forked from mtcontrib/homedecor_modpack
Added jp's fork of LazyJ's fork of semmet9's fake fire mod
Used and re-licensed with permission of LazyJ and jp: ``` [07-27 10:02] <jp__> Hi Vanessa. I replaced the LazyJ's smokes nodes by few particules : https://forum.minetest.net/viewtopic.php?p=149534#p149534 [07-27 10:03] <jp__> Now I think this mod is mature for integrate Homedecor... [07-27 10:17] <VanessaE> LazyJ: homedecor is LGPL. your code is GPL. by extension so is jp's fork. [07-27 10:18] <VanessaE> I'd like to include his fork of your mod into homedecor modpack. [07-27 10:18] <VanessaE> your permission is required :) [07-27 10:18] <LazyJ> Ok. [07-27 10:18] <LazyJ> What's the difference between LGPL and GPL? I just go with whatever the original author uses. [07-27 10:19] <VanessaE> beats the hell out of me exactly except LGPL is supposed to make it easier to use code so-licensed in proprietary projects or something. [07-27 10:19] <VanessaE> I only use it because minetest_game did and I got some code from there. [07-27 10:20] <LazyJ> Ok with me to use it. [07-27 10:21] <LazyJ> Credit to semmett9 too. ```
This commit is contained in:
77
fake_fire/modfiles/abms.lua
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77
fake_fire/modfiles/abms.lua
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@ -0,0 +1,77 @@
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--[[
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I commented out this part because:
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1. water and lava buckets are disabled on some servers,
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2. putting out fire with water and especially lava would only make
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a big mess, and...
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As for 'realism':
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* C'mon... This is *fake* fire.
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* Torches have long been impervious to water.
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* Minetest creates surreal worlds so it's OK if some things aren't
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perfectly realistic.
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Besides, the fake-fire can be put out by punching it - simple and effective.
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~ LazyJ, 2014_03_14
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-- water and lava puts out fake fire --
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minetest.register_abm({
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nodenames = {"fake_fire:fake_fire"},
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interval = 1,
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chance = 1,
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action = function(pos, node)
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if minetest.env:find_node_near(pos, 1, {"default:water_source",
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"default:water_flowing","default:lava_source",
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"default:lava_flowing"}) then
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minetest.sound_play("fire_extinguish",
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{gain = 1.0, max_hear_distance = 20,})
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node.name = "air"
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minetest.env:set_node(pos, node)
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end
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end
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})
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--]]
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-- ADVISING ABOUT SMOKE PARTICLES SETTINGS
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-- For the best visual result...
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-- If you increase the particles size,
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-- you should decrease the particles amount and/or increase the smoke column lenght.
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-- If you increase the particle time duration and/or particle course,
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-- you should decrease the particles amount or increase the smoke column lenght.
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-- Or conversely...
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-- ~ JP
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minetest.register_abm({
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nodenames = {
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"fake_fire:fake_fire",
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"fake_fire:ice_fire",
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"fake_fire:chimney_top_stone",
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"fake_fire:chimney_top_sandstone"
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},
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interval = 1,
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chance = 2,
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action = function(pos, node)
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minetest.add_particlespawner(
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10, --particles amount
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5, --time
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{x=pos.x-0.3, y=pos.y-0, z=pos.z-0.3}, --smoke column starting
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{x=pos.x+0.3, y=pos.y+8, z=pos.z+0.3}, --smoke column ending
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{x=-0.2, y=0.1, z=-0.2}, --min. particle course
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{x=0.2, y=2, z=0.2}, --max. particle course
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{x=0,y=0,z=0}, --min. particle deviation
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{x=0,y=0,z=0}, --max. particle deviation
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0.5, --min. time particle expiration
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3, --max. time particle expiration
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8, --min. particle size
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10, --max. particle size
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false, --collision detection
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"smoke_particle.png" --textures
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)
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end,
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})
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169
fake_fire/modfiles/crafts.lua
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169
fake_fire/modfiles/crafts.lua
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@ -0,0 +1,169 @@
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--[[
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NEVER-ENDING FLINT and STEEL
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Uncraftable, at the moment, and I'm not sure yet how many wanna-be-firebug
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griefers are going to litter with fake-fire. Why give them this if it only
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makes the mess bigger? ~ LazyJ, 2014_03_13
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May add a priv for this later so trusted players can use it.
