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mirror of https://github.com/Sokomine/cottages.git synced 2024-12-27 11:10:36 +01:00

added the files in the same state as they where in on random_buildings/cottages

This commit is contained in:
Sokomine 2015-07-25 23:48:07 +02:00
parent 46c6a4c47e
commit 42521c5f2b
41 changed files with 5507 additions and 0 deletions

13
README.md Normal file
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Contains nodes for building medieval houses.
This used to be part of my random_buildings modpack, found under
https://github.com/Sokomine/random_buildings
It is now its own mod as all other mods in the modpack have been
superseded by newer versions.
For more information about this mod, please refer to
https://forum.minetest.net/viewtopic.php?id=5120
The texture cottages/textures/cottages_slate.png is derived from Universal schema.jpg by Stefanie Lindener, which can be found here: http://de.wikipedia.org/w/index.php?title=Datei:Universal_schema.jpg&filetimestamp=20060510110309& The texture is CC-by-sa 2.0/de.
Liscence of this mod: GPLv3

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minetest.register_alias("random_buildings:roof", "cottages:roof_wood");
minetest.register_alias("random_buildings:roof_connector", "cottages:roof_connector_wood");
minetest.register_alias("random_buildings:roof_flat", "cottages:roof_flat_wood");
minetest.register_alias("random_buildings:roof_wood", "cottages:roof_wood");
minetest.register_alias("random_buildings:roof_connector_wood", "cottages:roof_connector_wood");
minetest.register_alias("random_buildings:roof_flat_wood", "cottages:roof_flat_wood");
minetest.register_alias("random_buildings:roof_straw", "cottages:roof_straw");
minetest.register_alias("random_buildings:roof_connector_straw", "cottages:roof_connector_straw");
minetest.register_alias("random_buildings:roof_flat_straw", "cottages:roof_flat_straw");
minetest.register_alias("random_buildings:barrel", "cottages:barrel");
minetest.register_alias("random_buildings:barrel_open", "cottages:barrel_open");
minetest.register_alias("random_buildings:barrel_lying", "cottages:barrel_lying");
minetest.register_alias("random_buildings:barrel_lying_open", "cottages:barrel_lying_open");
minetest.register_alias("random_buildings:tub", "cottages:tub");
minetest.register_alias("random_buildings:window_shutter_open", "cottages:window_shutter_open");
minetest.register_alias("random_buildings:window_shutter_closed", "cottages:window_shutter_closed");
minetest.register_alias("random_buildings:half_door", "cottages:half_door");
minetest.register_alias("random_buildings:half_door_inverted", "cottages:half_door_inverted");
minetest.register_alias("random_buildings:gate_closed", "cottages:gate_closed");
minetest.register_alias("random_buildings:gate_open", "cottages:gate_open");
minetest.register_alias("random_buildings:bed_foot", "cottages:bed_foot");
minetest.register_alias("random_buildings:bed_head", "cottages:bed_head");
minetest.register_alias("random_buildings:sleeping_mat", "cottages:sleeping_mat");
minetest.register_alias("random_buildings:loam", "cottages:loam");
minetest.register_alias("random_buildings:bench", "cottages:bench");
minetest.register_alias("random_buildings:table", "cottages:table");
minetest.register_alias("random_buildings:shelf", "cottages:shelf");
minetest.register_alias("random_buildings:stovepipe", "cottages:stovepipe");
minetest.register_alias("random_buildings:washing", "cottages:washing");
minetest.register_alias("random_buildings:wagon_wheel", "cottages:wagon_wheel");
minetest.register_alias("random_buildings:feldweg", "cottages:feldweg");
minetest.register_alias("random_buildings:straw_ground", "cottages:straw_ground");
minetest.register_alias("random_buildings:glass_pane", "cottages:glass_pane");
minetest.register_alias("random_buildings:straw_mat", "cottages:straw_mat");
minetest.register_alias("random_buildings:straw_bale", "cottages:straw_bale");
minetest.register_alias("random_buildings:straw", "cottages:straw");
minetest.register_alias("random_buildings:chest_private", "cottages:chest_private");
minetest.register_alias("random_buildings:chest_work", "cottages:chest_work");
minetest.register_alias("random_buildings:chest_storage", "cottages:chest_storage");

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depends.txt Normal file
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default
farming
stairs?
homedecor?
intllib?

38
init.lua Normal file
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-- Version: 2.0
-- Autor: Sokomine
-- License: GPLv3
--
-- Modified:
-- 23.01.14 Added conversion receipes in case of installed castle-mod (has its own anvil)
-- 23.01.14 Added hammer and anvil as decoration and for repairing tools.
-- Added hatches (wood and steel).
-- Changed the texture of the fence/handrail.
-- 17.01.13 Added alternate receipe for fences in case of interference due to xfences
-- 14.01.13 Added alternate receipes for roof parts in case homedecor is not installed.
-- Added receipe for stove pipe, tub and barrel.
-- Added stairs/slabs for dirt road, loam and clay
-- Added fence_small, fence_corner and fence_end, which are useful as handrails and fences
-- If two or more window shutters are placed above each other, they will now all close/open simultaneously.
-- Added threshing floor.
-- Added hand-driven mill.
cottages = {}
--cottages.config_use_mesh_barrel = false;
--cottages.config_use_mesh_handmill = true;
-- uncomment parts you do not want
dofile(minetest.get_modpath("cottages").."/nodes_furniture.lua");
dofile(minetest.get_modpath("cottages").."/nodes_historic.lua");
dofile(minetest.get_modpath("cottages").."/nodes_straw.lua");
dofile(minetest.get_modpath("cottages").."/nodes_anvil.lua");
dofile(minetest.get_modpath("cottages").."/nodes_doorlike.lua");
dofile(minetest.get_modpath("cottages").."/nodes_fences.lua");
dofile(minetest.get_modpath("cottages").."/nodes_roof.lua");
dofile(minetest.get_modpath("cottages").."/nodes_barrel.lua");
--dofile(minetest.get_modpath("cottages").."/nodes_chests.lua");
-- this is only required and useful if you run versions of the random_buildings mod where the nodes where defined inside that mod
dofile(minetest.get_modpath("cottages").."/alias.lua");

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locale/de.txt Normal file
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# Translation by Xanthin
### alias.lua ###
### init.lua ###
### nodes_anvil.lua ###
Steel hammer for repairing tools on the anvil = Stahlhammer um Werkzeuge auf dem Amboss zu reparieren
anvil = Amboss
Anvil = Amboss
The workpiece slot is for damaged tools only. = Das Werkstueckfeld gilt nur fuer beschaedigtes Werkzeug.
Your tool has been repaired successfully. = Dein Werkzeug wurde erfolgreich repariert.
Your workpiece improves. = Dein Werkstueck verbessert sich.
Anvil (owned by %s) = Amboss (gehoert %s)
Workpiece: = Werkstueck
Optional = Moegliche
storage for = Aufbewahrung fuer
your hammer = deinen Hammer
Owner: %s = Besitzer: %s
Punch anvil with hammer to = Schlage mit dem Hammer auf den Amboss um
repair tool in workpiece-slot. = das Werkzeug im Werkstueckfeld zu reparieren.
### nodes_barrel.lua ###
Pour: = Eingiessen
Fill: = Ausgiessen
barrel (closed) = Fass (geschlossen)
barrel (open) = Fass (offen)
barrel (closed), lying somewhere = Liegendes Fass (geschlossen)
barrel (opened), lying somewhere = Liegendes Fass (offen)
tub = Bottich
### nodes_chests.lua ###
private NPC chest = Private NSC-Truhe
chest for work utils and kitchens = NSC-Truhe fuer Arbeitsutensilien und Kuechen
storage chest = NSC-Lagertruhe
### nodes_doorlike.lua ###
opened window shutters = Offene Fensterlaeden
closed window shutters = Geschlossene Fensterlaeden
half door = Kloentuer
half door inverted = Umgekehrte Kloentuer
closed fence gate = Geschlossenes Zauntor
opened fence gate = Offenes Zauntor
wooden hatch = Holzfalltuer
metal hatch = Metallfalltuer
### nodes_fences.lua ###
small fence = Kleiner Zaun
small fence corner = Kleiner Zaun (Ecke)
small fence end = Kleiner Zaun (Ende)
### nodes_furniture.lua ###
Bed (foot region) = Bett (Fussende)
Bed (head region) = Bett (Kopfende)
sleeping mat = Schlafmatte
simple wooden bench = Einfache Holzbank
table = Tisch
open storage shelf = Offenes Lagerregal
open storage shelf (in use) = Offenes Lagerregal (in Gebrauch)
open storage shelf (empty) = Offenes Lagerregal (leer)
stovepipe = Ofenrohr
washing place = Waschplatz
Sorry. This washing place is out of water. Please place it above water! = Entschuldige, dieser Waschplatz hat kein Wasser mehr. Bitte platziere ihn ueber Wasser!
You feel much cleaner after some washing. = Nach einer kleinen Waesche fuehlst du dich nun sauberer.
### nodes_historic.lua ###
wagon wheel = Wagenrad
dirt road = Feldweg
loam = Lehm
Dirt Road Stairs = Feldwegtreppe
Dirt Road, half height = Feldwegstufe
Loam Stairs = Lehmtreppe
Loam Slab = Lehmstufe
Clay Stairs = Tontreppe
Clay Slab = Tonstufe
straw ground for animals = Strohboden fuer Tiere
simple glass pane = Einfache Fensterscheibe
### nodes_roof.lua ###
Roof straw = Strohdach
Roof wood = Holzdach
Roof black = Schwarzes Dach
Roof red = Rotes Dach
Roof brown = Braunes Dach
Roof reet = Reetdach
Roof slate = Schieferdach
Roof connector straw = Strohdachverbinder
Roof connector wood = Holzdachverbinder
Roof connector black = Schwarzer Dachverbinder
Roof connector red = Roter Dachverbinder
Roof connector brown = Brauner Dachverbinder
Roof connector reet = Reet-Dachverbinder
Roof connector slate = Schiefer-Dachverbinder
Roof (flat) straw = Strohdach (flach)
Roof (flat) wood = Holzdach (flach)
Roof (flat) black = Schwarzes Dach (flach)
Roof (flat) red = Rotes Dach (flach)
Roof (flat) brown = Braunes Dach (flach)
Roof (flat) reet = Reetdach (flach)
Roof (flat) slate = Schieferdach (flach)
Vertical Slate = Vertikaler Schiefer
Reet for thatching = Reet
### nodes_straw.lua ###
layer of straw = Strohschicht
straw bale = Strohballen
straw = Stroh
threshing floor = Dreschboden
Threshing floor = Dreschboden
Threshing floor (owned by %s) = Dreschboden (gehoert %s)
Harvested wheat: = Geernteter Weizen
Straw: = Stroh
Seeds: = Koerner
Owner: %s = Besitzer: %s
Punch threshing floor with a stick = Schlage mit einem Stock auf den Dreschboden
to get straw and seeds from wheat. = um Stroh und Koerner vom Weizen zu bekommen.
You have threshed %s wheat (%s are left). = Du hast %s Weizenaehren gedroschen (%s bleiben uebrig).
You have threshed the last %s wheat. = Du hast die letzten %s Weizenaehren gedroschen.
mill, powered by punching = Muehle, durch Schlagen antreiben
Mill, powered by punching = Muehle, durch Schlagen antreiben
Mill, powered by punching (owned by %s) = Muehle, durch Schlagen antreiben (gehoert %s)
Wheat seeds: = Weizenkoerner
Flour: = Mehl
Mill = Muehle
Owner: %s = Besitzer: %s
Punch this hand-driven mill = Schlage auf diese handbetriebene Muehle
to convert wheat seeds into flour. = um Weizenkoerner in Mehl umzuwandeln.
You have grinded %s wheat seeds (%s are left). = Du hast %s Weizenkoerner gemahlen (%s bleiben uebrig).
You have grinded the last %s wheat seeds. = Du hast die letzten %s Weizenkoerner gemahlen.

