https://content.minetest.net/packages/H ... al_gravel/
A little bit of ambiance for the world-builders. I decided my world needed pathways that were a little less inviting to new arrivals than the mossy cobblestone pathway, but the default gravel looked too-well-maintained. So I thought that perhaps I can make it look a bit run-down and unmaintained? So I used the code for mossy cobble and added some overgrown gravel versions, too.
Oh, and it's infectious. Being adjacent to another overgrown gravel node in a well-lit environment will cause a regular gravel to overgrow. Should mostly happen near the surface since it only happens light >= 13.
This is a mod-learning project for me. I come from a C/C++/assembler background, so Lua is a little bit of a change for me. Kind of like using BASIC. Expect a few changes as I learn more of the Minetest api.
Github Repo: https://github.com/Hordeking/minetest_additional_gravel
Right now, the overgrown gravel probably does everything regular gravel does, but if anyone notices anything that didn't carry over (I didn't see a "copy_node" or anything like that), please let me know or submit a pull request or something. If you see a few bits here and there that look like the falling stairs mod by Lazerbeak12345, I took a few little bits here and there and that to figure out how to make the gravel stairs. Obviously real gravel would mostly spill, but I think minetest involves a lot of suspension of disbelief, right?
Updates are very likely to happen as well, I'll probably do a light check on the node position itself, because some nodes (like stairs) seem to have light levels that aren't zero inside. That's an efficiency gain if I only need to check the node itself (instead of 6 tests). Anyone think I shouldn't do this?
Let me know your thoughts and if you enjoy it!