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~ LazyJ, 2014_06_19
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minetest.register_craftitem("fake_fire:old_flint_and_steel", {
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description = "Never ending flint and steel",
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inventory_image = "flint_and_steel.png",
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stack_max = 1,
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liquids_pointable = false,
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on_use = function(itemstack, user, pointed_thing)
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n = minetest.env:get_node(pointed_thing)
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if pointed_thing.type == "node" then
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minetest.env:add_node(pointed_thing.above,
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{name="fake_fire:fake_fire"})
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minetest.sound_play("",
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{gain = 1.0, max_hear_distance = 20,})
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end
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end
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})
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--]]
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-- RECIPE ITEM - FLINT
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minetest.register_craftitem("fake_fire:flint", {
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description = "flint",
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inventory_image = "flint.png",
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stack_max = 99,
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liquids_pointable = false,
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})
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-- FLINT
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minetest.register_craft({
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type = "shapeless",
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output = 'fake_fire:flint',
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recipe = {
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"default:gravel",
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"default:gravel",
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}
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})
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-- FLINT & STEEL
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minetest.register_craft({
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type = "shapeless",
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output = 'fake_fire:flint_and_steel',
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recipe = {
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"fake_fire:flint",
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"default:steel_ingot",
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}
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})
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-- EMBERS
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minetest.register_craft({
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type = "shapeless",
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output = 'fake_fire:embers',
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recipe = {
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"default:torch",
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"group:wood",
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}
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})
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-- CHIMNEY TOPS - SMOKELESS
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-- Only the smokeless kind will be craftable and shown in the inventory.
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-- The nodes are coded to switch to the smoking chimney tops when punched.
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-- ~ LazyJ
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-- STONE CHIMNEY TOP
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minetest.register_craft({
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type = "shapeless",
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output = 'fake_fire:smokeless_chimney_top_stone',
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recipe = {
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"default:torch",
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"stairs:slab_stone",
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}
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})
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-- SANDSTONE CHIMNEY TOP
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minetest.register_craft({
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type = "shapeless",
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output = 'fake_fire:smokeless_chimney_top_sandstone',
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recipe = {
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"default:torch",
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"stairs:slab_sandstone",
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}
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})
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-- Crafting Chain - Cobble-to-Gravel-to-Sand and Convert Sands
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--[[
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Craft one cobble into one gravel.
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Craft one gravel into one sand.
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Convert-craft sand to desert sand and vice-versa.
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This was suggested by klappspaten and it makes sense in both its natural
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progression and as a practical way for players to get some of the non-
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renewable resources that they need.
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Because the gravel-to-sand recipe (from one of our other custom mods)
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conflicted with the Fake Fire mod's flint recipe, the Fake Fire mod's
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recipe was changed to require 2 gravel.
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I've added the cobble-gravel-sand and convert sands recipes as a bonus and
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to make-up for the more expensive flint recipe. You can comment-out these
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recipes because they aren't *required* by this fork of Fake Fire, but they
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*are* handy recipes to have.