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# Template
### alias.lua ###
### init.lua ###
### nodes_anvil.lua ###
Steel hammer for repairing tools on the anvil =
anvil =
Anvil =
The workpiece slot is for damaged tools only. =
Your tool has been repaired successfully. =
Your workpiece improves. =
Anvil (owned by %s) =
Workpiece: =
Optional =
storage for =
your hammer =
Owner: %s =
Punch anvil with hammer to =
repair tool in workpiece-slot. =
### nodes_barrel.lua ###
Pour: =
Fill: =
barrel (closed) =
barrel (open) =
barrel (closed), lying somewhere =
barrel (opened), lying somewhere =
tub =
### nodes_chests.lua ###
private NPC chest =
chest for work utils and kitchens =
storage chest =
### nodes_doorlike.lua ###
opened window shutters =
closed window shutters =
half door =
half door inverted =
closed fence gate =
opened fence gate =
wooden hatch =
metal hatch =
### nodes_fences.lua ###
small fence =
small fence corner =
small fence end =
### nodes_furniture.lua ###
Bed (foot region) =
Bed (head region) =
sleeping mat =
simple wooden bench =
table =
open storage shelf =
open storage shelf (in use) =
open storage shelf (empty) =
stovepipe =
washing place =
Sorry. This washing place is out of water. Please place it above water! =
You feel much cleaner after some washing. =
### nodes_historic.lua ###
wagon wheel =
dirt road =
loam =
Dirt Road Stairs =
Dirt Road, half height =
Loam Stairs =
Loam Slab =
Clay Stairs =
Clay Slab =
straw ground for animals =
simple glass pane =
### nodes_roof.lua ###
Roof straw =
Roof wood =
Roof black =
Roof red =
Roof brown =
Roof reet =
Roof slate =
Roof connector straw =
Roof connector wood =
Roof connector black =
Roof connector red =
Roof connector brown =
Roof connector reet =
Roof connector slate =
Roof (flat) straw =
Roof (flat) wood =
Roof (flat) black =
Roof (flat) red =
Roof (flat) brown =
Roof (flat) reet =
Roof (flat) slate =
Vertical Slate =
Reet for thatching =
### nodes_straw.lua ###
layer of straw =
straw bale =
straw =
threshing floor =
Threshing floor =
Threshing floor (owned by %s) =
Harvested wheat: =
Straw: =
Seeds: =
Owner: %s =
Punch threshing floor with a stick =
to get straw and seeds from wheat. =
You have threshed %s wheat (%s are left). =
You have threshed the last %s wheat. =
mill, powered by punching =
Mill, powered by punching =
Mill, powered by punching (owned by %s) =
Wheat seeds: =
Flour: =
Mill =
Owner: %s =
Punch this hand-driven mill =
to convert wheat seeds into flour. =
You have grinded %s wheat seeds (%s are left). =
You have grinded the last %s wheat seeds. =

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models/cottages_barrel.obj Normal file
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# Blender v2.69 (sub 0) OBJ File: 'barrel.blend'
# www.blender.org
o Cylinder
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View File

@ -0,0 +1,453 @@
# Blender v2.69 (sub 0) OBJ File: 'barrel-closed.blend'
# www.blender.org
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# www.blender.org
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# www.blender.org
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View File

@ -0,0 +1,376 @@
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# www.blender.org
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326
models/cottages_tub.obj Normal file
View File

@ -0,0 +1,326 @@
# Blender v2.69 (sub 0) OBJ File: 'cottages-tub.blend'
# www.blender.org
o Cylinder
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s off
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244
nodes_anvil.lua Normal file
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@ -0,0 +1,244 @@
---------------------------------------------------------------------------------------
-- simple anvil that can be used to repair tools
---------------------------------------------------------------------------------------
-- * can be used to repair tools
-- * the hammer gets dammaged a bit at each repair step
---------------------------------------------------------------------------------------
-- License of the hammer picture: CC-by-SA; done by GloopMaster; source:
-- https://github.com/GloopMaster/glooptest/blob/master/glooptest/textures/glooptest_tool_steelhammer.png
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
end
-- the hammer for the anvil
minetest.register_tool("cottages:hammer", {
description = S("Steel hammer for repairing tools on the anvil"),
image = "glooptest_tool_steelhammer.png",
inventory_image = "glooptest_tool_steelhammer.png",
tool_capabilities = {
full_punch_interval = 0.8,
max_drop_level=1,
groupcaps={
-- about equal to a stone pick (it's not intended as a tool)
cracky={times={[2]=2.00, [3]=1.20}, uses=30, maxlevel=1},
},
damage_groups = {fleshy=6},
}
})
minetest.register_node("cottages:anvil", {
drawtype = "nodebox",
description = S("anvil"),
tiles = {"default_stone.png"}, -- TODO default_steel_block.png, default_obsidian.png are also nice
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky=2},
-- the nodebox model comes from realtest
node_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2},
}
},
on_construct = function(pos)
local meta = minetest.env:get_meta(pos);
meta:set_string("infotext", S("Anvil"));
local inv = meta:get_inventory();
inv:set_size("input", 1);
-- inv:set_size("material", 9);
-- inv:set_size("sample", 1);
inv:set_size("hammer", 1);
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos);
meta:set_string("owner", placer:get_player_name() or "");
meta:set_string("infotext", S("Anvil (owned by %s)"):format((meta:get_string("owner") or "")));
meta:set_string("formspec",
"size[8,8]"..
"image[7,3;1,1;glooptest_tool_steelhammer.png]"..
-- "list[current_name;sample;0,0.5;1,1;]"..
"list[current_name;input;2.5,1.5;1,1;]"..
-- "list[current_name;material;5,0;3,3;]"..
"list[current_name;hammer;5,3;1,1;]"..
-- "label[0.0,0.0;Sample:]"..
-- "label[0.0,1.0;(Receipe)]"..
"label[2.5,1.0;"..S("Workpiece:").."]"..
-- "label[6.0,-0.5;Materials:]"..
"label[6.0,2.7;"..S("Optional").."]"..
"label[6.0,3.0;"..S("storage for").."]"..
"label[6.0,3.3;"..S("your hammer").."]"..
"label[0,-0.5;"..S("Anvil").."]"..
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]"..
"label[0,3.0;"..S("Punch anvil with hammer to").."]"..
"label[0,3.3;"..S("repair tool in workpiece-slot.").."]"..
"list[current_player;main;0,4;8,4;]");
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local owner = meta:get_string('owner');
if( not( inv:is_empty("input"))
-- or not( inv:is_empty("material"))
-- or not( inv:is_empty("sample"))
or not( inv:is_empty("hammer"))
or not( player )
or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then
return false;
end
return true;
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' )) then
return 0
end
return count;
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' )) then
return 0;
end
if( listname=='hammer' and stack and stack:get_name() ~= 'cottages:hammer') then
return 0;
end
if( listname=='input'
and( stack:get_wear() == 0
or stack:get_name() == "technic:water_can"
or stack:get_name() == "technic:lava_can" )) then
minetest.chat_send_player( player:get_player_name(),
S('The workpiece slot is for damaged tools only.'));
return 0;
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' )) then
return 0
end
return stack:get_count()
end,
on_punch = function(pos, node, puncher)
if( not( pos ) or not( node ) or not( puncher )) then
return;
end
-- only punching with the hammer is supposed to work
local wielded = puncher:get_wielded_item();
if( not( wielded ) or not( wielded:get_name() ) or wielded:get_name() ~= 'cottages:hammer') then
return;
end
local name = puncher:get_player_name();
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory();
local input = inv:get_stack('input',1);
-- only tools can be repaired
if( not( input )
or input:is_empty()
or input:get_name() == "technic:water_can"
or input:get_name() == "technic:lava_can" ) then
return;
end
-- tell the player when the job is done
if( input:get_wear() == 0 ) then
minetest.chat_send_player( puncher:get_player_name(),
S('Your tool has been repaired successfully.'));
return;
end
-- do the actual repair
input:add_wear( -5000 ); -- equals to what technic toolshop does in 5 seconds
inv:set_stack("input", 1, input)
-- damage the hammer slightly
wielded:add_wear( 100 );
puncher:set_wielded_item( wielded );
-- do not spam too much
if( math.random( 1,5 )==1 ) then
minetest.chat_send_player( puncher:get_player_name(),
S('Your workpiece improves.'));
end
end,
is_ground_content = false,
})
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:anvil",
recipe = {
{'default:steel_ingot','default:steel_ingot','default:steel_ingot'},
{'', 'default:steel_ingot','' },
{'default:steel_ingot','default:steel_ingot','default:steel_ingot'} },
})
-- the castle-mod has an anvil as well - with the same receipe. convert the two into each other
if ( minetest.get_modpath("castle") ~= nil ) then
minetest.register_craft({
output = "cottages:anvil",
recipe = {
{'castle:anvil'},
},
})
minetest.register_craft({
output = "castle:anvil",
recipe = {
{'cottages:anvil'},
},
})
end
minetest.register_craft({
output = "cottages:hammer",
recipe = {
{'default:steel_ingot','default:steel_ingot','default:steel_ingot'},
{'default:steel_ingot','default:steel_ingot','default:steel_ingot'},
{'', 'default:stick', '' } }
})

