minetest_game/mods/default/crafting.lua

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-- mods/default/crafting.lua
minetest.register_craft({
output = "default:wood 4",
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recipe = {
{"default:tree"},
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}
})
minetest.register_craft({
output = "default:junglewood 4",
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recipe = {
{"default:jungletree"},
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}
})
minetest.register_craft({
output = "default:pine_wood 4",
recipe = {
{"default:pine_tree"},
}
})
minetest.register_craft({
output = "default:acacia_wood 4",
recipe = {
{"default:acacia_tree"},
}
})
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
minetest.register_craft({
output = "default:aspen_wood 4",
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
recipe = {
{"default:aspen_tree"},
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
}
})
minetest.register_craft({
output = "default:wood",
recipe = {
{"default:bush_stem"},
}
})
minetest.register_craft({
output = "default:acacia_wood",
recipe = {
{"default:acacia_bush_stem"},
}
})
minetest.register_craft({
output = "default:pine_wood",
recipe = {
{"default:pine_bush_stem"},
}
})
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minetest.register_craft({
output = "default:stick 4",
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recipe = {
{"group:wood"},
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}
})
minetest.register_craft({
output = "default:sign_wall_steel 3",
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"", "group:stick", ""},
}
})
minetest.register_craft({
output = "default:sign_wall_wood 3",
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recipe = {
{"group:wood", "group:wood", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
{"", "group:stick", ""},
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}
})
minetest.register_craft({
output = "default:torch 4",
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recipe = {
{"default:coal_lump"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:pick_wood",
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recipe = {
{"group:wood", "group:wood", "group:wood"},
{"", "group:stick", ""},
{"", "group:stick", ""},
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}
})
minetest.register_craft({
output = "default:pick_stone",
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recipe = {
{"group:stone", "group:stone", "group:stone"},
{"", "group:stick", ""},
{"", "group:stick", ""},
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}
})
minetest.register_craft({
output = "default:pick_steel",
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recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"", "group:stick", ""},
{"", "group:stick", ""},
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}
})
minetest.register_craft({
output = "default:pick_bronze",
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recipe = {
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
{"", "group:stick", ""},
{"", "group:stick", ""},
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}
})
minetest.register_craft({
output = "default:pick_mese",
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recipe = {
{"default:mese_crystal", "default:mese_crystal", "default:mese_crystal"},
{"", "group:stick", ""},
{"", "group:stick", ""},
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}
})
minetest.register_craft({
output = "default:pick_diamond",
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recipe = {
{"default:diamond", "default:diamond", "default:diamond"},
{"", "group:stick", ""},
{"", "group:stick", ""},
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}
})
minetest.register_craft({
output = "default:shovel_wood",
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recipe = {
{"group:wood"},
{"group:stick"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:shovel_stone",
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recipe = {
{"group:stone"},
{"group:stick"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:shovel_steel",
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recipe = {
{"default:steel_ingot"},
{"group:stick"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:shovel_bronze",
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recipe = {
{"default:bronze_ingot"},
{"group:stick"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:shovel_mese",
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recipe = {
{"default:mese_crystal"},
{"group:stick"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:shovel_diamond",
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recipe = {
{"default:diamond"},
{"group:stick"},
{"group:stick"},
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}
})
-- Axes
-- Recipes face left to match appearence in textures and inventory
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minetest.register_craft({
output = "default:axe_wood",
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recipe = {
{"group:wood", "group:wood"},
{"group:wood", "group:stick"},
{"", "group:stick"},
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}
})
minetest.register_craft({
output = "default:axe_stone",
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recipe = {
{"group:stone", "group:stone"},
{"group:stone", "group:stick"},
{"", "group:stick"},
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}
})
minetest.register_craft({
output = "default:axe_steel",
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recipe = {
{"default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "group:stick"},
{"", "group:stick"},
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}
})
minetest.register_craft({
output = "default:axe_bronze",
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recipe = {
{"default:bronze_ingot", "default:bronze_ingot"},
{"default:bronze_ingot", "group:stick"},
{"", "group:stick"},
