-- -- Register lib_material nodes -- -- -- -- Define constants that can be used in csv local S = lib_materials.intllib local function read_node_str(node_str) if #node_str > 0 then local node, count = node_str:match("([^%s]+)%s*(%d*)") return node, tonumber(count) or 1 end end --game.library.csv.read --lib_materials.read_csv --for i, stone in ipairs(game.lib.csv.read("|", lib_materials.path .. "/nodes.csv")) do for i, stone in ipairs(lib_materials.read_csv("|", lib_materials.path .. "/nodes.csv")) do --Node_Name|Description|Alias_Mod|Alias_Node|Tile_String|Draw_Type|Param_Type|ParamType2|LightSource|Walkable|Pointable|Climbable|Diggable|Buildable|Use_Alpha|Alpha|Sun_Prop|Damage_Per_Second|Grnd_Cnt|Legacy|Groups|Groups2|Max_Drops|Drops|Sounds|Group_Cracky|Group_Crumbly|Group_Choppy|Group_Snappy|Group_Bendy|Group_Oddly_Breakable_by_Hand|Group_Level|Group_Stone|Group_Sand|Group_Glass|Group_Ore|Group_Metal|Group_Mineral|Group_Ice|Group_Snowy|Group_Dirt|Group_Grass|Group_Soil|Group_BakedClay|Group_Liquid|Group_Lava|Group_Igniter|Group_Mud|Group_Oil|Group_Flammable|Group_Quicksand|Group_Water|Group_Puts_Out_FIre|Group_Cools_Lava|Group_Falling_Node|Group_Not_In_Creative_Inventory|Group_Drown|Group_Disable_Jump|Group_Mohs|Group_RockType|Grp_MatType|LiquidType|LiquidViscosity|LiquidRange|LiquidRenew|LiquidAltSource|LiquidAltFlow|PostEffectColor local node_name, descript, alias_mod, alias_node, tile_string, particle_img, draw_type, param_type, param2, light, walk, point, climb, dig, build, use_alpha, alpha, sun_prop, damage, grnd_cont, leg_min, groups, groups2, max_drop, drops, sounds, grp_crack,grp_crumb,grp_chop,grp_snap,grp_bend,grp_obh,grp_lvl,grp_stone,grp_sand,grp_glass,grp_ore,grp_metal,grp_mineral,grp_ice,grp_snow,grp_dirt,grp_grass,grp_soil,grp_bclay,grp_liquid,grp_lava,grp_ignite,grp_mud,grp_oil,grp_flam,grp_quick,grp_water,grp_pof,grp_cool_lava,grp_fall_node,grp_nici,drown,grp_nojump,grp_mohs,grp_rocktype,grp_mattype, liq_type, liq_visc, liq_range, liq_renew, liq_altsrc, liq_altflow, liq_pec, vframe_w, vframe_h, vframe_l = unpack(stone) -- Parse node names: transform empty strings into nil and separate node and count node_name = read_node_str(node_name) --descript = read_node_str(descript) alias_mod = read_node_str(alias_mod) alias_node = read_node_str(alias_node) local new_node_def = {} local new_node_type = 1 new_node_def.tiles = {} new_node_def.groups = {} new_node_def.sounds = {} if grp_dirt ~= "" and grp_grass == "" then if tonumber(grp_dirt) > 0 then new_node_type = 2 end end if string.find(draw_type, "liquid") then new_node_type = 3 end if descript ~= "" then new_node_def.description = S(""..descript.."") end if draw_type ~= "" then new_node_def.drawtype = draw_type end if param_type ~= "" then new_node_def.paramtype = param_type end if param2 ~= "" then new_node_def.paramtype2 = param2 end if light ~= "" then new_node_def.light_source = tonumber(light) end if walk ~= "" then if string.lower(walk) == "true" then new_node_def.walkable = true else new_node_def.walkable = false end end if point ~= "" then if string.lower(point) == "true" then new_node_def.pointable = true else new_node_def.pointable = false end end if climb ~= "" then if string.lower(climb) == "true" then new_node_def.climbable = true else new_node_def.climbable = false end end if dig ~= "" then if string.lower(dig) == "true" then new_node_def.diggable = true else