210
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---------------------------------------------------------------------
-- a barrel and a tub - plus a function that makes 'round' objects
---------------------------------------------------------------------
-- IMPORTANT NOTE: The barrel requires a lot of nodeboxes. That may be
-- too much for weak hardware!
---------------------------------------------------------------------
-- Functionality: right-click to open/close a barrel;
-- punch a barrel to change between vertical/horizontal
---------------------------------------------------------------------
-- Changelog:
-- 24.03.13 Can no longer be opended/closed on rightclick because that is now used for a formspec;
-- instead, it can be filled with liquids.
-- Filled barrels will always be closed, while empty barrels will always be open.
-- pipes: table with the following entries for each pipe-part:
-- f: radius factor; if 1, it will have a radius of half a nodebox and fill the entire nodebox
-- h1, h2: height at witch the nodebox shall start and end; usually -0.5 and 0.5 for a full nodebox
-- b: make a horizontal part/shelf
-- horizontal: if 1, then x and y coordinates will be swapped
-- TODO: option so that it works without nodeboxes
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
end
barrel = {};
-- prepare formspec
barrel.on_construct = function( pos )
local meta = minetest.get_meta(pos);
local percent = math.random( 1, 100 ); -- TODO: show real filling
meta:set_string( 'formspec',
"size[8,9]"..
"image[2.6,2;2,3;default_sandstone.png^[lowpart:"..
(100-percent)..":default_desert_stone.png]".. -- TODO: better images
"label[2.2,0;"..S("Pour:").."]"..
"list[current_name;input;3,0.5;1,1;]"..
"label[5,3.3;"..S("Fill:").."]"..
"list[current_name;output;5,3.8;1,1;]"..
"list[current_player;main;0,5;8,4;]");
meta:set_string( 'liquid_type', '' ); -- which liquid is in the barrel?
meta:set_int( 'liquid_level', 0 ); -- how much of the liquid is in there?
local inv = meta:get_inventory()
inv:set_size("input", 1); -- to fill in new liquid
inv:set_size("output", 1); -- to extract liquid
end
-- can only be digged if there are no more vessels/buckets in any of the slots
-- TODO: allow digging of a filled barrel? this would disallow stacking of them
barrel.can_dig = function( pos, player )
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return ( inv:is_empty('input')
and inv:is_empty('output'));
end
-- the barrel received input; either a new liquid that is to be poured in or a vessel that is to be filled
barrel.on_metadata_inventory_put = function( pos, listname, index, stack, player )
end
-- right-click to open/close barrel; punch to switch between horizontal/vertical position
minetest.register_node("cottages:barrel", {
description = S("barrel (closed)"),
paramtype = "light",
drawtype = "mesh",
mesh = "cottages_barrel_closed.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
},
drop = "cottages:barrel",
-- on_rightclick = function(pos, node, puncher)
-- minetest.add_node(pos, {name = "cottages:barrel_open", param2 = node.param2})
-- end,
-- TODO: on_rightclick is no longer available - maybe open if empty and closed if full?
on_punch = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = node.param2})
end,
on_construct = function( pos )
return barrel.on_construct( pos );
end,
can_dig = function(pos,player)
return barrel.can_dig( pos, player );
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
return barrel.on_metadata_inventory_put( pos, listname, index, stack, player );
end,
is_ground_content = false,
})
-- this barrel is opened at the top
minetest.register_node("cottages:barrel_open", {
description = S("barrel (open)"),
paramtype = "light",
drawtype = "mesh",
mesh = "cottages_barrel.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
},
drop = "cottages:barrel",
-- on_rightclick = function(pos, node, puncher)
-- minetest.add_node(pos, {name = "cottages:barrel", param2 = node.param2})
-- end,
on_punch = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = node.param2})
end,
is_ground_content = false,
})
-- horizontal barrel
minetest.register_node("cottages:barrel_lying", {
description = S("barrel (closed), lying somewhere"),
paramtype = "light",
paramtype2 = "facedir",
drawtype = "mesh",
mesh = "cottages_barrel_closed_lying.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
},
drop = "cottages:barrel",
on_rightclick = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = node.param2})
end,
on_punch = function(pos, node, puncher)
if( node.param2 < 4 ) then
minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = (node.param2+1)})
else
minetest.add_node(pos, {name = "cottages:barrel", param2 = 0})
end
end,
is_ground_content = false,
})
-- horizontal barrel, open
minetest.register_node("cottages:barrel_lying_open", {
description = S("barrel (opened), lying somewhere"),
paramtype = "light",
paramtype2 = "facedir",
drawtype = "mesh",
mesh = "cottages_barrel_lying.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
},
drop = "cottages:barrel",
on_rightclick = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = node.param2})
end,
on_punch = function(pos, node, puncher)
if( node.param2 < 4 ) then
minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = (node.param2+1)})
else
minetest.add_node(pos, {name = "cottages:barrel_open", param2 = 0})
end
end,
is_ground_content = false,
})
-- let's hope "tub" is the correct english word for "bottich"
minetest.register_node("cottages:tub", {
description = S("tub"),
paramtype = "light",
drawtype = "mesh",
mesh = "cottages_tub.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
},
is_ground_content = false,
})
minetest.register_craft({
output = "cottages:barrel",
recipe = {
{"group:wood", "", "group:wood" },
{"default:steel_ingot", "", "default:steel_ingot"},
{"group:wood", "group:wood", "group:wood" },
},
})
minetest.register_craft({
output = "cottages:tub 2",
recipe = {
{"cottages:barrel"},
},
})
minetest.register_craft({
output = "cottages:barrel",
recipe = {
{"cottages:tub"},
{"cottages:tub"},
},
})

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-- TODO: make these chests as chests and indicate that they are owned by npc
-- TODO: add bags (not for carrying around but for decoration)
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
end
cottages_chests = {}
-- uses default.chest_formspec for now
cottages_chests.on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec",default.chest_formspec)
-- meta:set_string("infotext", "Chest")
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
end
cottages_chests.can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main")
end
-- the chests do not need receipes since they are only placeholders and not intended to be built by players
-- (they are later on supposed to be filled with diffrent items by fill_chest.lua)
minetest.register_node("cottages:chest_private", {
description = S("private NPC chest"),
infotext = "chest containing the possesions of one of the inhabitants",
tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
on_construct = cottages_chests.on_construct,
can_dig = cottages_chests.can_dig,
is_ground_content = false,
})
minetest.register_node("cottages:chest_work", {
description = S("chest for work utils and kitchens"),
infotext = "everything the inhabitant needs for his work",
tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
on_construct = cottages_chests.on_construct,
can_dig = cottages_chests.can_dig,
is_ground_content = false,
})
minetest.register_node("cottages:chest_storage", {
description = S("storage chest"),
infotext = "stored food reserves",
tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
on_construct = cottages_chests.on_construct,
can_dig = cottages_chests.can_dig,
is_ground_content = false,
})

