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Use infinite stacks in creative mode and make the hand break anything
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1
mods/creative/depends.txt
Normal file
1
mods/creative/depends.txt
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default
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@ -44,15 +44,7 @@ minetest.after(0, function()
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table.sort(creative_list)
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table.sort(creative_list)
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inv:set_size("main", #creative_list)
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inv:set_size("main", #creative_list)
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for _,itemstring in ipairs(creative_list) do
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for _,itemstring in ipairs(creative_list) do
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local stack = ItemStack(itemstring)
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inv:add_item("main", ItemStack(itemstring))
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-- Make a stack of the right number of items
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local stack2 = nil
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if stack:get_stack_max() == 1 then
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stack2 = ItemStack(stack:get_name())
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else
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stack2 = ItemStack(stack:get_name().." "..stack:get_stack_max())
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end
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inv:add_item("main", stack2)
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end
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end
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creative_inventory.creative_inventory_size = #creative_list
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creative_inventory.creative_inventory_size = #creative_list
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print("creative inventory size: "..dump(creative_inventory.creative_inventory_size))
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print("creative inventory size: "..dump(creative_inventory.creative_inventory_size))
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@ -129,3 +121,42 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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creative_inventory.set_creative_formspec(player, start_i, start_i / (6*4) + 1)
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creative_inventory.set_creative_formspec(player, start_i, start_i / (6*4) + 1)
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end)
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end)
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if minetest.setting_getbool("creative_mode") then
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minetest.register_item(":", {
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type = "none",
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wield_image = "wieldhand.png",
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wield_scale = {x=1,y=1,z=2.5},
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tool_capabilities = {
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full_punch_interval = 0.5,
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max_drop_level = 3,
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groupcaps = {
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crumbly = {times={[1]=0.5, [2]=0.5, [3]=0.5}, uses=0, maxlevel=3},
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cracky = {times={[1]=0.5, [2]=0.5, [3]=0.5}, uses=0, maxlevel=3},
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snappy = {times={[1]=0.5, [2]=0.5, [3]=0.5}, uses=0, maxlevel=3},
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choppy = {times={[1]=0.5, [2]=0.5, [3]=0.5}, uses=0, maxlevel=3},
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oddly_breakable_by_hand = {times={[1]=0.5, [2]=0.5, [3]=0.5}, uses=0, maxlevel=3},
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}
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}
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})
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minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
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return true
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end)
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function minetest.handle_node_drops(pos, drops, digger)
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if not digger or not digger:is_player() then
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return
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end
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local inv = digger:get_inventory()
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if inv then
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for _,item in ipairs(drops) do
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item = ItemStack(item):get_name()
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if not inv:contains_item("main", item) then
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inv:add_item("main", item)
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end
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end
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end
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end
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end
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