new_node_def.diggable = false end end if build ~= "" then if string.lower(build) == "true" then new_node_def.buildable_to = true else new_node_def.buildable_to = false end end if use_alpha ~= "" then new_node_def.use_texture_alpha = string.lower(use_alpha) end if alpha ~= "" then if string.lower(alpha) == "true" then new_node_def.alpha = true else new_node_def.alpha = false end end if alpha ~= "" then new_node_def.alpha = tonumber(alpha) end if sun_prop ~= "" then if string.lower(sun_prop) == "true" then new_node_def.sunlight_propagates = true else new_node_def.sunlight_propagates = false end end if damage ~= "" then if tonumber(damage) > 0 then new_node_def.damage_per_second = tonumber(damage) end end if grnd_cont ~= "" then if string.lower(grnd_cont) == "true" then new_node_def.is_ground_content = true else new_node_def.is_ground_content = false end end if leg_min ~= "" then if string.lower(leg_min) == "true" then new_node_def.legacy_mineral = true else new_node_def.legacy_mineral = false end end if drown ~= "" then new_node_def.drowning = tonumber(drown) end if liq_type ~= "" then new_node_def.liquidtype = liq_type end if liq_altflow ~= "" then new_node_def.liquid_alternative_flowing = "lib_materials:" .. liq_altflow end if liq_altsrc ~= "" then new_node_def.liquid_alternative_source = "lib_materials:" .. liq_altsrc end if liq_renew ~= "" then if string.lower(liq_renew) == "true" then new_node_def.liquid_renewable = true else new_node_def.liquid_renewable = false end end if liq_renew ~= "" then new_node_def.liquid_renewable = string.lower(liq_renew) end if liq_visc ~= "" then new_node_def.liquid_viscosity = tonumber(liq_visc) end if liq_range ~= "" then new_node_def.liquid_range = tonumber(liq_range) end if liq_pec ~= "" then --new_node_def.post_effect_color = liq_pec end if drops == "" then drops = nil end if drops then if drops:find("[^%,% ]") then local new_drop1, new_drop2, new_drop3, new_drop4, new_drop5, new_drop6 new_node_def.drop = {} if max_drop then new_node_def.drop.max_items = max_drop end new_node_def.drop.items = {} new_drop1, new_drop2, new_drop3, new_drop4, new_drop5, new_drop6 = unpack(drops:split(",", true)) local new_drop_name, new_drop_rarity if new_drop1 then new_drop_name, new_drop_rarity = unpack(new_drop1:split(" ", true)) if new_drop_name then if new_drop_rarity then new_node_def.drop.items[1] = {items = {new_drop_name}, rarity = tonumber(new_drop_rarity)} else new_node_def.drop.items[1] = {items = {new_drop_name}} end else new_node_def.drop.items[1] = {items = {new_drop1}} end else new_node_def.drop.items[1] = {items = {drops}} end if new_drop2 then new_drop_name, new_drop_rarity = unpack(new_drop2:split(" ", true)) if new_drop_name then if new_drop_rarity then new_node_def.drop.items[2] = {items = {new_drop_name}, rarity = tonumber(new_drop_rarity)} else new_node_def.drop.items[2] = {items = {new_drop_name}} end else new_node_def.drop.items[2] = {items = {new_drop2}} end else new_node_def.drop.items[2] = {items = {drops}} end if new_drop3 then new_drop_name, new_drop_rarity = unpack(new_drop3:split(" ", true)) if new_drop_name then if new_drop_rarity then new_node_def.drop.items[3] = {items = {new_drop_name}, rarity = tonumber(new_drop_rarity)} else new_node_def.drop.items[3] = {items = {new_drop_name}} end else new_node_def.drop.items[3] = {items = {new_drop3}} end else new_node_def.drop.items[3] = {items = {drops}} end if new_drop4 then new_drop_name, new_drop_rarity = unpack(new_drop4:split(" ", true)) if new_drop_name then if new_drop_rarity then new_node_def.drop.items[4] = {items = {new_drop_name}, rarity = tonumber(new_drop_rarity)} else new_node_def.drop.items[4] = {items = {new_drop_name}} end else new_node_def.drop.items[4] = {items = {new_drop4}} end else new_node_def.drop.items[4] = {items = {drops}} end if new_drop5 then new_drop_name, new_drop_rarity = unpack(new_drop5:split(" ", true)) if new_drop_name then if new_drop_rarity then new_node_def.drop.items[5] = {items = {new_drop_name}, rarity = tonumber(new_drop_rarity)} else new_node_def.drop.items[5] = {items = {new_drop_name}} end else new_node_def.drop.items[5] = {items = {new_drop5}} end else new_node_def.drop.items[5] = {items = {drops}} end if new_drop6 then new_drop_name, new_drop_rarity = unpack(new_drop6:split(" ", true)) if new_drop_name then if new_drop_rarity then new_node_def.drop.items[6] = {items = {new_drop_name}, rarity = tonumber(new_drop_rarity)} else new_node_def.drop.items[6] = {items = {new_drop_name}} end else new_node_def.drop.items[6] = {items = {new_drop6}} end else new_node_def.drop.items[6] = {items = {drops}} end else new_node_def.drop = drops end end local new_tile1, new_tile2, new_tile3, new_tile4, new_tile5, new_tile6 if tile_string then if tile_string:find("[^%,% ]") then new_tile1, new_tile2, new_tile3, new_tile4, new_tile5, new_tile6 = unpack(tile_string:split(",", true)) else new_tile1 = tile_string end end if particle_img then if particle_img ~= "" then new_node_def.particle_image = particle_img --else --new_node_def.particle_image = new_tile1 end end if new_node_type == 3 then --Fluids if draw_type == "flowingliquid" then new_node_def.tiles[1] = new_tile1 new_node_def.special_tiles = { { name = new_tile2, backface_culling = false, animation = { type = "vertical_frames", aspect_w = tonumber(vframe_w), aspect_h = tonumber(vframe_h), length = tonumber(vframe_l), }, }, { name = new_tile2, backface_culling = true, animation = { type = "vertical_frames", aspect_w = tonumber(vframe_w), aspect_h = tonumber(vframe_h), length = tonumber(vframe_l), }, }, } else new_node_def.tiles = { { name = new_tile1, backface_culling = false, animation = { type = "vertical_frames", aspect_w = tonumber(vframe_w), aspect_h = tonumber(vframe_h), length = tonumber(vframe_l), }, }, { name = new_tile1, backface_culling = true, animation = { type = "vertical_frames", aspect_w = tonumber(vframe_w), aspect_h = tonumber(vframe_h), length = tonumber(vframe_l), }, }, } end else if new_tile1 then new_node_def.tiles[1] = new_tile1 end if new_tile2 and new_tile2 ~= "" then new_node_def.tiles[2] = new_tile2 else new_node_def.tiles[2] = new_tile1 end if new_tile3 and new_tile3 ~= "" then new_node_def.tiles[3] = new_tile3 else new_node_def.tiles[3] = new_tile2 end if new_tile4 and new_tile4 ~= "" then new_node_def.tiles[4] = new_tile4 else new_node_def.tiles[4] = new_tile3 end if new_tile5 and new_tile5 ~= "" then new_node_def.tiles[5] = new_tile5 else new_node_def.tiles[5] = new_tile3 end if new_tile6 and new_tile6 ~= "" then new_node_def.tiles[6] = new_tile6 else new_node_def.tiles[6] = new_tile3 end end if sounds and sounds ~= "" then --sounds = assert(loadstring(sounds))() or lib_materials.node_sound_stone_defaults(), --new_node_def.sounds = assert(loadstring(sounds))() or