forked from mtcontrib/homedecor_modpack
Clean-up
This commit is contained in:
parent
db703e555d
commit
dca81b1648
@ -1,37 +1,3 @@
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--[[
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The 'Fake-Fire' mod was originally created by Semmett9.
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URL to the 'Fake-Fire' thread on Minetest.net:
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http://forum.minetest.net/viewtopic.php?id=6145
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I've customized it a bit. Please see the changelog.txt file for more details.
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~ LazyJ, 2014_03_15
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--]]
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dofile(minetest.get_modpath("fake_fire").."/modfiles/nodes.lua")
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dofile(minetest.get_modpath("fake_fire").."/modfiles/crafts.lua")
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dofile(minetest.get_modpath("fake_fire").."/modfiles/abms.lua")
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--[[
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The lines below, at the end, are from the original author, Semmett9.
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Thanks for a nice mod, Semmett9. ;)
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~ LazyJ, 2014_03_14
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--]]
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-- Thanks-
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-- Many thanks for addi for his help in coding. --
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-- Many thanks for the players on the King Arthur's land server for giving --
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-- me support, ideas and allowing me to add the mod to the server itself. --
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@ -1,52 +1,3 @@
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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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-- 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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--]]
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minetest.register_abm({
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nodenames = {
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"fake_fire:fake_fire",
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@ -57,13 +8,11 @@ minetest.register_abm({
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interval = 1,
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chance = 2,
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action = function(pos, node)
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if
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minetest.get_node({x=pos.x, y=pos.y+1.0, z=pos.z}).name == "air" and
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minetest.get_node({x=pos.x, y=pos.y+2.0, z=pos.z}).name == "air"
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then
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if minetest.get_node({x=pos.x, y=pos.y+1.0, z=pos.z}).name == "air"
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and minetest.get_node({x=pos.x, y=pos.y+2.0, z=pos.z}).name == "air" then
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local image_number = math.random(4)
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minetest.add_particlespawner({
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amount = 8,
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amount = 6,
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time = 1,
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minpos = {x=pos.x-0.25, y=pos.y+0.4, z=pos.z-0.25},
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maxpos = {x=pos.x+0.25, y=pos.y+8, z=pos.z+0.25},
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@ -78,7 +27,6 @@ minetest.register_abm({
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collisiondetection = false,
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texture = "smoke_particle_"..image_number..".png",
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})
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end
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end
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end
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})
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@ -1,32 +1,3 @@
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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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@ -35,8 +6,6 @@ minetest.register_craftitem("fake_fire:flint", {
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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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@ -47,8 +16,6 @@ minetest.register_craft({
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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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@ -59,8 +26,6 @@ minetest.register_craft({
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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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@ -71,14 +36,6 @@ minetest.register_craft({
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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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@ -89,8 +46,6 @@ minetest.register_craft({
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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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@ -101,35 +56,6 @@ minetest.register_craft({
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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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@ -138,8 +64,6 @@ minetest.register_craft({
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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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@ -148,8 +72,6 @@ minetest.register_craft({
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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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@ -158,12 +80,10 @@ minetest.register_craft({
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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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})
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@ -4,54 +4,41 @@ local function register_fake_fire(name, def)
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assert(name, "local registration called without name")
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assert(def, "local registration called without node definition")
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-- make sure shared definitions are set
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def.is_ground_content = true
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def.inventory_image = def.inventory_image or name.. ".png"
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def.inventory_image = def.inventory_image or name..".png"
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def.drawtype = "plantlike"
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def.waving = 1 -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13
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def.waving = 1
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def.light_source = def.lightsource or 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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def.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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def.groups = def.groups or {
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oddly_breakable_by_hand=3, dig_immediate=2,
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attached_node=1, not_in_creative_inventory=1
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}
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def.paramtype = "light"
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def.walkable = false
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def.drop = "" -- So fire won't return to the inventory. ~ LazyJ
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def.drop = ""
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def.sounds = def.sounds or minetest.sound_play("fire_small", {pos=cp, loop=true})
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def.buildable_to = true
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local swap_on_punch = def.swap_on_punch
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def.on_punch = def.on_punch or 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, max_hear_distance = 5,})
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-- swap the node on_punch if def.swap_on_punch is set
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if swap_on_punch then
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minetest.set_node(pos, {name = swap_on_punch})
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end
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end
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-- no need to add these to the global registration table
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def.swap_on_punch = nil
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def.smoking = nil
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minetest.register_node("fake_fire:" .. name, def)
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minetest.register_node("fake_fire:"..name, def)
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end
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-- FLAME TYPES
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register_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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{name="fake_fire_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}},
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},
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swap_on_punch = "fake_fire:smokeless_fire",
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})
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@ -59,8 +46,7 @@ register_fake_fire("fake_fire", {
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register_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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{name="fake_fire_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}},
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},
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inventory_image = 'fake_fire.png',
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swap_on_punch = "fake_fire:fake_fire",
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@ -69,8 +55,7 @@ register_fake_fire("smokeless_fire", {
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register_fake_fire("ice_fire", {
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description = "Smoky, Fake, Ice Fire",
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tiles = {
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{name="ice_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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{name="ice_fire_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}},
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},
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swap_on_punch = "fake_fire:smokeless_ice_fire",
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})
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@ -78,13 +63,13 @@ register_fake_fire("ice_fire", {
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register_fake_fire("smokeless_ice_fire", {
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description = "Smokeless, Fake, Ice Fire",
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tiles = {
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{name="ice_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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{name="ice_fire_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}},
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},
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inventory_image = 'ice_fire.png',
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swap_on_punch = "fake_fire:ice_fire",
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})
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-- FLINT and STEEL
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minetest.register_tool("fake_fire:flint_and_steel", {
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description = "Flint and steel",
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@ -98,138 +83,40 @@ minetest.register_tool("fake_fire:flint_and_steel", {
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}
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},
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on_use = function(itemstack, user, pointed_thing)
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-- This next section took me a lot of keyboard bashing to figure out.