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}
})
minetest.register_craft({
output = "default:axe_mese",
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recipe = {
{"default:mese_crystal", "default:mese_crystal"},
{"default:mese_crystal", "group:stick"},
{"", "group:stick"},
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}
})
minetest.register_craft({
output = "default:axe_diamond",
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recipe = {
{"default:diamond", "default:diamond"},
{"default:diamond", "group:stick"},
{"", "group:stick"},
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}
})
minetest.register_craft({
output = "default:sword_wood",
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recipe = {
{"group:wood"},
{"group:wood"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:sword_stone",
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recipe = {
{"group:stone"},
{"group:stone"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:sword_steel",
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recipe = {
{"default:steel_ingot"},
{"default:steel_ingot"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:sword_bronze",
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recipe = {
{"default:bronze_ingot"},
{"default:bronze_ingot"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:sword_mese",
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recipe = {
{"default:mese_crystal"},
{"default:mese_crystal"},
{"group:stick"},
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}
})
minetest.register_craft({
output = "default:sword_diamond",
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recipe = {
{"default:diamond"},
{"default:diamond"},
{"group:stick"},
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}
})
Keys: Allow easy sharing of access without commands This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
minetest.register_craft({
output = "default:skeleton_key",
Keys: Allow easy sharing of access without commands This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
recipe = {
{"default:gold_ingot"},
Keys: Allow easy sharing of access without commands This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
}
})
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minetest.register_craft({
output = "default:chest",
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recipe = {
{"group:wood", "group:wood", "group:wood"},
{"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
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}
})
minetest.register_craft({
output = "default:chest_locked",
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recipe = {
{"group:wood", "group:wood", "group:wood"},
{"group:wood", "default:steel_ingot", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
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}
})
minetest.register_craft( {
type = "shapeless",
output = "default:chest_locked",
recipe = {"default:chest", "default:steel_ingot"},
})
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minetest.register_craft({
output = "default:furnace",
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recipe = {
{"group:stone", "group:stone", "group:stone"},
{"group:stone", "", "group:stone"},
{"group:stone", "group:stone", "group:stone"},
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}
})
minetest.register_craft({
output = "default:coalblock",
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recipe = {
{"default:coal_lump", "default:coal_lump", "default:coal_lump"},
{"default:coal_lump", "default:coal_lump", "default:coal_lump"},
{"default:coal_lump", "default:coal_lump", "default:coal_lump"},
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}
})
minetest.register_craft({
output = "default:coal_lump 9",
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recipe = {
{"default:coalblock"},
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}
})
minetest.register_craft({
output = "default:steelblock",
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recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
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}
})
minetest.register_craft({
output = "default:steel_ingot 9",
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recipe = {
{"default:steelblock"},
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}
})
minetest.register_craft({
output = "default:copperblock",
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recipe = {
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
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}
})
minetest.register_craft({
output = "default:copper_ingot 9",
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recipe = {
{"default:copperblock"},
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}
})
minetest.register_craft({
output = "default:tinblock",
recipe = {
{"default:tin_ingot", "default:tin_ingot", "default:tin_ingot"},
{"default:tin_ingot", "default:tin_ingot", "default:tin_ingot"},
{"default:tin_ingot", "default:tin_ingot", "default:tin_ingot"},
}
})
minetest.register_craft({
output = "default:tin_ingot 9",
recipe = {
{"default:tinblock"},
}
})
minetest.register_craft({
output = "default:bronze_ingot 9",
recipe = {
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
{"default:copper_ingot", "default:tin_ingot", "default:copper_ingot"},
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
}
})
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minetest.register_craft({
output = "default:bronzeblock",
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recipe = {
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
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}
})
minetest.register_craft({
output = "default:bronze_ingot 9",
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recipe = {
{"default:bronzeblock"},
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}
})
minetest.register_craft({
output = "default:goldblock",
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recipe = {