lib_materials.node_sound_stone_defaults() if sounds == "dirt" then new_node_def.sounds = lib_materials.node_sound_dirt_defaults() elseif sounds == "stone" then new_node_def.sounds = lib_materials.node_sound_stone_defaults() elseif sounds == "sand" then new_node_def.sounds = lib_materials.node_sound_sand_defaults() elseif sounds == "gravel" then new_node_def.sounds = lib_materials.node_sound_gravel_defaults() elseif sounds == "glass" then new_node_def.sounds = lib_materials.node_sound_glass_defaults() elseif sounds == "grass" then new_node_def.sounds = lib_materials.node_sound_leaves_defaults() elseif sounds == "metal" then new_node_def.sounds = lib_materials.node_sound_metal_defaults() elseif sounds == "water" then new_node_def.sounds = lib_materials.node_sound_water_defaults() elseif sounds == "snow" then new_node_def.sounds = lib_materials.node_sound_snow_defaults() else end end if groups2 then local new_node_groups = groups2:split(",", true) for _, nng in pairs(new_node_groups) do local g_name, g_val = unpack(nng:split(" ", true)) new_node_def.groups[g_name] = tonumber(g_val) end end --## register dirt nodes for with grass, with litter, and with ground cover and for biome specific ground cover. --## Dirts: --## Dirt,Black Dirt,Brown Dirt,Clayey Dirt,Red Clay,White Clay,Coarse Dirt,Dark Dirt, --## Dried Dirt,Dry Dirt,Mud,Dried Mud,Permafrost,Sandy Dirt,Silt 01,Silt 02,Silty Dirt,Sod --## Dirts are registered as standalone nodes, as well as, with each of several grass or other ground cover types, listed below. --## Grass(es)(Bamboo,Brown,Cold,Crystal,Dry,Fiery,Gray,Green,Grove,Jungle 01,Mushroom,Prairie), --## Coniferous Litter,Fungal Litter,Leaf Litter 01,Leaf Litter 02,Rainforest Litter,Stones,Vines,Snow,Soil,Wet Soil,Stone,Cobblestone,Desert Cobblestone --## Dirts are also registered for each biome ground cover, according to temperature, humidity and altitude. Example: 'dirt_with_grass_warm_humid_lowland'. local temperatures = {"hot", "warm", "temperate", "cool"} local humidities = {"humid", "semihumid", "temperate", "semiarid"} local elevations = {"coastal", "lowland", "shelf", "highland"} local palettes1 = { hot_humid = "#93fc54:80", hot_semihumid = "#fcd953:80", hot_temperate = "#fc9754:80", hot_semiarid = "#fc5458:80", warm_humid = "#81da62:72", warm_semihumid = "#dacf61:72", warm_temperate = "#daa062:72", warm_semiarid = "#da6e62:72", temperate_humid = "#36e44b:64", temperate_semihumid = "#b1e436:64", temperate_temperate = "#e4d136:64", temperate_semiarid = "#e48836:64", cool_humid = "#43e9a5:48", cool_semihumid = "#69e942:48", cool_temperate = "#ace943:48", cool_semiarid = "#e9df43:48", } local textures = {} if lib_materials.color_grass_use then textures = { coastal = { "lib_materials_grass_jungle_01_top.png", "lib_materials_grass_jungle_01_side.png" }, lowland = { "lib_materials_grass_default_top.png", "lib_materials_grass_default_side.png" }, shelf = { "lib_materials_grass_dry_default_top.png", "lib_materials_grass_dry_default_side.png" }, highland = { "lib_materials_grass_brown_top.png", "lib_materials_grass_brown_side.png" } } else textures = { coastal = { "lib_materials_grass_coastal_top.png", "lib_materials_grass_coastal_side.png" }, lowland = { "lib_materials_grass_lowland_top.png", "lib_materials_grass_lowland_side.png" }, shelf = { "lib_materials_grass_shelf_top.png", "lib_materials_grass_shelf_side.png" }, highland = { "lib_materials_grass_highland_top.png", "lib_materials_grass_highland_side.png" } } end local palettes2 = { { "#43e9a5:80", "#36e44b:80", "#81da62:80", "#93fc54:80" }, { "#69e942:80", "#b1e436:80", "#dacf61:80", "#fcd953:80" }, { "#ace943:80", "#e4d136:80", "#daa062:80", "#fc9754:80" }, { "#e9df43:80", "#e48836:80", "#da6e62:80", "#fc5458:80" } } local grasses = { {"Wet", "lib_materials_grass_jungle_01_top.png", "lib_materials_grass_jungle_01_side.png"}, {"Lush", "lib_materials_grass_default_top.png", "lib_materials_grass_default_side.png"}, {"Dry", "lib_materials_grass_dry_default_top.png", "lib_materials_grass_dry_default_side.png"}, {"Brown", "lib_materials_grass_brown_top.png", "lib_materials_grass_brown_side.png"} } --Grass Top with Grass Sides over Dirt local covers = { {"grass", "Grass", "lib_materials_grass_default_top.png", "lib_materials_grass_default_side.png"}, {"grass_bamboo", "Bamboo Grass", "lib_materials_grass_bamboo_top.png", "lib_materials_grass_bamboo_side.png"}, {"grass_brown", "Brown Grass", "lib_materials_grass_brown_top.png", "lib_materials_grass_brown_side.png"}, {"grass_cold", "Cold Grass", "lib_materials_grass_cold_top.png", "lib_materials_grass_cold_side.png"}, {"grass_crystal", "Crystal Grass", "lib_materials_grass_crystal_top.png", "lib_materials_grass_crystal_side.png"}, {"grass_dry", "Dry Grass", "lib_materials_grass_dry_default_top.png", "lib_materials_grass_dry_default_side.png"}, {"grass_fiery", "Fiery Grass", "lib_materials_grass_fiery_top.png", "lib_materials_grass_fiery_side.png"}, {"grass_gray", "Gray Grass", "lib_materials_grass_gray_top.png", "lib_materials_grass_gray_side.png"}, {"grass_green", "Green Grass", "lib_materials_grass_green_top.png", "lib_materials_grass_green_side.png"}, {"grass_grove", "Grove Grass", "lib_materials_grass_grove_top.png", "lib_materials_grass_grove_side.png"}, {"grass_jungle_01", "Jungle Grass 01", "lib_materials_grass_jungle_01_top.png", "lib_materials_grass_jungle_01_side.png"}, {"grass_mushroom", "Mushroom Grass", "lib_materials_grass_mushroom_top.png", "lib_materials_grass_mushroom_side.png"}, {"grass_prairie", "Prairie Grass", "lib_materials_grass_prairie_top.png", "lib_materials_grass_prairie_side.png"}, {"litter_coniferous", "Coniferous Litter", "lib_materials_litter_coniferous.png", "lib_materials_litter_coniferous_side.png"}, {"litter_rainforest", "Rainforest Litter", "lib_materials_litter_rainforest.png", "lib_materials_litter_rainforest_side.png"}, {"snow", "Snow", "lib_materials_snow.png", "lib_materials_snow_side.png"}, } --Soil Top with Soil Sides masked over Dirt --lib_materials_ground_soil_wet.png lib_materials_ground_soil_wet_side.png local soils = { {"soil", "Soil", "lib_materials_dirt_soil_mask.png"}, {"soil_wet", "Wet Soil", "lib_materials_dirt_soil_wet_mask.png", "lib_materials_dirt_with_soil_wet_side.png"}, } --Dirt with Stone nodes. Uses mask over dirt. local stone_dirts = { {"stone", "Stone", "lib_materials_stone_default.png^(", "^[mask:lib_materials_mask_stone.png)"}, {"stone_cobble", "Cobblestone", "lib_materials_stone_cobble_default.png^(", "^[mask:lib_materials_mask_cobble.png)"}, {"stone_desert_cobble", "Desert Cobblestone", "lib_materials_stone_desert_cobble.png^(", "^[mask:lib_materials_mask_cobble.png)"}, } --Dirt with Litter nodes that use alpha texture over dirt. local alpha_litter_dirts = { {"litter_fungi", "Fungal