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Merge pull request #4 from PiotrO15/master
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Fix subsection links capitalization
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Ketheroth authored Jul 25, 2024
2 parents ac18734 + 7d4cd7c commit bb3bedf
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4 changes: 2 additions & 2 deletions docs/customization/plant.mdx
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First, let's create a simple plant. Every plant requires the following fields:
- `mods`: list of mods required to load this plant. **Currently not used**
- `seeds`: list of items that can be used as a seed for this plant. Note that AgriCraft will always generate it's own seed for the plant. More information about adding seeds [can be found below](#Adding-seeds).
- `seeds`: list of items that can be used as a seed for this plant. Note that AgriCraft will always generate it's own seed for the plant. More information about adding seeds [can be found below](#adding-seeds).
- `stages`: list of growth stages for this plant. Every stage should be a number corresponding to the height of the plant in pixels.
- `harvest_stage`: growth stage that the plant will have after it gets harvested.
- `growth_chance`: chance the plant has of growing on a random tick.
- `growth_bonus`: chance the plant has of growing bonus on a random tick.
- `cloneable`: determines if the plant can be cloned.
- `spread_chance`: spread chance of the plant on clone.
- `requirement`: an object containing plant's requirements:
- `soil_humidity`, `soil_acidity` and `soil_nutrients`: humidity, acidity and nutrients of the soil required for the plant to grow. An in-depth explanation [is provided below](#Specifying-soil-humidity-acidity-and-nutrients).
- `soil_humidity`, `soil_acidity` and `soil_nutrients`: humidity, acidity and nutrients of the soil required for the plant to grow. An in-depth explanation [is provided below](#specifying-soil-humidity-acidity-and-nutrients).
- `min_light`: minimum light required for the plant to grow.
- `max_light`: maximum light required for the plant to grow.
- `light_tolerance_factor`: light tolerance of the plant. For each level of plant strength, `min_light` decreases and `max_light` increases by the given value.
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6 changes: 3 additions & 3 deletions docs/customization/soil.md
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Expand Up @@ -9,9 +9,9 @@ Every soil requires the following fields:
- `variants`: array of blocks representing this soil. Every soil object consists of:
- `block`: tag or a resource location of the block.
- `states`: list of states the block must match. *[optional]*
- `humidity`: humidity condition of the soil. Accepted values [can be found here](#Humidity).
- `acidity`: acidity condition of the soil. Accepted values [can be found here](#Acidity).
- `nutrients`: nutrient condition of the soil. Accepted values [can be found here](#Nutrients).
- `humidity`: humidity condition of the soil. Accepted values [can be found here](#humidity).
- `acidity`: acidity condition of the soil. Accepted values [can be found here](#acidity).
- `nutrients`: nutrient condition of the soil. Accepted values [can be found here](#nutrients).
- `growth_modifier`: value used to modify the growth of the plants on this soil. The default value is `1.0`. Higher values will increase the growth speed, while lower ones will decrease it.

The example below shows soul soil as a soil:
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6 changes: 3 additions & 3 deletions docs/customization/weed.md
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Expand Up @@ -13,8 +13,8 @@ Weed should have the following fields:
- `growth_chance`: chance the weed has of growing on a random tick.
- `aggressive`: if `true`, the weed will try to spread to adjacent crops when mature.
- `lethal`: if `true`, the weed will try to kill the host plant when mature.
- `rake_products`: list of possible raking products of the weed. Follows the same structure as [plant products](./plant.mdx#Adding-plant-products).
- `requirement`: an object containing plant's requirements. Follows the same structure as plants, which is explained [here](./plant.mdx#Creating-a-simple-plant) and [here](./plant.mdx#Adding-additional-requirements).
- `rake_products`: list of possible raking products of the weed. Follows the same structure as [plant products](./plant.mdx#adding-plant-products).
- `requirement`: an object containing plant's requirements. Follows the same structure as plants, which is explained [here](./plant.mdx#creating-a-simple-plant) and [here](./plant.mdx#adding-additional-requirements).


The example below shows a basic weed:
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## Resourcepack

The resourcepack part describes how the weed is rendered. It follows the same architecture as the [plant resourcepack part](./plant.mdx#Resourcepack).
The resourcepack part describes how the weed is rendered. It follows the same architecture as the [plant resourcepack part](./plant.mdx#resourcepack).

The only difference is that the models must be placed in the `weed` folder instead of `crop`.

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