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~ LazyJ
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--]]
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-- Cobble to Gravel
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minetest.register_craft({
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output = 'default:gravel',
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recipe = {
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{'default:cobble'},
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}
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})
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-- Gravel to Sand
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minetest.register_craft({
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output = 'default:sand',
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recipe = {
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{'default:gravel'},
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}
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})
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-- Desert Sand to Sand
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minetest.register_craft({
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output = 'default:sand',
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recipe = {
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{'default:desert_sand'},
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}
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})
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-- Sand to Desert Sand
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minetest.register_craft({
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output = 'default:desert_sand',
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recipe = {
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{'default:sand'},
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}
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})
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455
fake_fire/modfiles/nodes.lua
Normal file
455
fake_fire/modfiles/nodes.lua
Normal file
@ -0,0 +1,455 @@
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-- FLAME TYPES
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-- SMOKEY FIRE (TRIGGERS SMOKE ABM)
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minetest.register_node("fake_fire:fake_fire", {
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description = "Smokey, Fake Fire",
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tiles = {
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{name="fake_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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is_ground_content = true,
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inventory_image = 'fake_fire.png',
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wield_image = {
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{name="fake_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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drawtype = "plantlike",
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-- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13
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waving = 1,
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light_source = 14,
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-- Adding sunlight_propagtes and leaving comments as a future reference.
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-- If true, sunlight will go infinitely through this (no shadow is cast).
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-- Because fire produces light it should be "true" so fire *doesn't* have
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-- a shadow.
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sunlight_propagates = true,
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-- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has
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-- been disabled for a reason. I don't want griefers lighting players on
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-- fire or trapping them in blazes. ~ LazyJ, 2014_0_13
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--groups = {dig_immediate=3,attached_node=1},
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groups = {
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oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1,
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not_in_creative_inventory=1
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},
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paramtype = "light",
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walkable = false,
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drop = "", -- So fire won't return to the inventory. ~ LazyJ
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sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}),
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on_punch = function (pos,node,puncher)
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-- A max_hear_distance of 20 may freak some players out by the "hiss"
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-- so I reduced it to 5.
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minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0,
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max_hear_distance = 5,})
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-- This swaps the smoky version with the smokeless version. ~ LazyJ
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minetest.set_node(pos, {name = "fake_fire:smokeless_fire"})
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end
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})
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-- SMOKELESS FIRE (DOES NOT TRIGGER SMOKE ABM)
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minetest.register_node("fake_fire:smokeless_fire", {
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description = "Smokeless, Fake Fire",
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tiles = {
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{name="fake_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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is_ground_content = true,
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inventory_image = 'fake_fire.png',
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wield_image = {
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{name="fake_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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drawtype = "plantlike",
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-- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13
|
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waving = 1,
|
||||
light_source = 14,
|
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-- Adding sunlight_propagtes and leaving comments as a future reference.
|
||||
-- If true, sunlight will go infinitely through this (no shadow is cast).
|
||||
-- Because fire produces light it should be "true" so fire *doesn't* have
|
||||
-- a shadow.
|
||||
sunlight_propagates = true,
|
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-- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has
|
||||
-- been disabled for a reason. I don't want griefers lighting players on
|
||||
-- fire or trapping them in blazes. ~ LazyJ, 2014_0_13
|
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--groups = {dig_immediate=3,attached_node=1},
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groups = {
|
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oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1,
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||||
not_in_creative_inventory=1
|
||||
},
|
||||
paramtype = "light",
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||||
walkable = false,
|
||||
drop = "", -- So fire won't return to the inventory. ~ LazyJ
|
||||
sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}),
|
||||
on_punch = function (pos,node,puncher)
|
||||
-- A max_hear_distance of 20 may freak some players out by the "hiss"
|
||||
-- so I reduced it to 5.
|
||||
minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0,
|
||||
max_hear_distance = 5,})
|
||||
-- This swaps the smokeless version with the smoky version. ~ LazyJ
|
||||
minetest.set_node(pos, {name = "fake_fire:fake_fire"})
|
||||
end
|
||||
})
|
||||
|
||||
|
||||
|
||||
-- SMOKEY ICE FIRE (TRIGGERS SMOKE ABM)
|
||||
minetest.register_node("fake_fire:ice_fire", {
|
||||
description = "Smoky, Fake, Ice Fire",
|
||||
tiles = {
|
||||
{name="ice_fire_animated.png", animation={type="vertical_frames",
|
||||
aspect_w=16, aspect_h=16, length=1.5}},
|
||||
},
|
||||
is_ground_content = true,
|
||||
inventory_image = 'ice_fire.png',
|
||||
wield_image = {
|
||||
{name="ice_fire_animated.png", animation={type="vertical_frames",
|
||||
aspect_w=16, aspect_h=16, length=1.5}},
|
||||
},
|
||||
drawtype = "plantlike",
|
||||
-- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13
|
||||
waving = 1,
|
||||
light_source = 14,
|
||||
-- Adding sunlight_propagtes and leaving comments as a future reference.