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-----------------------------------------------------------------------------------------------------------
-- These nodes are all like doors in a way:
-- * window shutters (they open on right-click and when it turns day; they close at night)
-- * a half-door where the top part can be opened seperately from the bottom part
-- * a gate that drops to the floor when opened
--
-----------------------------------------------------------------------------------------------------------
-- IMPORTANT NOTICE: If you have a very slow computer, it might be wise to increase the rate at which the
-- abm that opens/closes the window shutters is called. Anything less than 10 minutes
-- (600 seconds) ought to be ok.
-----------------------------------------------------------------------------------------------------------
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
end
-----------------------------------------------------------------------------------------------------------
-- small window shutters for single-node-windows; they open at day and close at night if the abm is working
-----------------------------------------------------------------------------------------------------------
-- propagate shutting/closing of window shutters to window shutters below/above this one
cottages_window_sutter_operate = function( pos, old_node_state_name, new_node_state_name )
local offsets = {-1,1,-2,2,-3,3};
local stop_up = 0;
local stop_down = 0;
for i,v in ipairs(offsets) do
local node = minetest.env:get_node_or_nil( {x=pos.x, y=(pos.y+v), z=pos.z } );
if( node and node.name and node.name==old_node_state_name
and ( (v > 0 and stop_up == 0 )
or (v < 0 and stop_down == 0 ))) then
minetest.env:add_node({x=pos.x, y=(pos.y+v), z=pos.z }, {name = new_node_state_name, param2 = node.param2})
-- found a diffrent node - no need to search further up
elseif( v > 0 and stop_up == 0 ) then
stop_up = 1;
elseif( v < 0 and stop_down == 0 ) then
stop_down = 1;
end
end
end
-- window shutters - they cover half a node to each side
minetest.register_node("cottages:window_shutter_open", {
description = S("opened window shutters"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
-- larger than one node but slightly smaller than a half node so that wallmounted torches pose no problem
node_box = {
type = "fixed",
fixed = {
{-0.90, -0.5, 0.4, -0.45, 0.5, 0.5},
{ 0.45, -0.5, 0.4, 0.9, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.9, -0.5, 0.4, 0.9, 0.5, 0.5},
},
},
on_rightclick = function(pos, node, puncher)
minetest.env:add_node(pos, {name = "cottages:window_shutter_closed", param2 = node.param2})
cottages_window_sutter_operate( pos, "cottages:window_shutter_open", "cottages:window_shutter_closed" );
end,
is_ground_content = false,
})
minetest.register_node("cottages:window_shutter_closed", {
description = S("closed window shutters"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,not_in_creative_inventory=1},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4, -0.05, 0.5, 0.5},
{ 0.05, -0.5, 0.4, 0.5, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4, 0.5, 0.5, 0.5},
},
},
on_rightclick = function(pos, node, puncher)
minetest.env:add_node(pos, {name = "cottages:window_shutter_open", param2 = node.param2})
cottages_window_sutter_operate( pos, "cottages:window_shutter_closed", "cottages:window_shutter_open" );
end,
is_ground_content = false,
drop = "cottages:window_shutter_open",
})
-- open shutters in the morning
minetest.register_abm({
nodenames = {"cottages:window_shutter_closed"},
interval = 20, -- change this to 600 if your machine is too slow
chance = 3, -- not all people wake up at the same time!
action = function(pos)
-- at this time, sleeping in a bed is not possible
if( not(minetest.env:get_timeofday() < 0.2 or minetest.env:get_timeofday() > 0.805)) then
local old_node = minetest.env:get_node( pos );
minetest.env:add_node(pos, {name = "cottages:window_shutter_open", param2 = old_node.param2})
cottages_window_sutter_operate( pos, "cottages:window_shutter_closed", "cottages:window_shutter_open" );
end
end
})
-- close them at night
minetest.register_abm({
nodenames = {"cottages:window_shutter_open"},
interval = 20, -- change this to 600 if your machine is too slow
chance = 2,
action = function(pos)
-- same time at which sleeping is allowed in beds
if( minetest.env:get_timeofday() < 0.2 or minetest.env:get_timeofday() > 0.805) then
local old_node = minetest.env:get_node( pos );
minetest.env:add_node(pos, {name = "cottages:window_shutter_closed", param2 = old_node.param2})
cottages_window_sutter_operate( pos, "cottages:window_shutter_open", "cottages:window_shutter_closed" );
end
end
})
------------------------------------------------------------------------------------------------------------------------------
-- a half door; can be combined to a full door where the upper part can be operated seperately; usually found in barns/stables
------------------------------------------------------------------------------------------------------------------------------
minetest.register_node("cottages:half_door", {
description = S("half door"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4, 0.48, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4, 0.48, 0.5, 0.5},
},
},
on_rightclick = function(pos, node, puncher)
local node2 = minetest.env:get_node( {x=pos.x,y=(pos.y+1),z=pos.z});
local param2 = node.param2;
if( param2%4 == 1) then param2 = param2+1; --2;
elseif( param2%4 == 2) then param2 = param2-1; --1;
elseif( param2%4 == 3) then param2 = param2-3; --0;
elseif( param2%4 == 0) then param2 = param2+3; --3;
end;
minetest.env:add_node(pos, {name = "cottages:half_door", param2 = param2})
-- if the node above consists of a door of the same type, open it as well
-- Note: doors beneath this one are not opened! It is a special feature of these doors that they can be opend partly
if( node2 ~= nil and node2.name == node.name and node2.param2==node.param2) then
minetest.env:add_node( {x=pos.x,y=(pos.y+1),z=pos.z}, {name = "cottages:half_door", param2 = param2})
end
end,
is_ground_content = false,
})
minetest.register_node("cottages:half_door_inverted", {
description = S("half door inverted"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.48, 0.5, -0.4},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.48, 0.5, -0.4},
},
},
on_rightclick = function(pos, node, puncher)
local node2 = minetest.env:get_node( {x=pos.x,y=(pos.y+1),z=pos.z});
local param2 = node.param2;
if( param2%4 == 1) then param2 = param2-1; --0;
elseif( param2%4 == 0) then param2 = param2+1; --1;
elseif( param2%4 == 2) then param2 = param2+1; --3;
elseif( param2%4 == 3) then param2 = param2-1; --2;
end;
minetest.env:add_node(pos, {name = "cottages:half_door_inverted", param2 = param2})
-- open upper parts of this door (if there are any)
if( node2 ~= nil and node2.name == node.name and node2.param2==node.param2) then
minetest.env:add_node( {x=pos.x,y=(pos.y+1),z=pos.z}, {name = "cottages:half_door_inverted", param2 = param2})
end
end,
is_ground_content = false,
})
------------------------------------------------------------------------------------------------------------------------------
-- this gate for fences solves the "where to store the opened gate" problem by dropping it to the floor in optened state
------------------------------------------------------------------------------------------------------------------------------
minetest.register_node("cottages:gate_closed", {
description = S("closed fence gate"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"default_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.85, -0.25, -0.02, 0.85, -0.05, 0.02},
{ -0.85, 0.15, -0.02, 0.85, 0.35, 0.02},
{ -0.80, -0.05, -0.02, -0.60, 0.15, 0.02},
{ 0.60, -0.05, -0.02, 0.80, 0.15, 0.02},
{ -0.15, -0.05, -0.02, 0.15, 0.15, 0.02},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.85, -0.25, -0.1, 0.85, 0.35, 0.1},
},
},
on_rightclick = function(pos, node, puncher)
minetest.env:add_node(pos, {name = "cottages:gate_open", param2 = node.param2})
end,
is_ground_content = false,
})
minetest.register_node("cottages:gate_open", {
description = S("opened fence gate"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"default_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
drop = "cottages:gate_closed",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,not_in_creative_inventory=1},
node_box = {
type = "fixed",
fixed = {
{ -0.85, -0.5, -0.25, 0.85, -0.46, -0.05},
{ -0.85, -0.5, 0.15, 0.85, -0.46, 0.35},
{ -0.80, -0.5, -0.05, -0.60, -0.46, 0.15},
{ 0.60, -0.5, -0.05, 0.80, -0.46, 0.15},
{ -0.15, -0.5, -0.05, 0.15, -0.46, 0.15},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.85, -0.5, -0.25, 0.85, -0.3, 0.35},
},
},
on_rightclick = function(pos, node, puncher)
minetest.env:add_node(pos, {name = "cottages:gate_closed", param2 = node.param2})
end,
is_ground_content = false,
drop = "cottages:gate_closed",
})
-----------------------------------------------------------------------------------------------------------
-- a hatch; nodebox definition taken from realtest
-----------------------------------------------------------------------------------------------------------
-- hatches rotate around their axis
-- old facedir: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,16,17,18,19,20,21,22,23
new_facedirs = { 10,19, 4,13, 2,18,22,14,20,16, 0,12,11, 3, 7,21, 9,23, 5, 1, 8,15, 6,17};
cottages.register_hatch = function( nodename, description, texture, receipe_item )
minetest.register_node( nodename, {
description = S(description), -- not that there are any other...
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = { texture },
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.49, -0.55, -0.49, -0.3, -0.45, 0.45},
-- {-0.5, -0.55, 0.3, 0.3, -0.45, 0.5},
{0.3, -0.55, -0.3, 0.49, -0.45, 0.45},
{0.49, -0.55, -0.49, -0.3, -0.45, -0.3},
{-0.075, -0.55, -0.3, 0.075, -0.45, 0.3},
{-0.3, -0.55, -0.075, -0.075, -0.45, 0.075},
{0.075, -0.55, -0.075, 0.3, -0.45, 0.075},
{-0.3, -0.55, 0.3, 0.3, -0.45, 0.45},
-- hinges
{-0.45,-0.530, 0.45, -0.15,-0.470, 0.525},
{ 0.15,-0.530, 0.45, 0.45,-0.470, 0.525},
-- handle
{-0.05,-0.60,-0.35, 0.05,-0.40,-0.45},
},
},
selection_box = {
type = "fixed",
fixed = {-0.5, -0.55, -0.5, 0.5, -0.45, 0.5},
},
on_rightclick = function(pos, node, puncher)
minetest.env:add_node(pos, {name = node.name, param2 = new_facedirs[ node.param2+1 ]})
end,
is_ground_content = false,
on_place = minetest.rotate_node,
})
minetest.register_craft({
output = nodename,
recipe = {
{ '', '', receipe_item },
{ receipe_item, 'default:stick', '' },
{ '', '', '' },
}
})
end
-- further alternate hatch materials: wood, tree, copper_block
cottages.register_hatch( 'cottages:hatch_wood', 'wooden hatch', 'cottages_minimal_wood.png', 'stairs:slab_wood' );
cottages.register_hatch( 'cottages:hatch_steel', 'metal hatch', 'default_steel_block.png', 'default:steel_ingot' );
-----------------------------------------------------------------------------------------------------------
-- and now the crafting receipes:
-----------------------------------------------------------------------------------------------------------
-- transform opend and closed shutters into each other for convenience
minetest.register_craft({
output = "cottages:window_shutter_open",
recipe = {
{"cottages:window_shutter_closed" },
}
})
minetest.register_craft({
output = "cottages:window_shutter_closed",
recipe = {
{"cottages:window_shutter_open" },
}
})
minetest.register_craft({
output = "cottages:window_shutter_open",
recipe = {
{"default:wood", "", "default:wood" },
}
})
-- transform one half door into another
minetest.register_craft({
output = "cottages:half_door",
recipe = {
{"cottages:half_door_inverted" },
}
})
minetest.register_craft({
output = "cottages:half_door_inverted",
recipe = {
{"cottages:half_door" },
}
})
minetest.register_craft({
output = "cottages:half_door 2",
recipe = {
{"", "default:wood", "" },
{"", "doors:door_wood", "" },
}
})
-- transform open and closed versions into into another for convenience
minetest.register_craft({
output = "cottages:gate_closed",
recipe = {
{"cottages:gate_open" },
}
})
minetest.register_craft({
output = "cottages:gate_open",
recipe = {
{"cottages:gate_closed"},
}
})
minetest.register_craft({
output = "cottages:gate_closed",
recipe = {
{"default:stick", "default:stick", "default:wood" },
}
})