{"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"},
{"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"},
{"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"},
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}
})
minetest.register_craft({
output = "default:gold_ingot 9",
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recipe = {
{"default:goldblock"},
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}
})
minetest.register_craft({
output = "default:diamondblock",
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recipe = {
{"default:diamond", "default:diamond", "default:diamond"},
{"default:diamond", "default:diamond", "default:diamond"},
{"default:diamond", "default:diamond", "default:diamond"},
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}
})
minetest.register_craft({
output = "default:diamond 9",
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recipe = {
{"default:diamondblock"},
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}
})
minetest.register_craft({
output = "default:sandstone",
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recipe = {
{"default:sand", "default:sand"},
{"default:sand", "default:sand"},
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}
})
minetest.register_craft({
output = "default:sand 4",
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recipe = {
{"default:sandstone"},
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}
})
minetest.register_craft({
output = "default:sandstonebrick 4",
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recipe = {
{"default:sandstone", "default:sandstone"},
{"default:sandstone", "default:sandstone"},
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}
})
minetest.register_craft({
output = "default:sandstone_block 9",
recipe = {
{"default:sandstone", "default:sandstone", "default:sandstone"},
{"default:sandstone", "default:sandstone", "default:sandstone"},
{"default:sandstone", "default:sandstone", "default:sandstone"},
}
})
minetest.register_craft({
output = "default:desert_sandstone",
recipe = {
{"default:desert_sand", "default:desert_sand"},
{"default:desert_sand", "default:desert_sand"},
}
})
minetest.register_craft({
output = "default:desert_sand 4",
recipe = {
{"default:desert_sandstone"},
}
})
minetest.register_craft({
output = "default:desert_sandstone_brick 4",
recipe = {
{"default:desert_sandstone", "default:desert_sandstone"},
{"default:desert_sandstone", "default:desert_sandstone"},
}
})
minetest.register_craft({
output = "default:desert_sandstone_block 9",
recipe = {
{"default:desert_sandstone", "default:desert_sandstone", "default:desert_sandstone"},
{"default:desert_sandstone", "default:desert_sandstone", "default:desert_sandstone"},
{"default:desert_sandstone", "default:desert_sandstone", "default:desert_sandstone"},
}
})
minetest.register_craft({
output = "default:silver_sandstone",
recipe = {
{"default:silver_sand", "default:silver_sand"},
{"default:silver_sand", "default:silver_sand"},
}
})
minetest.register_craft({
output = "default:silver_sand 4",
recipe = {
{"default:silver_sandstone"},
}
})
minetest.register_craft({
output = "default:silver_sandstone_brick 4",
recipe = {
{"default:silver_sandstone", "default:silver_sandstone"},
{"default:silver_sandstone", "default:silver_sandstone"},
}
})
minetest.register_craft({
output = "default:silver_sandstone_block 9",
recipe = {
{"default:silver_sandstone", "default:silver_sandstone", "default:silver_sandstone"},
{"default:silver_sandstone", "default:silver_sandstone", "default:silver_sandstone"},
{"default:silver_sandstone", "default:silver_sandstone", "default:silver_sandstone"},
}
})
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minetest.register_craft({
output = "default:clay",
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recipe = {
{"default:clay_lump", "default:clay_lump"},
{"default:clay_lump", "default:clay_lump"},
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}
})
minetest.register_craft({
output = "default:clay_lump 4",
recipe = {
{"default:clay"},
}
})
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minetest.register_craft({
output = "default:brick",
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recipe = {
{"default:clay_brick", "default:clay_brick"},
{"default:clay_brick", "default:clay_brick"},
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}
})
minetest.register_craft({
output = "default:clay_brick 4",
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recipe = {
{"default:brick"},
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}
})
minetest.register_craft({
output = "default:paper",
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recipe = {
{"default:papyrus", "default:papyrus", "default:papyrus"},
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}
})
minetest.register_craft({
output = "default:book",
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recipe = {
{"default:paper"},
{"default:paper"},
{"default:paper"},
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}
})
minetest.register_craft({
output = "default:bookshelf",
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recipe = {
{"group:wood", "group:wood", "group:wood"},
{"default:book", "default:book", "default:book"},
{"group:wood", "group:wood", "group:wood"},
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}
})
minetest.register_craft({
output = "default:ladder_wood 5",
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recipe = {
{"group:stick", "", "group:stick"},
{"group:stick", "group:stick", "group:stick"},
{"group:stick", "", "group:stick"},
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}
})
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minetest.register_craft({
output = "default:ladder_steel 15",
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recipe = {
{"default:steel_ingot", "", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "", "default:steel_ingot"},
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}
})
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minetest.register_craft({