|
||||
-- If true, sunlight will go infinitely through this (no shadow is cast).
|
||||
-- Because fire produces light it should be "true" so fire *doesn't* have
|
||||
-- a shadow.
|
||||
sunlight_propagates = true,
|
||||
-- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has
|
||||
-- been disabled for a reason. I don't want griefers lighting players on
|
||||
-- fire or trapping them in blazes. ~ LazyJ, 2014_0_13
|
||||
--groups = {dig_immediate=3,attached_node=1},
|
||||
groups = {
|
||||
oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1,
|
||||
not_in_creative_inventory=1
|
||||
},
|
||||
paramtype = "light",
|
||||
walkable = false,
|
||||
drop = "", -- So fire won't return to the inventory. ~ LazyJ
|
||||
sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}),
|
||||
on_punch = function (pos,node,puncher)
|
||||
-- A max_hear_distance of 20 may freak some players out by the "hiss"
|
||||
-- so I reduced it to 5.
|
||||
minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0,
|
||||
max_hear_distance = 5,})
|
||||
-- This swaps the smoky version with the smokeless version. ~ LazyJ
|
||||
minetest.set_node(pos, {name = "fake_fire:smokeless_ice_fire"})
|
||||
end
|
||||
})
|
||||
|
||||
|
||||
|
||||
-- SMOKELESS ICE FIRE (DOES NOT TRIGGER SMOKE ABM)
|
||||
minetest.register_node("fake_fire:smokeless_ice_fire", {
|
||||
description = "Smokeless, Fake, Ice Fire",
|
||||
tiles = {
|
||||
{name="ice_fire_animated.png", animation={type="vertical_frames",
|
||||
aspect_w=16, aspect_h=16, length=1.5}},
|
||||
},
|
||||
is_ground_content = true,
|
||||
inventory_image = 'ice_fire.png',
|
||||
wield_image = {
|
||||
{name="ice_fire_animated.png", animation={type="vertical_frames",
|
||||
aspect_w=16, aspect_h=16, length=1.5}},
|
||||
},
|
||||
drawtype = "plantlike",
|
||||
-- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13
|
||||
waving = 1,
|
||||
light_source = 14,
|
||||
-- Adding sunlight_propagtes and leaving comments as a future reference.
|
||||
-- If true, sunlight will go infinitely through this (no shadow is cast).
|
||||
-- Because fire produces light it should be "true" so fire *doesn't* have
|
||||
-- a shadow.
|
||||
sunlight_propagates = true,
|
||||
-- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has
|
||||
-- been disabled for a reason. I don't want griefers lighting players on
|
||||
-- fire or trapping them in blazes. ~ LazyJ, 2014_0_13
|
||||
--groups = {dig_immediate=3,attached_node=1},
|
||||
groups = {
|
||||
oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1,
|
||||
not_in_creative_inventory=1
|
||||
},
|
||||
paramtype = "light",
|
||||
walkable = false,
|
||||
drop = "", -- So fire won't return to the inventory. ~ LazyJ
|
||||
sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}),
|
||||
on_punch = function (pos,node,puncher)
|
||||
-- A max_hear_distance of 20 may freak some players out by the "hiss"
|
||||
-- so I reduced it to 5.