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-- 22.01.13 Changed texture to that of the wood from the minimal development game
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
end
minetest.register_node("cottages:fence_small", {
description = S("small fence"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.45, -0.35, 0.46, 0.45, -0.20, 0.50},
{ -0.45, 0.00, 0.46, 0.45, 0.15, 0.50},
{ -0.45, 0.35, 0.46, 0.45, 0.50, 0.50},
{ -0.50, -0.50, 0.46, -0.45, 0.50, 0.50},
{ 0.45, -0.50, 0.46, 0.50, 0.50, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.50, -0.50, 0.4, 0.50, 0.50, 0.5},
},
},
is_ground_content = false,
})
minetest.register_node("cottages:fence_corner", {
description = S("small fence corner"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.45, -0.35, 0.46, 0.45, -0.20, 0.50},
{ -0.45, 0.00, 0.46, 0.45, 0.15, 0.50},
{ -0.45, 0.35, 0.46, 0.45, 0.50, 0.50},
{ -0.50, -0.50, 0.46, -0.45, 0.50, 0.50},
{ 0.45, -0.50, 0.46, 0.50, 0.50, 0.50},
{ 0.46, -0.35, -0.45, 0.50, -0.20, 0.45},
{ 0.46, 0.00, -0.45, 0.50, 0.15, 0.45},
{ 0.46, 0.35, -0.45, 0.50, 0.50, 0.45},
{ 0.46, -0.50, -0.50, 0.50, 0.50, -0.45},
{ 0.46, -0.50, 0.45, 0.50, 0.50, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.50, -0.50,-0.5, 0.50, 0.50, 0.5},
},
},
is_ground_content = false,
})
minetest.register_node("cottages:fence_end", {
description = S("small fence end"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.45, -0.35, 0.46, 0.45, -0.20, 0.50},
{ -0.45, 0.00, 0.46, 0.45, 0.15, 0.50},
{ -0.45, 0.35, 0.46, 0.45, 0.50, 0.50},
{ -0.50, -0.50, 0.46, -0.45, 0.50, 0.50},
{ 0.45, -0.50, 0.46, 0.50, 0.50, 0.50},
{ 0.46, -0.35, -0.45, 0.50, -0.20, 0.45},
{ 0.46, 0.00, -0.45, 0.50, 0.15, 0.45},
{ 0.46, 0.35, -0.45, 0.50, 0.50, 0.45},
{ 0.46, -0.50, -0.50, 0.50, 0.50, -0.45},
{ 0.46, -0.50, 0.45, 0.50, 0.50, 0.50},
{ -0.50, -0.35, -0.45, -0.46, -0.20, 0.45},
{ -0.50, 0.00, -0.45, -0.46, 0.15, 0.45},
{ -0.50, 0.35, -0.45, -0.46, 0.50, 0.45},
{ -0.50, -0.50, -0.50, -0.46, 0.50, -0.45},
{ -0.50, -0.50, 0.45, -0.46, 0.50, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.50, -0.50,-0.5, 0.50, 0.50, 0.5},
},
},
is_ground_content = false,
})
minetest.register_craft({
output = "cottages:fence_small 3",
recipe = {
{"default:fence_wood","default:fence_wood" },
}
})
-- xfences can be configured to replace normal fences - which makes them uncraftable
if ( minetest.get_modpath("xfences") ~= nil ) then
minetest.register_craft({
output = "cottages:fence_small 3",
recipe = {
{"xfences:fence","xfences:fence" },
}
})
end
minetest.register_craft({
output = "cottages:fence_corner",
recipe = {
{"cottages:fence_small","cottages:fence_small" },
}
})
minetest.register_craft({
output = "cottages:fence_small 2",
recipe = {
{"cottages:fence_corner" },
}
})
minetest.register_craft({
output = "cottages:fence_end",
recipe = {
{"cottages:fence_small","cottages:fence_small", "cottages:fence_small" },
}
})
minetest.register_craft({
output = "cottages:fence_small 3",
recipe = {
{"cottages:fence_end" },
}
})