output = "default:mese",
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recipe = {
{"default:mese_crystal", "default:mese_crystal", "default:mese_crystal"},
{"default:mese_crystal", "default:mese_crystal", "default:mese_crystal"},
{"default:mese_crystal", "default:mese_crystal", "default:mese_crystal"},
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}
})
minetest.register_craft({
output = "default:mese_crystal 9",
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recipe = {
{"default:mese"},
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}
})
minetest.register_craft({
output = "default:mese_crystal_fragment 9",
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recipe = {
{"default:mese_crystal"},
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}
})
minetest.register_craft({
output = "default:mese_crystal",
recipe = {
{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
}
})
minetest.register_craft({
output = "default:meselamp",
recipe = {
{"default:glass"},
{"default:mese_crystal"},
}
})
minetest.register_craft({
output = "default:mese_post_light 3",
recipe = {
{"", "default:glass", ""},
{"default:mese_crystal", "default:mese_crystal", "default:mese_crystal"},
{"", "group:wood", ""},
}
})
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minetest.register_craft({
output = "default:obsidian_shard 9",
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recipe = {
{"default:obsidian"}
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}
})
minetest.register_craft({
output = "default:obsidian",
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recipe = {
{"default:obsidian_shard", "default:obsidian_shard", "default:obsidian_shard"},
{"default:obsidian_shard", "default:obsidian_shard", "default:obsidian_shard"},
{"default:obsidian_shard", "default:obsidian_shard", "default:obsidian_shard"},
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}
})
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minetest.register_craft({
output = "default:obsidianbrick 4",
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recipe = {
{"default:obsidian", "default:obsidian"},
{"default:obsidian", "default:obsidian"}
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}
})
minetest.register_craft({
output = "default:obsidian_block 9",
recipe = {
{"default:obsidian", "default:obsidian", "default:obsidian"},
{"default:obsidian", "default:obsidian", "default:obsidian"},
{"default:obsidian", "default:obsidian", "default:obsidian"},
}
})
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minetest.register_craft({
output = "default:stonebrick 4",
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recipe = {
{"default:stone", "default:stone"},
{"default:stone", "default:stone"},
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}
})
minetest.register_craft({
output = "default:stone_block 9",
recipe = {
{"default:stone", "default:stone", "default:stone"},
{"default:stone", "default:stone", "default:stone"},
{"default:stone", "default:stone", "default:stone"},
}
})
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minetest.register_craft({
output = "default:desert_stonebrick 4",
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recipe = {
{"default:desert_stone", "default:desert_stone"},
{"default:desert_stone", "default:desert_stone"},
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}
})
minetest.register_craft({
output = "default:desert_stone_block 9",
recipe = {
{"default:desert_stone", "default:desert_stone", "default:desert_stone"},
{"default:desert_stone", "default:desert_stone", "default:desert_stone"},
{"default:desert_stone", "default:desert_stone", "default:desert_stone"},
}
})
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minetest.register_craft({
output = "default:snowblock",
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recipe = {
{"default:snow", "default:snow", "default:snow"},
{"default:snow", "default:snow", "default:snow"},
{"default:snow", "default:snow", "default:snow"},
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}
})
minetest.register_craft({
output = "default:snow 9",
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recipe = {
{"default:snowblock"},
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}
})
minetest.register_craft({
output = "default:emergent_jungle_sapling",
recipe = {
{"default:junglesapling", "default:junglesapling", "default:junglesapling"},
{"default:junglesapling", "default:junglesapling", "default:junglesapling"},
{"default:junglesapling", "default:junglesapling", "default:junglesapling"},
}
})
minetest.register_craft({
output = "default:large_cactus_seedling",
recipe = {
{"", "default:cactus", ""},
{"default:cactus", "default:cactus", "default:cactus"},
{"", "default:cactus", ""},
}
})
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--
-- Crafting (tool repair)
--
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minetest.register_craft({
type = "toolrepair",
additional_wear = -0.02,
})
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--
-- Cooking recipes
--
minetest.register_craft({
type = "cooking",
output = "default:glass",
recipe = "group:sand",
})
minetest.register_craft({
type = "cooking",
output = "default:obsidian_glass",
recipe = "default:obsidian_shard",
})
minetest.register_craft({
type = "cooking",
output = "default:stone",
recipe = "default:cobble",
})
2015-01-20 22:48:43 +01:00
minetest.register_craft({
type = "cooking",
output = "default:stone",
recipe = "default:mossycobble",
})
2014-04-07 16:29:00 +02:00
minetest.register_craft({
type = "cooking",
output = "default:desert_stone",
recipe = "default:desert_cobble",
})
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minetest.register_craft({
type = "cooking",
output = "default:steel_ingot",
recipe = "default:iron_lump",
})
minetest.register_craft({
type = "cooking",
output = "default:copper_ingot",
recipe = "default:copper_lump",
})
minetest.register_craft({
type = "cooking",
output = "default:tin_ingot",