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-- The lua documentation and examples for Minetest are terrible.
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-- ~ LazyJ, 2014_06_23
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local snow_ice_list = {"snow", "ice",}
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for _, which_one_is_it in pairs(snow_ice_list) do
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local snow_ice = which_one_is_it
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if
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-- A *node*, not a player or sprite. ~ LazyJ
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pointed_thing.type == "node"
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--[[
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These next two "and nots" tell Minetest not to put the
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red flame on snow and ice stuff. This "string" bit was
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the workable solution that took many hours, over
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several days, to finally come around to. It's a search
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for any node name that contains whatever is between the
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double-quotes, ie. "snow" or "ice". I had been trying
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to identify the nodes by their group properties and I
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couldn't figure out how to do it. The clue for the
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"string"came from Blockmen's "Landscape" mod.
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Another quirk is that the "string" doesn't work well
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with variable lists (see "snow_ice_list") when using
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"and not". Ice-fire would light on snow but when I
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clicked on ice, the regular flame appeared. I couldn't
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understand what was happening until I mentally changed
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the wording "and not" to "is not" and spoke out-loud
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each thing that line of code was to accomplish:
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"Is not snow, then make fake-fire."
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"Is not ice, then make fake-fire."
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That's when I caught the problem.
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Ice *is not* snow, so Minetest was correctly following
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the instruction, "Is not snow, then make fake-fire."
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and that is why fake-fire appeared instead of ice-fire
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when I clicked on ice.
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~ LazyJ
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--]]
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and not
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string.find(minetest.get_node(pointed_thing.under).name, "snow")
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and not
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string.find(minetest.get_node(pointed_thing.under).name, "ice")
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and
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minetest.get_node(pointed_thing.above).name == "air"
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if pointed_thing.type == "node"
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and not string.find(minetest.get_node(pointed_thing.under).name, "snow")
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and not string.find(minetest.get_node(pointed_thing.under).name, "ice")
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and minetest.get_node(pointed_thing.above).name == "air"
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then
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if not minetest.is_protected(pointed_thing.above, user:get_player_name()) then
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minetest.set_node(pointed_thing.above, {name="fake_fire:smokeless_fire"})
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else
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minetest.chat_send_player(user:get_player_name(), "You can't set a fire in someone else's area!")
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end
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elseif
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pointed_thing.type == "node"
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and
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-- Split this "string" across several lines because I ran out
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-- of room while trying to adhere to the 80-column wide rule
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-- of coding style.
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string.find(
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minetest.get_node(pointed_thing.under).name,
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snow_ice
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)
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and
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minetest.get_node(pointed_thing.above).name == "air"
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then
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if not minetest.is_protected(pointed_thing.above, user:get_player_name()) then
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minetest.set_node(pointed_thing.above, {name="fake_fire:smokeless_ice_fire"})
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else
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minetest.chat_send_player(user:get_player_name(), "You can't set a fire in someone else's area!")
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end
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end -- Line 210, if
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end -- Line 207, for/do
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elseif pointed_thing.type == "node"
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and string.find(minetest.get_node(pointed_thing.under).name,snow_ice)
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and minetest.get_node(pointed_thing.above).name == "air" then
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if not minetest.is_protected(pointed_thing.above, user:get_player_name()) then
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minetest.set_node(pointed_thing.above, {name="fake_fire:smokeless_ice_fire"})
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else
|
||||
minetest.chat_send_player(user:get_player_name(), "You can't set a fire in someone else's area!")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.sound_play("",
|
||||
{gain = 1.0, max_hear_distance = 2,})
|
||||
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 = {
|
||||
@ -239,30 +126,15 @@ minetest.register_node("fake_fire:embers", {
|
||||
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",
|
||||
@ -278,14 +150,11 @@ minetest.register_node("fake_fire:chimney_top_stone", {
|
||||
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",
|
||||
@ -301,22 +170,11 @@ minetest.register_node("fake_fire:chimney_top_sandstone", {
|
||||
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"})
|
||||
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",
|
||||
@ -331,14 +189,11 @@ minetest.register_node("fake_fire:smokeless_chimney_top_stone", {
|
||||
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",
|
||||
@ -353,8 +208,6 @@ minetest.register_node("fake_fire:smokeless_chimney_top_sandstone", {
|
||||
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
|
||||
})
|
||||
|
@ -417,7 +417,7 @@ function homedecor.flip_door(pos, node, player, name, side, isClosed)
|
||||
gain = 2,
|
||||
})
|
||||
-- XXX: does the top half have to remember open/closed too?