378
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---------------------------------------------------------------------------------------
-- furniture
---------------------------------------------------------------------------------------
-- contains:
-- * a bed seperated into foot and head reagion so that it can be placed manually; it has
-- no other functionality than decoration!
-- * a sleeping mat - mostly for NPC that cannot afford a bet yet
-- * bench - if you don't have 3dforniture:chair, then this is the next best thing
-- * table - very simple one
-- * shelf - for stroring things; this one is 3d
-- * stovepipe - so that the smoke from the furnace can get away
-- * washing place - put it over a water source and you can 'wash' yourshelf
---------------------------------------------------------------------------------------
-- TODO: change the textures of the bed (make the clothing white, foot path not entirely covered with cloth)
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
end
-- a bed without functionality - just decoration
minetest.register_node("cottages:bed_foot", {
description = S("Bed (foot region)"),
drawtype = "nodebox",
tiles = {"cottages_beds_bed_top_bottom.png", "default_wood.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = {
-- bed
{-0.5, 0.0, -0.5, 0.5, 0.3, 0.5},
-- stützen
{-0.5, -0.5, -0.5, -0.4, 0.5, -0.4},
{ 0.4,-0.5, -0.5, 0.5, 0.5, -0.4},
-- Querstrebe
{-0.4, 0.3, -0.5, 0.4, 0.5, -0.4}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.3, 0.5},
}
},
is_ground_content = false,
})
-- the bed is split up in two parts to avoid destruction of blocks on placement
minetest.register_node("cottages:bed_head", {
description = S("Bed (head region)"),
drawtype = "nodebox",
tiles = {"cottages_beds_bed_top_top.png", "default_wood.png", "cottages_beds_bed_side_top_r.png", "cottages_beds_bed_side_top_l.png", "default_wood.png", "cottages_beds_bed_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = {
-- bed
{-0.5, 0.0, -0.5, 0.5, 0.3, 0.5},
-- stützen
{-0.5,-0.5, 0.4, -0.4, 0.5, 0.5},
{ 0.4,-0.5, 0.4, 0.5, 0.5, 0.5},
-- Querstrebe
{-0.4, 0.3, 0.4, 0.4, 0.5, 0.5}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.3, 0.5},
}
},
is_ground_content = false,
})
-- the basic version of a bed - a sleeping mat
-- to facilitate upgrade path straw mat -> sleeping mat -> bed, this uses a nodebox
minetest.register_node("cottages:sleeping_mat", {
description = S("sleeping mat"),
drawtype = 'nodebox',
tiles = { 'cottages_sleepingmat.png' }, -- done by VanessaE
wield_image = 'cottages_sleepingmat.png',
inventory_image = 'cottages_sleepingmat.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
walkable = false,
groups = { snappy = 3 },
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "wallmounted",
},
node_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.45, 0.48},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.25, 0.48},
}
},
is_ground_content = false,
})
-- furniture; possible replacement: 3dforniture:chair
minetest.register_node("cottages:bench", {
drawtype = "nodebox",
description = S("simple wooden bench"),
tiles = {"cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = {
-- sitting area
{-0.5, -0.15, 0.1, 0.5, -0.05, 0.5},
-- stützen
{-0.4, -0.5, 0.2, -0.3, -0.15, 0.4},
{ 0.3, -0.5, 0.2, 0.4, -0.15, 0.4},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0, 0.5, 0, 0.5},
}
},
is_ground_content = false,
})
-- a simple table; possible replacement: 3dforniture:table
minetest.register_node("cottages:table", {
description = S("table"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.1, -0.5, -0.1, 0.1, 0.3, 0.1},
{ -0.5, 0.3, -0.5, 0.5, 0.4, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.4, 0.5},
},
},
is_ground_content = false,
})
-- looks better than two slabs impersonating a shelf; also more 3d than a bookshelf
-- the infotext shows if it's empty or not
minetest.register_node("cottages:shelf", {
description = S("open storage shelf"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.3, -0.4, 0.5, 0.5},
{ 0.4, -0.5, -0.3, 0.5, 0.5, 0.5},
{ -0.5, -0.2, -0.3, 0.5, -0.1, 0.5},
{ -0.5, 0.3, -0.3, 0.5, 0.4, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
on_construct = function(pos)
local meta = minetest.env:get_meta(pos);
meta:set_string("formspec",
"size[8,8]"..
"list[current_name;main;0,0;8,3;]"..
"list[current_player;main;0,4;8,4;]")
meta:set_string("infotext", S("open storage shelf"))
local inv = meta:get_inventory();
inv:set_size("main", 24);
end,
can_dig = function( pos,player )
local meta = minetest.env:get_meta( pos );
local inv = meta:get_inventory();
return inv:is_empty("main");
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.env:get_meta( pos );
meta:set_string('infotext', S('open storage shelf (in use)'));
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.env:get_meta( pos );
local inv = meta:get_inventory();
if( inv:is_empty("main")) then
meta:set_string('infotext', S('open storage shelf (empty)'));
end
end,
is_ground_content = false,
})
-- so that the smoke from a furnace can get out of a building
minetest.register_node("cottages:stovepipe", {
description = S("stovepipe"),
drawtype = "nodebox",
tiles = {"default_steel_block.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ 0.20, -0.5, 0.20, 0.45, 0.5, 0.45},
},
},
selection_box = {
type = "fixed",
fixed = {
{ 0.20, -0.5, 0.20, 0.45, 0.5, 0.45},
},
},
is_ground_content = false,
})
-- this washing place can be put over a water source (it is open at the bottom)
minetest.register_node("cottages:washing", {
description = S("washing place"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"default_clay.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, -0.2, -0.2},
{ -0.5, -0.5, -0.2, -0.4, 0.2, 0.5},
{ 0.4, -0.5, -0.2, 0.5, 0.2, 0.5},
{ -0.4, -0.5, 0.4, 0.4, 0.2, 0.5},
{ -0.4, -0.5, -0.2, 0.4, 0.2, -0.1},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.2, 0.5},
},
},
on_rightclick = function(pos, node, player)
-- works only with water beneath
local node_under = minetest.env:get_node( {x=pos.x, y=(pos.y-1), z=pos.z} );
if( not( node_under ) or node_under.name == "ignore" or (node_under.name ~= 'default:water_source' and node_under.name ~= 'default:water_flowing')) then
minetest.chat_send_player( player:get_player_name(), S("Sorry. This washing place is out of water. Please place it above water!"));
else
minetest.chat_send_player( player:get_player_name(), S("You feel much cleaner after some washing."));
end
end,
is_ground_content = false,
})
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:bed_foot",
recipe = {
{"wool:white", "", "", },
{"default:wood", "", "", },
{"default:stick", "", "", }
}
})
minetest.register_craft({
output = "cottages:bed_head",
recipe = {
{"", "", "wool:white", },
{"", "default:stick", "default:wood", },
{"", "", "default:stick", }
}
})
minetest.register_craft({
output = "cottages:sleeping_mat",
recipe = {
{"wool:white", "cottages:straw_mat","cottages:straw_mat" }
}
})
minetest.register_craft({
output = "cottages:table",
recipe = {
{"", "stairs:slab_wood", "", },
{"", "default:stick", "" }
}
})
minetest.register_craft({
output = "cottages:bench",
recipe = {
{"", "default:wood", "", },
{"default:stick", "", "default:stick", }
}
})
minetest.register_craft({
output = "cottages:shelf",
recipe = {
{"default:stick", "default:wood", "default:stick", },
{"default:stick", "default:wood", "default:stick", },
{"default:stick", "", "default:stick"}
}
})
minetest.register_craft({
output = "cottages:washing 2",
recipe = {
{"default:stick", },
{"default:clay", },
}
})
minetest.register_craft({
output = "cottages:stovepipe 2",
recipe = {
{'default:steel_ingot', '', 'default:steel_ingot'},
}
})

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---------------------------------------------------------------------------------------
-- decoration and building material
---------------------------------------------------------------------------------------
-- * includes a wagon wheel that can be used as decoration on walls or to build (stationary) wagons
-- * dirt road - those are more natural in small old villages than cobble roads
-- * loam - no, old buildings are usually not built out of clay; loam was used
-- * straw - useful material for roofs
-- * glass pane - an improvement compared to fence posts as windows :-)
---------------------------------------------------------------------------------------
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
end
-- can be used to buid real stationary wagons or attached to walls as decoration
minetest.register_node("cottages:wagon_wheel", {
description = S("wagon wheel"),
drawtype = "signlike",
tiles = {"cottages_wagonwheel.png"}, -- done by VanessaE!
inventory_image = "cottages_wagonwheel.png",
wield_image = "cottages_wagonwheel.png",
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "wallmounted",
},
groups = {choppy=2,dig_immediate=2,attached_node=1},
legacy_wallmounted = true,
sounds = default.node_sound_defaults(),
is_ground_content = false,
})
-- a nice dirt road for small villages or paths to fields
minetest.register_node("cottages:feldweg", {
description = S("dirt road"),
tiles = {"cottages_feldweg.png","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
})
-- people didn't use clay for houses; they did build with loam
minetest.register_node("cottages:loam", {
description = S("loam"),
tiles = {"cottages_loam.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
})
-- create stairs if possible
if( stairs and stairs.register_stair_and_slab) then
stairs.register_stair_and_slab("feldweg", "cottages:feldweg",
{snappy=2,choppy=2,oddly_breakable_by_hand=2},
{"cottages_feldweg.png","default_dirt.png", "default_grass.png","default_grass.png","cottages_feldweg.png","cottages_feldweg.png"},
S("Dirt Road Stairs"),
S("Dirt Road, half height"),
default.node_sound_dirt_defaults())
stairs.register_stair_and_slab("loam", "cottages:loam",
{snappy=2,choppy=2,oddly_breakable_by_hand=2},
{"cottages_loam.png"},
S("Loam Stairs"),
S("Loam Slab"),
default.node_sound_dirt_defaults())
stairs.register_stair_and_slab("clay", "default:clay",
{crumbly=3},
{"default_clay.png"},
S("Clay Stairs"),
S("Clay Slab"),
default.node_sound_dirt_defaults())
end
-- straw is a common material for places where animals are kept indoors
-- right now, this block mostly serves as a placeholder
minetest.register_node("cottages:straw_ground", {
description = S("straw ground for animals"),
tiles = {"cottages_darkage_straw.png","cottages_loam.png","cottages_loam.png","cottages_loam.png","cottages_loam.png","cottages_loam.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
})
-- note: these houses look good with a single fence pile as window! the glass pane is the version for 'richer' inhabitants
minetest.register_node("cottages:glass_pane", {
description = S("simple glass pane (centered)"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_glass_pane.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.05, 0.5, 0.5, 0.05},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.05, 0.5, 0.5, 0.05},
},
},
is_ground_content = false,
})
minetest.register_node("cottages:glass_pane_side", {
description = S("simple glass pane"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_glass_pane.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.40, 0.5, 0.5, -0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.40, 0.5, 0.5, -0.50},
},
},
is_ground_content = false,
})
---------------------------------------------------------------------------------------
-- a very small wooden slab
---------------------------------------------------------------------------------------
minetest.register_node("cottages:wood_flat", {
description = S("flat wooden planks"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
is_ground_content = false,
on_place = minetest.rotate_node,
})
---------------------------------------------------------------------------------------
-- useful for building tents
---------------------------------------------------------------------------------------
minetest.register_node("cottages:wool_tent", {
description = S("wool for tents"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"wool_white.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
is_ground_content = false,
on_place = minetest.rotate_node,
})
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:wagon_wheel 3",
recipe = {
{"default:iron_lump", "default:stick", "default:iron_lump" },
{"default:stick", "default:steel_ingot", "default:stick" },
{"default:iron_lump", "default:stick", "default:iron_lump" }
}
})
-- run a wagon wheel over dirt :-)
minetest.register_craft({
output = "cottages:feldweg 4",
recipe = {
{"", "cottages:wagon_wheel", "" },
{"default:dirt","default:dirt","default:dirt" }
},
replacements = { {'cottages:wagon_wheel', 'cottages:wagon_wheel'}, }
})
minetest.register_craft({
output = "cottages:loam 4",
recipe = {
{"default:sand" },
{"default:clay"}
}
})
minetest.register_craft({
output = "cottages:straw_ground 2",
recipe = {
{"cottages:straw_mat" },
{"cottages:loam"}
}
})
minetest.register_craft({
output = "cottages:glass_pane 4",
recipe = {
{"default:stick", "default:stick", "default:stick" },
{"default:stick", "default:glass", "default:stick" },
{"default:stick", "default:stick", "default:stick" }
}
})
minetest.register_craft({
output = "cottages:glass_pane_side",
recipe = {
{"cottages:glass_pane"},
}
})
minetest.register_craft({
output = "cottages:glass_pane",
recipe = {
{"cottages:glass_pane_side"},
}
})
minetest.register_craft({
output = "cottages:wood_flat 16",
recipe = {
{"default:stick", "farming:string","default:stick" },
{"default:stick", "", "default:stick" },
}
})

