2015-07-25 23:48:07 +02:00
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2015-07-28 16:59:17 +02:00
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-- Version: 2.2
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2015-07-25 23:48:07 +02:00
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-- Autor: Sokomine
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-- License: GPLv3
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--
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-- Modified:
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2015-07-27 17:51:58 +02:00
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-- 27.07.15 Moved into its own repository.
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-- Made sure textures and craft receipe indigrents are available or can be replaced.
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-- Took care of "unregistered globals" warnings.
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2015-07-25 23:48:07 +02:00
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-- 23.01.14 Added conversion receipes in case of installed castle-mod (has its own anvil)
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-- 23.01.14 Added hammer and anvil as decoration and for repairing tools.
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-- Added hatches (wood and steel).
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-- Changed the texture of the fence/handrail.
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-- 17.01.13 Added alternate receipe for fences in case of interference due to xfences
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-- 14.01.13 Added alternate receipes for roof parts in case homedecor is not installed.
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-- Added receipe for stove pipe, tub and barrel.
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-- Added stairs/slabs for dirt road, loam and clay
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-- Added fence_small, fence_corner and fence_end, which are useful as handrails and fences
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-- If two or more window shutters are placed above each other, they will now all close/open simultaneously.
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-- Added threshing floor.
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-- Added hand-driven mill.
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cottages = {}
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2015-07-27 17:51:58 +02:00
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-- Boilerplate to support localized strings if intllib mod is installed.
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if minetest.get_modpath( "intllib" ) and intllib then
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cottages.S = intllib.Getter()
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else
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cottages.S = function(s) return s end
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end
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2015-07-25 23:48:07 +02:00
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--cottages.config_use_mesh_barrel = false;
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--cottages.config_use_mesh_handmill = true;
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2015-07-26 05:54:37 +02:00
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-- set alternate crafting materials and textures where needed
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-- (i.e. in combination with realtest)
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dofile(minetest.get_modpath("cottages").."/adaptions.lua");
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2015-07-26 03:03:57 +02:00
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2015-08-03 23:18:28 +02:00
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-- add to this table what you want the handmill to convert;
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-- add a stack size if you want a higher yield
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cottages.handmill_product = {};
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cottages.handmill_product[ cottages.craftitem_seed_wheat ] = 'farming:flour 1';
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--[[ some examples:
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cottages.handmill_product[ 'default:cobble' ] = 'default:gravel';
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cottages.handmill_product[ 'default:gravel' ] = 'default:sand';
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cottages.handmill_product[ 'default:sand' ] = 'default:dirt 2';
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cottages.handmill_product[ 'flowers:rose' ] = 'dye:red 6';
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cottages.handmill_product[ 'default:cactus' ] = 'dye:green 6';
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cottages.handmill_product[ 'default:coal_lump'] = 'dye:black 6';
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--]]
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-- process that many inputs per turn
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cottages.handmill_max_per_turn = 20;
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cottages.handmill_min_per_turn = 0;
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2015-07-26 05:54:37 +02:00
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-- uncomment parts you do not want
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2015-07-25 23:48:07 +02:00
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dofile(minetest.get_modpath("cottages").."/nodes_furniture.lua");
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dofile(minetest.get_modpath("cottages").."/nodes_historic.lua");
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2016-08-17 23:53:33 +02:00
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dofile(minetest.get_modpath("cottages").."/nodes_feldweg.lua");
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2015-07-25 23:48:07 +02:00
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dofile(minetest.get_modpath("cottages").."/nodes_straw.lua");
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dofile(minetest.get_modpath("cottages").."/nodes_anvil.lua");
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dofile(minetest.get_modpath("cottages").."/nodes_doorlike.lua");
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dofile(minetest.get_modpath("cottages").."/nodes_fences.lua");
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dofile(minetest.get_modpath("cottages").."/nodes_roof.lua");
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dofile(minetest.get_modpath("cottages").."/nodes_barrel.lua");
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--dofile(minetest.get_modpath("cottages").."/nodes_chests.lua");
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-- this is only required and useful if you run versions of the random_buildings mod where the nodes where defined inside that mod
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dofile(minetest.get_modpath("cottages").."/alias.lua");
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2015-07-27 17:51:58 +02:00
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-- variable no longer needed
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cottages.S = nil;
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