|
||||
minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0,
|
||||
max_hear_distance = 5,})
|
||||
-- This swaps the smokeless version with the smoky version. ~ LazyJ
|
||||
minetest.set_node(pos, {name = "fake_fire:ice_fire"})
|
||||
end
|
||||
})
|
||||
|
||||
|
||||
|
||||
-- FLINT and STEEL
|
||||
|
||||
minetest.register_tool("fake_fire:flint_and_steel", {
|
||||
description = "Flint and steel",
|
||||
inventory_image = "flint_and_steel.png",
|
||||
liquids_pointable = false,
|
||||
stack_max = 1,
|
||||
tool_capabilities = {
|
||||
full_punch_interval = 1.0,
|
||||
max_drop_level=0,
|
||||
groupcaps={flamable = {uses=65, maxlevel=1},
|
||||
}
|
||||
},
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
-- This next section took me a lot of keyboard bashing to figure out.
|
||||
-- The lua documentation and examples for Minetest are terrible.
|
||||
-- ~ LazyJ, 2014_06_23
|
||||
|
||||
local snow_ice_list = {"snow", "ice",}
|
||||
|
||||
for _, which_one_is_it in pairs(snow_ice_list) do
|
||||
local snow_ice = which_one_is_it
|
||||
|
||||
if
|
||||
-- A *node*, not a player or sprite. ~ LazyJ
|
||||
pointed_thing.type == "node"
|
||||
|
||||
--[[
|
||||
These next two "and nots" tell Minetest not to put the
|
||||
red flame on snow and ice stuff. This "string" bit was
|
||||
the workable solution that took many hours, over
|
||||
several days, to finally come around to. It's a search
|
||||
for any node name that contains whatever is between the
|
||||
double-quotes, ie. "snow" or "ice". I had been trying
|
||||
to identify the nodes by their group properties and I
|
||||
couldn't figure out how to do it. The clue for the
|
||||
"string"came from Blockmen's "Landscape" mod.
|
||||
|
||||
Another quirk is that the "string" doesn't work well
|
||||
with variable lists (see "snow_ice_list") when using
|
||||
"and not". Ice-fire would light on snow but when I
|
||||
clicked on ice, the regular flame appeared. I couldn't
|
||||
understand what was happening until I mentally changed
|
||||
the wording "and not" to "is not" and spoke out-loud
|
||||
each thing that line of code was to accomplish:
|
||||
|
||||
"Is not snow, then make fake-fire."
|
||||
"Is not ice, then make fake-fire."
|
||||
|
||||
That's when I caught the problem.
|
||||
|
||||
Ice *is not* snow, so Minetest was correctly following
|
||||
the instruction, "Is not snow, then make fake-fire."
|
||||
and that is why fake-fire appeared instead of ice-fire
|
||||
when I clicked on ice.
|
||||
|
||||
~ LazyJ
|
||||
--]]
|
||||
|
||||
and not
|
||||
string.find(minetest.get_node(pointed_thing.under).name, "snow")
|
||||
and not
|
||||
string.find(minetest.get_node(pointed_thing.under).name, "ice")
|
||||
and
|
||||
minetest.get_node(pointed_thing.above).name == "air"
|
||||
then
|
||||
minetest.set_node(pointed_thing.above,
|
||||
{name="fake_fire:smokeless_fire"})
|
||||
|
||||
elseif
|
||||
|
||||
pointed_thing.type == "node"
|
||||
and
|
||||
-- Split this "string" across several lines because I ran out
|
||||
-- of room while trying to adhere to the 80-column wide rule
|
||||
-- of coding style.
|
||||
string.find(
|
||||
minetest.get_node(pointed_thing.under).name,
|
||||
snow_ice
|
||||
)
|
||||
and
|
||||
minetest.get_node(pointed_thing.above).name == "air"
|
||||
then
|
||||
minetest.set_node(pointed_thing.above,
|
||||
{name="fake_fire:smokeless_ice_fire"})
|
||||
end -- Line 210, if
|
||||
end -- Line 207, for/do
|
||||
|
||||
minetest.sound_play("",
|
||||
{gain = 1.0, max_hear_distance = 2,})
|
||||
itemstack:add_wear(65535/65)
|
||||
return itemstack
|
||||
end
|
||||
}) -- Closes the flint and steel tool registration
|
||||
|
||||
|
||||
|
||||
--[[
|
||||
|
||||
SOME LESSONS LEARNED (and keeping this because I'll forget)
|
||||
|
||||
flint_and_steel is registered as a tool. Tools do not materialize something
|
||||
like placing a block (on_construct) makes that block appear. Tools are
|
||||
*used* so "on_use" works but not "on_construct".