216
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-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
end
---------------------------------------------------------------------------------------
-- roof parts
---------------------------------------------------------------------------------------
-- a better roof than the normal stairs; can be replaced by stairs:stair_wood
-- create the three basic roof parts plus receipes for them;
cottages.register_roof = function( name, tiles, basic_material, homedecor_alternative )
minetest.register_node("cottages:roof_"..name, {
description = S("Roof "..name),
drawtype = "nodebox",
--tiles = {"default_tree.png","default_wood.png","default_wood.png","default_wood.png","default_wood.png","default_tree.png"},
tiles = tiles,
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
is_ground_content = false,
})
-- a better roof than the normal stairs; this one is for usage directly on top of walls (it has the form of a stair)
minetest.register_node("cottages:roof_connector_"..name, {
description = S("Roof connector "..name),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
--tiles = {"default_tree.png","default_wood.png","default_tree.png","default_tree.png","default_wood.png","default_tree.png"},
--tiles = {"darkage_straw.png","default_wood.png","darkage_straw.png","darkage_straw.png","darkage_straw.png","darkage_straw.png"},
tiles = tiles,
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
is_ground_content = false,
})
-- this one is the slab version of the above roof
minetest.register_node("cottages:roof_flat_"..name, {
description = S("Roof (flat) "..name),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
--tiles = {"default_tree.png","default_wood.png","default_tree.png","default_tree.png","default_wood.png","default_tree.png"},
-- this one is from all sides - except from the underside - of the given material
tiles = { tiles[1], tiles[2], tiles[1], tiles[1], tiles[1], tiles[1] };
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
},
is_ground_content = false,
})
if( not( homedecor_alternative )
or ( minetest.get_modpath("homedecor") ~= nil )) then
minetest.register_craft({
output = "cottages:roof_"..name.." 6",
recipe = {
{'', '', basic_material },
{'', basic_material, '' },
{basic_material, '', '' }
}
})
end
-- make those roof parts that use homedecor craftable without that mod
if( homedecor_alternative ) then
basic_material = 'cottages:roof_wood';
minetest.register_craft({
output = "cottages:roof_"..name.." 3",
recipe = {
{homedecor_alternative, '', basic_material },
{'', basic_material, '' },
{basic_material, '', '' }
}
})
end
minetest.register_craft({
output = "cottages:roof_connector_"..name,
recipe = {
{'cottages:roof_'..name },
{'default:wood' },
}
})
minetest.register_craft({
output = "cottages:roof_flat_"..name..' 2',
recipe = {
{'cottages:roof_'..name, 'cottages:roof_'..name },
}
})
-- convert flat roofs back to normal roofs
minetest.register_craft({
output = "cottages:roof_"..name,
recipe = {
{"cottages:roof_flat_"..name, "cottages:roof_flat_"..name }
}
})
end -- of cottages.register_roof( name, tiles, basic_material )
---------------------------------------------------------------------------------------
-- add the diffrent roof types
---------------------------------------------------------------------------------------
cottages.register_roof( 'straw',
{"cottages_darkage_straw.png","cottages_darkage_straw.png","cottages_darkage_straw.png","cottages_darkage_straw.png","cottages_darkage_straw.png","cottages_darkage_straw.png"},
'cottages:straw_mat', nil );
cottages.register_roof( 'reet',
{"cottages_reet.png","cottages_reet.png","cottages_reet.png","cottages_reet.png","cottages_reet.png","cottages_reet.png"},
'default:papyrus', nil );
cottages.register_roof( 'wood',
{"default_tree.png","default_wood.png","default_wood.png","default_wood.png","default_wood.png","default_tree.png"},
'default:wood', nil);
cottages.register_roof( 'black',
{"cottages_homedecor_shingles_asphalt.png","default_wood.png","default_wood.png","default_wood.png","default_wood.png","cottages_homedecor_shingles_asphalt.png"},
'homedecor:shingles_asphalt', 'default:coal_lump');
cottages.register_roof( 'red',
{"cottages_homedecor_shingles_terracotta.png","default_wood.png","default_wood.png","default_wood.png","default_wood.png","cottages_homedecor_shingles_terracotta.png"},
'homedecor:shingles_terracotta', 'default:clay_brick');
cottages.register_roof( 'brown',
{"cottages_homedecor_shingles_wood.png","default_wood.png","default_wood.png","default_wood.png","default_wood.png","cottages_homedecor_shingles_wood.png"},
'homedecor:shingles_wood', 'default:dirt');
cottages.register_roof( 'slate',
{"cottages_slate.png","default_wood.png","cottages_slate.png","cottages_slate.png","default_wood.png","cottages_slate.png"},
'default:stone', nil);
---------------------------------------------------------------------------------------
-- slate roofs are sometimes on vertical fronts of houses
---------------------------------------------------------------------------------------
minetest.register_node("cottages:slate_vertical", {
description = S("Vertical Slate"),
tiles = {"cottages_slate.png","default_wood.png","cottages_slate.png","cottages_slate.png","default_wood.png","cottages_slate.png"},
paramtype2 = "facedir",
groups = {cracky=2, stone=1},
sounds = default.node_sound_stone_defaults(),
is_ground_content = false,
})
minetest.register_craft({
output = "cottages:slate_vertical",
recipe = { {'default:stone', 'default:wood', '' }
}
});
---------------------------------------------------------------------------------------
-- Reed might also be needed as a full block
---------------------------------------------------------------------------------------
minetest.register_node("cottages:reet", {
description = S("Reet for thatching"),
tiles = {"cottages_reet.png"},
groups = {snappy=3,choppy=3,oddly_breakable_by_hand=3,flammable=3},
sounds = default.node_sound_wood_defaults(),
is_ground_content = false,
})
minetest.register_craft({
output = "cottages:reet",
recipe = { {'default:papyrus','default:papyrus'},
{'default:papyrus','default:papyrus'},
},
})