recipe = "default:tin_lump",
})
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minetest.register_craft({
type = "cooking",
output = "default:gold_ingot",
recipe = "default:gold_lump",
})
minetest.register_craft({
type = "cooking",
output = "default:clay_brick",
recipe = "default:clay_lump",
})
Keys: Allow easy sharing of access without commands This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
minetest.register_craft({
type = "cooking",
output = "default:gold_ingot",
recipe = "default:skeleton_key",
Keys: Allow easy sharing of access without commands This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
cooktime = 5,
})
minetest.register_craft({
type = "cooking",
output = "default:gold_ingot",
recipe = "default:key",
Keys: Allow easy sharing of access without commands This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
cooktime = 5,
})
2013-05-19 18:43:04 +02:00
--
-- Fuels
--
-- Support use of group:tree, includes default:tree which has the same burn time
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minetest.register_craft({
type = "fuel",
recipe = "group:tree",
burntime = 30,
})
-- Burn time for all woods are in order of wood density,
-- which is also the order of wood colour darkness:
-- aspen, pine, apple, acacia, jungle
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minetest.register_craft({
type = "fuel",
recipe = "default:aspen_tree",
burntime = 22,
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})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_tree",
burntime = 26,
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})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_tree",
burntime = 34,
2013-05-19 18:43:04 +02:00
})
minetest.register_craft({
type = "fuel",
recipe = "default:jungletree",
burntime = 38,
})
-- Support use of group:wood, includes default:wood which has the same burn time
minetest.register_craft({
type = "fuel",
recipe = "group:wood",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:aspen_wood",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_wood",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_wood",
burntime = 8,
})
minetest.register_craft({
type = "fuel",
recipe = "default:junglewood",
burntime = 9,
})
-- Support use of group:sapling, includes default:sapling which has the same burn time
minetest.register_craft({
type = "fuel",
recipe = "group:sapling",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:bush_sapling",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_bush_sapling",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_bush_sapling",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:aspen_sapling",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_sapling",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_sapling",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:junglesapling",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:emergent_jungle_sapling",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_aspen_wood",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_pine_wood",
burntime = 6,
2013-05-19 18:43:04 +02:00
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_wood",
burntime = 7,
2013-05-19 18:43:04 +02:00
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_acacia_wood",
burntime = 8,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_junglewood",
burntime = 9,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_rail_aspen_wood",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_rail_pine_wood",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_rail_wood",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_rail_acacia_wood",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_rail_junglewood",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:bush_stem",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_bush_stem",
burntime = 8,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_bush_stem",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:junglegrass",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "group:leaves",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:cactus",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "default:large_cactus_seedling",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:papyrus",
burntime = 3,
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})
minetest.register_craft({
type = "fuel",
recipe = "default:bookshelf",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "default:ladder_wood",
burntime = 7,
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})
minetest.register_craft({
type = "fuel",
recipe = "default:lava_source",
burntime = 60,
})
minetest.register_craft({
type = "fuel",
recipe = "default:torch",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:sign_wall_wood",
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burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "default:chest",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "default:chest_locked",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "default:coal_lump",
burntime = 40,
})
minetest.register_craft({
type = "fuel",
recipe = "default:coalblock",
burntime = 370,
})
minetest.register_craft({
type = "fuel",
recipe = "default:grass_1",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:dry_grass_1",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fern_1",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:marram_grass_1",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:paper",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "default:book",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:book_written",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:dry_shrub",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "group:stick",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pick_wood",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:shovel_wood",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:axe_wood",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:sword_wood",
burntime = 5,
})