forked from minetest-mods/stained_glass
added ability to disable/enable full/med/low-glow glass independently
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@ -1,7 +1,6 @@
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Doyousketch2's Stained Glass mod
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Doyousketch2's Stained Glass mod
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ver 1.4
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ver 1.6
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Image: http://oi47.tinypic.com/hst6s3.jpg
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Image: http://oi47.tinypic.com/hst6s3.jpg
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@ -87,6 +86,8 @@ The Palette includes:
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Full & half-saturation, medium and dark shades have been included
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Full & half-saturation, medium and dark shades have been included
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as well as light, pastel, and faint tints.
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as well as light, pastel, and faint tints.
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Look at settings.txt to see how you can enable/disable full-glow, half-glow and no-glow blocks -- tested in all combinations. enjoy.
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==============================================================================
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==============================================================================
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@ -101,6 +102,9 @@ or /giveme stained_glass:pastel_yellow
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or /giveme stained_glass:faint_yellow
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or /giveme stained_glass:faint_yellow
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or /giveme stained_glass:yellow
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or /giveme stained_glass:yellow
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or /giveme stained_glass:lowglow_yellow
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or /giveme stained_glass:noglow_dark_green
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You get the idea.
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You get the idea.
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@ -2,6 +2,10 @@
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Changelog
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Changelog
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---------
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---------
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ver 1.6
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Fri 30 Aug 2013
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added configfile settings.txt to allow disabling of full_light (super_glow_glass-based), med_light (glow_glass-based) and no_light (default:glass) blocks. just set the relevant fields to 'false' and they will not be loaded when you start the game.
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ver 1.5.1
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ver 1.5.1
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Mon 26 Aug 2013
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Mon 26 Aug 2013
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43
init.lua
43
init.lua
@ -94,25 +94,24 @@ function stained_glass_define(arg)
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local mydye=arg.recipe
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local mydye=arg.recipe
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local myshadename=arg.shade
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local myshadename=arg.shade
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local stained_glass_blocktype = {
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local stained_glass_blocktype = { }
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[""]="moreblocks:super_glow_glass" ,
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["lowglow_"]="moreblocks:glow_glass",
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["noglow_"]="default:glass",
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-- here you can define alternate glowlevels, with
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-- what type of glass they should use.
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-- levels added here must be added
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-- below (in stained_glass_lightlevel), too.
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}
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local stained_glass_lightlevel = {
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local stained_glass_lightlevel = { }
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["noglow_"] = 0,
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[""] = LIGHT_MAX,
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["lowglow_"] = LIGHT_MAX-3,
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-- define alternate light levels here, with a new
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if stained_glass.full_light then
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-- prefix name and a new light level. perhaps you'd
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stained_glass_lightlevel[""] = LIGHT_MAX
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-- like "dim" at a level of '6' for example.
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stained_glass_blocktype[""] = "moreblocks:super_glow_glass"
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}
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end -- see settings.txt for these settings.
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if stained_glass.med_light then
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stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3
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stained_glass_blocktype["lowglow_"] = "moreblocks:glow_glass"
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end
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if stained_glass.no_light then
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stained_glass_lightlevel["noglow_"] = 0
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stained_glass_blocktype["noglow_"] = "default:glass"
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end
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for myprefix,myglow in pairs(stained_glass_lightlevel) do
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for myprefix,myglow in pairs(stained_glass_lightlevel) do
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local glasstype = stained_glass_blocktype[myprefix]
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local glasstype = stained_glass_blocktype[myprefix]
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@ -161,6 +160,16 @@ end
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-- (perhaps because the related groups overlap two or more distinct colors)
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-- (perhaps because the related groups overlap two or more distinct colors)
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-- false means the recipe uses "group:dye,unicolor_xxxxx"
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-- false means the recipe uses "group:dye,unicolor_xxxxx"
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stained_glass= {}
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local worldpath=minetest.get_worldpath()
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local modpath=minetest.get_modpath("stained_glass")
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dofile(modpath .. "/settings.txt")
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-- the new settings.txt file has a variety of possible settings.
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-- see the file for examples. We'll access those settings where its important, in
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-- the stained glass module, where we'll build up the tables to contain
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-- only what we need.
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stained_glass_hues = {
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stained_glass_hues = {
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{ "yellow", true },
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{ "yellow", true },
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{ "lime", false },
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{ "lime", false },
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3
settings.txt
Normal file
3
settings.txt
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@ -0,0 +1,3 @@
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stained_glass.full_light = true
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stained_glass.med_light = true
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stained_glass.no_light = true
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