461
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@ -0,0 +1,461 @@
---------------------------------------------------------------------------------------
-- straw - a very basic material
---------------------------------------------------------------------------------------
-- * straw mat - for animals and very poor NPC; also basis for other straw things
-- * straw bale - well, just a good source for building and decoration
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
end
-- an even simpler from of bed - usually for animals
-- it is a nodebox and not wallmounted because that makes it easier to replace beds with straw mats
minetest.register_node("cottages:straw_mat", {
description = S("layer of straw"),
drawtype = 'nodebox',
tiles = { 'cottages_darkage_straw.png' }, -- done by VanessaE
wield_image = 'cottages_darkage_straw.png',
inventory_image = 'cottages_darkage_straw.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
walkable = false,
groups = { snappy = 3 },
sounds = default.node_sound_leaves_defaults(),
node_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.45, 0.48},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.25, 0.48},
}
},
is_ground_content = false,
})
-- straw bales are a must for farming environments; if you for some reason do not have the darkage mod installed, this here gets you a straw bale
minetest.register_node("cottages:straw_bale", {
drawtype = "nodebox",
description = S("straw bale"),
tiles = {"cottages_darkage_straw_bale.png"},
paramtype = "light",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults(),
-- the bale is slightly smaller than a full node
node_box = {
type = "fixed",
fixed = {
{-0.45, -0.5,-0.45, 0.45, 0.45, 0.45},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.45, -0.5,-0.45, 0.45, 0.45, 0.45},
}
},
is_ground_content = false,
})
-- just straw
minetest.register_node("cottages:straw", {
drawtype = "normal",
description = S("straw"),
tiles = {"cottages_darkage_straw.png"},
groups = {snappy=3,choppy=3,oddly_breakable_by_hand=3,flammable=3},
sounds = default.node_sound_wood_defaults(),
-- the bale is slightly smaller than a full node
is_ground_content = false,
})
minetest.register_node("cottages:threshing_floor", {
drawtype = "nodebox",
description = S("threshing floor"),
-- TODO: stone also looks pretty well for this
tiles = {"default_junglewood.png^farming_wheat.png","default_junglewood.png","default_junglewood.png^default_stick.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky=2},
is_ground_content = false,
node_box = {
type = "fixed",
fixed = {
{-0.50, -0.5,-0.50, 0.50, -0.40, 0.50},
{-0.50, -0.4,-0.50,-0.45, -0.20, 0.50},
{ 0.45, -0.4,-0.50, 0.50, -0.20, 0.50},
{-0.45, -0.4,-0.50, 0.45, -0.20,-0.45},
{-0.45, -0.4, 0.45, 0.45, -0.20, 0.50},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.50, -0.5,-0.50, 0.50, -0.20, 0.50},
}
},
on_construct = function(pos)
local meta = minetest.get_meta(pos);
meta:set_string("infotext", S("Threshing floor"));
local inv = meta:get_inventory();
inv:set_size("harvest", 2);
inv:set_size("straw", 4);
inv:set_size("seeds", 4);
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos);
meta:set_string("owner", placer:get_player_name() or "");
meta:set_string("infotext", S("Threshing floor (owned by %s)"):format(meta:get_string("owner") or ""));
meta:set_string("formspec",
"size[8,8]"..
"image[1.5,0;1,1;default_stick.png]"..
"image[0,1;1,1;farming_wheat.png]"..
"list[current_name;harvest;1,1;2,1;]"..
"list[current_name;straw;5,0;2,2;]"..
"list[current_name;seeds;5,2;2,2;]"..
"label[1,0.5;"..S("Harvested wheat:").."]"..
"label[4,0.0;"..S("Straw:").."]"..
"label[4,2.0;"..S("Seeds:").."]"..
"label[0,-0.5;"..S("Threshing floor").."]"..
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string("owner") or "").."]"..
"label[0,2.5;"..S("Punch threshing floor with a stick").."]"..
"label[0,3.0;"..S("to get straw and seeds from wheat.").."]"..
"list[current_player;main;0,4;8,4;]");
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local owner = meta:get_string('owner');
if( not( inv:is_empty("harvest"))
or not( inv:is_empty("straw"))
or not( inv:is_empty("seeds"))
or not( player )
or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then
return false;
end
return true;
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' )) then
return 0
end
return count;
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
-- only accept input the threshing floor can use/process
if( listname=='straw'
or listname=='seeds'
or (listname=='harvest' and stack and stack:get_name() ~= 'farming:wheat' )) then
return 0;
end
if( player and player:get_player_name() ~= meta:get_string('owner' )) then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' )) then
return 0
end
return stack:get_count()
end,
on_punch = function(pos, node, puncher)
if( not( pos ) or not( node ) or not( puncher )) then
return;
end
-- only punching with a normal stick is supposed to work
local wielded = puncher:get_wielded_item();
if( not( wielded ) or not( wielded:get_name() ) or wielded:get_name() ~= 'default:stick') then
return;
end
local name = puncher:get_player_name();
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local input = inv:get_list('harvest');
-- we have two input slots
local stack1 = inv:get_stack( 'harvest', 1);
local stack2 = inv:get_stack( 'harvest', 2);
if( ( stack1:is_empty() and stack2:is_empty())
or( not( stack1:is_empty()) and stack1:get_name() ~= 'farming:wheat')
or( not( stack2:is_empty()) and stack2:get_name() ~= 'farming:wheat')) then
-- minetest.chat_send_player( name, 'One of the input slots contains something else than wheat, or there is no wheat at all.');
return;
end
-- on average, process 25 wheat at each punch (10..40 are possible)
local anz_wheat = 10 + math.random( 0, 30 );
-- we already made sure there is only wheat inside
local found_wheat = stack1:get_count() + stack2:get_count();
-- do not process more wheat than present in the input slots
if( found_wheat < anz_wheat ) then
anz_wheat = found_wheat;
end
-- this can be enlarged by a multiplicator if desired
local anz_straw = anz_wheat;
local anz_seeds = anz_wheat;
if( inv:room_for_item('straw','cottages:straw_mat '..tostring( anz_straw ))
and inv:room_for_item('seeds','farming:seed_wheat '..tostring( anz_seeds ))) then
-- the player gets two kind of output
inv:add_item("straw",'cottages:straw_mat '..tostring( anz_straw ));
inv:add_item("seeds",'farming:seed_wheat '..tostring( anz_seeds ));
-- consume the wheat
inv:remove_item("harvest", 'farming:wheat '..tostring( anz_wheat ));
local anz_left = found_wheat - anz_wheat;
if( anz_left > 0 ) then
minetest.chat_send_player( name, S('You have threshed %s wheat (%s are left).'):format(anz_wheat,anz_left));
else
minetest.chat_send_player( name, S('You have threshed the last %s wheat.'):format(anz_wheat));
end
end
end,
})
minetest.register_node("cottages:handmill", {
description = S("mill, powered by punching"),
drawtype = "mesh",
mesh = "cottages_handmill.obj",
tiles = {"default_stone.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky=2},
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {
{-0.50, -0.5,-0.50, 0.50, 0.25, 0.50},
}
},
collision_box = {
type = "fixed",
fixed = {
{-0.50, -0.5,-0.50, 0.50, 0.25, 0.50},
}
},
on_construct = function(pos)
local meta = minetest.get_meta(pos);
meta:set_string("infotext", S("Mill, powered by punching"));
local inv = meta:get_inventory();
inv:set_size("seeds", 1);
inv:set_size("flour", 4);
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos);
meta:set_string("owner", placer:get_player_name() or "");
meta:set_string("infotext", S("Mill, powered by punching (owned by %s)"):format(meta:get_string("owner") or ""));
meta:set_string("formspec",
"size[8,8]"..
"image[0,1;1,1;farming_wheat_seed.png]"..
"list[current_name;seeds;1,1;1,1;]"..
"list[current_name;flour;5,1;2,2;]"..
"label[0,0.5;"..S("Wheat seeds:").."]"..
"label[4,0.5;"..S("Flour:").."]"..
"label[0,-0.5;"..S("Mill").."]"..
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]"..
"label[0,2.5;"..S("Punch this hand-driven mill").."]"..
"label[0,3.0;"..S("to convert wheat seeds into flour.").."]"..
"list[current_player;main;0,4;8,4;]");
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local owner = meta:get_string('owner');
if( not( inv:is_empty("flour"))
or not( inv:is_empty("seeds"))
or not( player )
or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then
return false;
end
return true;
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' )) then
return 0
end
return count;
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
-- only accept input the threshing floor can use/process
if( listname=='flour'
or (listname=='seeds' and stack and stack:get_name() ~= 'farming:seed_wheat' )) then
return 0;
end
if( player and player:get_player_name() ~= meta:get_string('owner' )) then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' )) then
return 0
end
return stack:get_count()
end,
-- this code is very similar to the threshing floor; except that it has only one input- and output-slot
-- and does not require the usage of a stick
on_punch = function(pos, node, puncher)
if( not( pos ) or not( node ) or not( puncher )) then
return;
end
local name = puncher:get_player_name();
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local input = inv:get_list('seeds');
local stack1 = inv:get_stack( 'seeds', 1);
if( ( stack1:is_empty())
or( not( stack1:is_empty()) and stack1:get_name() ~= 'farming:seed_wheat')) then
return;
end
-- turning the mill is a slow process; 1-21 flour are generated per turn
local anz = 1 + math.random( 0, 20 );
-- we already made sure there is only wheat inside
local found = stack1:get_count();
-- do not process more wheat than present in the input slots
if( found < anz ) then
anz = found;
end
if( inv:room_for_item('flour','farming:flour '..tostring( anz ))) then
inv:add_item("flour",'farming:flour '..tostring( anz ));
inv:remove_item("seeds", 'farming:seed_wheat '..tostring( anz ));
local anz_left = found - anz;
if( anz_left > 0 ) then
minetest.chat_send_player( name, S('You have grinded %s wheat seeds (%s are left).'):format(anz,anz_left));
else
minetest.chat_send_player( name, S('You have grinded the last %s wheat seeds.'):format(anz));
end
-- if the version of MT is recent enough, rotate the mill a bit
if( minetest.swap_node ) then
node.param2 = node.param2 + 1;
if( node.param2 > 3 ) then
node.param2 = 0;
end
minetest.swap_node( pos, node );
end
end
end,
})
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
-- this returns corn as well
-- the replacements work only if the replaced slot gets empty...
minetest.register_craft({
output = "cottages:straw_mat 6",
recipe = {
{'default:cobble','',''},
{"farming:wheat_harvested", "farming:wheat_harvested", "farming:wheat_harvested", },
},
replacements = {{ 'default:cobble', "farming:seed_wheat 3" }},
})
-- this is a better way to get straw mats
minetest.register_craft({
output = "cottages:threshing_floor",
recipe = {
{"default:junglewood", "default:chest_locked", "default:junglewood", },
{"default:junglewood", "default:stone", "default:junglewood", },
},
})
-- and a way to turn wheat seeds into flour
minetest.register_craft({
output = "cottages:handmill",
recipe = {
{"default:stick", "default:stone", "", },
{"", "default:steel_ingot", "", },
{"", "default:stone", "", },
},
})
minetest.register_craft({
output = "cottages:straw_bale",
recipe = {
{"cottages:straw_mat"},
{"cottages:straw_mat"},
{"cottages:straw_mat"},
},
})
minetest.register_craft({
output = "cottages:straw",
recipe = {
{"cottages:straw_bale"},
},
})
minetest.register_craft({
output = "cottages:straw_bale",
recipe = {
{"cottages:straw"},
},
})
minetest.register_craft({
output = "cottages:straw_mat 3",
recipe = {
{"cottages:straw_bale"},
},
})

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