes how dirt blocks turn to dirt_with -grass, -dry_grass
or -snow.

Previously, dirt that was sunlit would turn to dirt_with_grass no
matter what, but this happened without any context, so you could
get green patches of dirt_with_grass in the middle of a savannah or
even desert.

Dirt no longer turns to covered dirt unless it's within 1 node from
another dirt_with_grass or dirt_with_dry_grass or dirt_with_snow.
This makes dirt_with_grass "growback" a lot slower, since it now only
happens on the edges, but it retains the context nicely now.

If there is any dirt with a grass or dry grass plant, or snow on top,
and enough light, we'll convert it sporadically to dirt_with_grass
or dirt_with_dry_grass or dirt_with_snow.

This allows us to plant grass of our choice in a large dirt patch,
or in a region where otherwise that type of grass is not present.

This used to be done by 2 abms, but I've combined them in to a single
ABM that is ordered to run with maximum efficiency, solving for the
most common outcome first before attempting more complex checks.
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sofar authored and paramat committed Apr 16, 2016
1 parent 64fe69f commit 7d93272caa4503979abb9b98a05a9b801870a72b
Showing 1 changed file with 49 additions and 12 deletions.
@@ -353,32 +353,69 @@ minetest.register_abm({

-- Grass growing on well-lit dirt
-- Convert dirt to something that fits the environment

nodenames = {"default:dirt"},
neighbors = {"air"},
neighbors = {
interval = 6,
chance = 67,
catch_up = false,
action = function(pos, node)
-- Most likely case, half the time it's too dark for this.
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if nodedef and (nodedef.sunlight_propagates or nodedef.paramtype == "light") and
nodedef.liquidtype == "none" and
(minetest.get_node_light(above) or 0) >= 13 then
if name == "default:snow" or name == "default:snowblock" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
minetest.set_node(pos, {name = "default:dirt_with_grass"})
if (minetest.get_node_light(above) or 0) < 13 then

-- Look for likely neighbors.
local p2 = minetest.find_node_near(pos, 1, {"default:dirt_with_grass",
"default:dirt_with_dry_grass", "default:dirt_with_snow"})
if p2 then
-- But the node needs to be under air in this case.
local n2 = minetest.get_node(above)
if n2 and == "air" then
local n3 = minetest.get_node(p2)
minetest.set_node(pos, {name =})

-- Anything on top?
local n2 = minetest.get_node(above)
if not n2 then

local name =
-- Snow check is cheapest, so comes first.
if name == "default:snow" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
-- Most likely case first.
elseif name:sub(1, 13) == "default:grass" then
minetest.set_node(pos, {name = "default:dirt_with_grass"})
elseif name:sub(1, 17) == "default:dry_grass" then
minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})

-- Grass and dry grass removed in darkness

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