|
||||
|
||||
on_rightclick is meant for the code of the thing being clicked on, not the
|
||||
code of the thing doing the clicking.
|
||||
|
||||
~ LazyJ
|
||||
|
||||
--]]
|
||||
|
||||
|
||||
|
||||
-- ANIMATED, RISING, DISPAPPEARING SMOKE
|
||||
|
||||
--[[
|
||||
|
||||
These next two sections of code are a real bonus that I figured out how
|
||||
to pull-off. ;)
|
||||
|
||||
The first section creates animated smoke. Trying to figure out how to make
|
||||
the animation appear to go upward was a headache.
|
||||
|
||||
The second section places the animated smoke *only* above the fake-fire
|
||||
*if* there is nothing but air straight above the fake-fire. I also made
|
||||
the smoke skip a space so it looks more like puffs of smoke and made it
|
||||
stretch high enough to be used in chimneys. For large builds, a second
|
||||
fake-fire will have to be hidden close to the top of the chimney so the
|
||||
smoke will be visible. The smoke also emmits a low-level light.
|
||||
|
||||
Yup, I'm proud of this little addition I've made to Semmett9's mod. :D
|
||||
|
||||
~ LazyJ, 2014_03_15
|
||||
|
||||
--]]
|
||||
|
||||
|
||||
|
||||
-- EMBERS
|
||||
|
||||
minetest.register_node("fake_fire:embers", {
|
||||
description = "Glowing Embers",
|
||||
tiles = {
|
||||
{name="embers_animated.png", animation={type="vertical_frames",
|
||||
aspect_w=16, aspect_h=16, length=2}},
|
||||
},
|
||||
inventory_image = minetest.inventorycube('fake_fire_embers.png'),
|
||||
is_ground_content = true,
|
||||
light_source = 9,
|
||||
-- Adding sunlight_propagtes and leaving comments as a future reference.
|
||||
-- If true, sunlight will go infinitely through this (no shadow is cast).
|
||||
-- Because embers produce some light it should be somewhat "true" but this
|
||||
-- is an area where Minetest lacks in subtlety so I'm opting for 100% that
|
||||
-- embers *don't* have a shadow.
|
||||
sunlight_propagates = true,
|
||||
-- It's almost soft, brittle charcoal. ~ LazyJ
|
||||
groups = {choppy=3, crumbly=3, oddly_breakable_by_hand=3},
|
||||
paramtype = "light",
|
||||
-- You never know when a creative builder may use the screwdriver or
|
||||
-- position to create a subtle effect that makes their creation just
|
||||
-- that little bit nicer looking. ~ Lazyj
|
||||
paramtype2 = "facedir",
|
||||
walkable = true,
|
||||
sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}),
|
||||
})
|
||||
|
||||
|
||||
|
||||
-- CHIMNEY TOPS
|
||||
|
||||
-- Stone (cool tone) to go with cool colors.
|
||||
-- Sandstone (warm tone) to go with warm colors.
|
||||
|
||||
-- CHIMNEY TOP - STONE
|
||||
minetest.register_node("fake_fire:chimney_top_stone", {
|
||||
description = "Chimney Top - Stone",
|
||||
tiles = {"chimney_top_stone.png", "default_stone.png"},
|
||||
is_ground_content = true,
|
||||
groups = {cracky=3, oddly_breakable_by_hand=1, not_in_creative_inventory=1},
|
||||
paramtype = "light",
|
||||
sounds = default.node_sound_stone_defaults(),
|
||||
drop = "fake_fire:smokeless_chimney_top_stone",
|
||||
drawtype = "nodebox",
|
||||
node_box = {
|
||||
type = "fixed",
|
||||
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
|
||||
},
|
||||
on_punch = function (pos,node,puncher)
|
||||
-- This swaps the smokeless version with the smoky version when punched.