|
||||
minetest.add_node({x=pos.x, y=pos.y+1, z=pos.z}, { name = "homedecor:door_"..name.."_top_"..rside, param2=nfdir})
|
||||
minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, { name = "homedecor:door_"..name.."_top_"..rside, param2=nfdir})
|
||||
|
||||
addDoorNode(pos,{ name = "homedecor:door_"..name.."_bottom_"..rside, param2=nfdir },isClosed)
|
||||
end
|
||||
|
@ -16,7 +16,7 @@ for i in ipairs(colors) do
|
||||
interval = 1,
|
||||
chance = 1,
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
minetest.add_node(pos, {name = "homedecor:glowlight_quarter_"..color, param2 = 20})
|
||||
minetest.set_node(pos, {name = "homedecor:glowlight_quarter_"..color, param2 = 20})
|
||||
end,
|
||||
})
|
||||
|
||||
@ -25,7 +25,7 @@ for i in ipairs(colors) do
|
||||
interval = 1,
|
||||
chance = 1,
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
minetest.add_node(pos, {name = "homedecor:glowlight_half_"..color, param2 = 20})
|
||||
minetest.set_node(pos, {name = "homedecor:glowlight_half_"..color, param2 = 20})
|
||||
end,
|
||||
})
|
||||
|
||||
@ -36,7 +36,7 @@ for i in ipairs(colors) do
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
local fdir = node.param2 or 0
|
||||
local nfdir = dirs2[fdir+1]
|
||||
minetest.add_node(pos, {name = "homedecor:glowlight_quarter_"..color, param2 = nfdir})
|
||||
minetest.set_node(pos, {name = "homedecor:glowlight_quarter_"..color, param2 = nfdir})
|
||||
end,
|
||||
})
|
||||
|
||||
@ -47,7 +47,7 @@ for i in ipairs(colors) do
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
local fdir = node.param2 or 0
|
||||
local nfdir = dirs2[fdir+1]
|
||||
minetest.add_node(pos, {name = "homedecor:glowlight_half_"..color, param2 = nfdir})
|
||||
minetest.set_node(pos, {name = "homedecor:glowlight_half_"..color, param2 = nfdir})
|
||||
end,
|
||||
})
|
||||
|
||||
@ -56,7 +56,7 @@ for i in ipairs(colors) do
|
||||
interval = 1,
|
||||
chance = 1,
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
minetest.add_node(pos, {name = "homedecor:glowlight_small_cube_"..color, param2 = 20})
|
||||
minetest.set_node(pos, {name = "homedecor:glowlight_small_cube_"..color, param2 = 20})
|
||||
end,
|
||||
})
|
||||
|
||||
|
@ -164,7 +164,7 @@ homedecor.register("fishtank", {
|
||||
sounds = default.node_sound_glass_defaults(),
|
||||
on_rightclick = function(pos, node, clicker)
|
||||
fdir = minetest.get_node(pos).param2
|
||||
minetest.add_node(pos, {name = "homedecor:fishtank_lighted", param2 = fdir})
|
||||
minetest.set_node(pos, {name = "homedecor:fishtank_lighted", param2 = fdir})
|
||||
end
|
||||
})
|
||||
|
||||
@ -200,7 +200,7 @@ homedecor.register("fishtank_lighted", {
|
||||
sounds = default.node_sound_glass_defaults(),
|
||||
on_rightclick = function(pos, node, clicker)
|
||||
fdir = minetest.get_node(pos).param2
|
||||
minetest.add_node(pos, {name = "homedecor:fishtank", param2 = fdir})
|
||||
minetest.set_node(pos, {name = "homedecor:fishtank", param2 = fdir})
|
||||
end
|
||||
})
|
||||
|
||||
|
@ -110,7 +110,7 @@ minetest.register_abm({
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
local newnode = string.sub(node.name, 1, -3) -- strip the "_s" from the name
|
||||
local fdir = node.param2 or 0
|
||||
minetest.add_node(pos, {name = newnode, param2 = dirs2[fdir+1]})
|
||||
minetest.set_node(pos, {name = newnode, param2 = dirs2[fdir+1]})
|
||||
end
|
||||
})
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user