|
||||
-- ~ LazyJ
|
||||
minetest.set_node(pos, {name = "fake_fire:smokeless_chimney_top_stone"})
|
||||
end
|
||||
})
|
||||
|
||||
|
||||
|
||||
-- CHIMNEY TOP - SANDSTONE
|
||||
minetest.register_node("fake_fire:chimney_top_sandstone", {
|
||||
description = "Chimney Top - Sandstone",
|
||||
tiles = {"chimney_top_sandstone.png", "default_sandstone.png"},
|
||||
is_ground_content = true,
|
||||
groups = {cracky=3, oddly_breakable_by_hand=1, not_in_creative_inventory=1},
|
||||
paramtype = "light",
|
||||
sounds = default.node_sound_stone_defaults(),
|
||||
drop = "fake_fire:smokeless_chimney_top_sandstone",
|
||||
drawtype = "nodebox",
|
||||
node_box = {
|
||||
type = "fixed",
|
||||
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
|
||||
},
|
||||
on_punch = function (pos,node,puncher)
|
||||
-- This swaps the smokeless version with the smoky version when punched.
|
||||
-- ~ LazyJ
|
||||
minetest.set_node(pos,
|
||||
{name = "fake_fire:smokeless_chimney_top_sandstone"})
|
||||
end
|
||||
})
|
||||
|
||||
|
||||
|
||||
-- SMOKELESS CHIMNEY TOPS
|
||||
|
||||
-- Some players may want a chimney top *without* smoke. This is the node
|
||||
-- that will be craftable. To get the smoking variety, simply punch the
|
||||
-- node. Same approach is used with the smoking and non-smoking flames.
|
||||
-- ~ LazyJ
|
||||
|
||||
-- SMOKELESS CHIMNEY TOP - STONE
|
||||
minetest.register_node("fake_fire:smokeless_chimney_top_stone", {
|
||||
description = "Chimney Top - Stone",
|
||||
tiles = {"chimney_top_stone.png", "default_stone.png"},
|
||||
is_ground_content = true,
|
||||
groups = {cracky=3, oddly_breakable_by_hand=1},
|
||||
paramtype = "light",
|
||||
sounds = default.node_sound_stone_defaults(),
|
||||
drawtype = "nodebox",
|
||||
node_box = {
|
||||
type = "fixed",
|
||||
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
|
||||
},
|
||||
on_punch = function (pos,node,puncher)
|
||||
-- This swaps the smokeless version with the smoky version when punched.
|
||||
-- ~ LazyJ
|
||||
minetest.set_node(pos, {name = "fake_fire:chimney_top_stone"})
|
||||
end
|
||||
})
|
||||
|
||||
|
||||
|
||||
-- SMOKELESS CHIMNEY TOP - SANDSTONE
|
||||
minetest.register_node("fake_fire:smokeless_chimney_top_sandstone", {
|
||||
description = "Chimney Top - Sandstone",
|
||||
tiles = {"chimney_top_sandstone.png", "default_sandstone.png"},
|
||||
is_ground_content = true,
|
||||
groups = {cracky=3, oddly_breakable_by_hand=1},
|
||||
paramtype = "light",
|
||||
sounds = default.node_sound_stone_defaults(),
|
||||
drawtype = "nodebox",
|
||||
node_box = {
|
||||
type = "fixed",
|
||||
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
|
||||
},
|
||||
on_punch = function (pos,node,puncher)
|
||||
-- This swaps the smokeless version with the smoky version when punched.
|
||||
-- ~ LazyJ
|
||||
minetest.set_node(pos, {name = "fake_fire:chimney_top_sandstone"})
|
||||
end
|
||||
})
|
Reference in New Issue
Block a user