Litter", "lib_materials_litter_vine.png", "lib_materials_grass_fungi_side.png"}, {"litter_leaf_01", "Leaf Litter 01", "lib_materials_litter_leaf_01.png", "lib_materials_litter_coniferous_side.png"}, {"litter_leaf_02", "Leaf Litter 02", "lib_materials_litter_leaf_02.png", "lib_materials_litter_coniferous_side.png"}, {"litter_stones", "Stones", "lib_materials_litter_stones.png", "lib_materials_litter_stones_side.png"}, {"litter_vine", "Vines", "lib_materials_litter_vine.png", "lib_materials_litter_coniferous_side.png"}, } if new_node_type == 2 then new_node_def.soil = { base = node_name, dry = "lib_materials:"..node_name.."_with_soil", wet = "lib_materials:"..node_name.."_with_soil_wet" } minetest.register_node("lib_materials:"..node_name.."", new_node_def) minetest.register_alias(""..node_name.."", "lib_materials:"..node_name.."") --game.lib.node.register("lib_materials:"..node_name.."", new_node_def) --game.lib.node.register_alias("lib_materials", node_name, alias_mod, alias_node) for _, sl in pairs(soils) do local id = string.lower(sl[1]) local full = node_name .. "_with_" .. id local new_cloned_node = table.copy(minetest.registered_nodes["lib_materials:"..node_name..""]) new_cloned_node.description = descript .. " with " .. sl[2] if sl[4] then new_cloned_node.tiles = { new_tile1 .. "^" .. sl[3], new_tile1 .. "^" .. sl[4], } else new_cloned_node.tiles = { new_tile1 .. "^" .. sl[3], new_tile1, } end new_cloned_node.soil = { base = full, dry = "lib_materials:"..node_name.."_with_soil", wet = "lib_materials:"..node_name.."_with_soil_wet" } minetest.register_node("lib_materials:" .. full .. "", new_cloned_node) end for _, cv in pairs(covers) do local id = string.lower(cv[1]) local full = node_name .. "_with_" .. id local new_cloned_node = table.copy(minetest.registered_nodes["lib_materials:"..node_name..""]) new_cloned_node.description = descript .. " with " .. cv[2] if cv[4] then new_cloned_node.tiles = { cv[3], new_tile1, new_tile1 .. "^" .. cv[4] } else new_cloned_node.tiles = { cv[3], new_tile1, } end new_cloned_node.soil = { base = full, dry = "lib_materials:"..node_name.."_with_soil", wet = "lib_materials:"..node_name.."_with_soil_wet" } minetest.register_node("lib_materials:" .. full .. "", new_cloned_node) if full == "dirt_with_grass" then minetest.register_alias("default:dirt_with_grass", "lib_materials:"..full.."") end if full == "dirt_with_grass_dry" then minetest.register_alias("default:dirt_with_dry_grass", "lib_materials:"..full.."") end end for _, sd in pairs(stone_dirts) do local id = string.lower(sd[1]) local full = node_name .. "_with_" .. id local new_cloned_node = table.copy(minetest.registered_nodes["lib_materials:"..node_name..""]) new_cloned_node.description = descript .. " with " .. sd[1] new_cloned_node.tiles = {sd[3] .. new_tile1 .. sd[4]} new_cloned_node.soil = { base = full, dry = "lib_materials:"..node_name.."_with_soil", wet = "lib_materials:"..node_name.."_with_soil_wet" } minetest.register_node("lib_materials:" .. full .. "", new_cloned_node) end for _, alph in pairs(alpha_litter_dirts) do local id = string.lower(alph[1]) local full = node_name .. "_with_" .. id local new_cloned_node = table.copy(minetest.registered_nodes["lib_materials:"..node_name..""]) new_cloned_node.description = descript .. " with " .. alph[1] new_cloned_node.tiles = { new_tile1 .. "^" .. alph[3], new_tile1, new_tile1 .. "^" .. alph[4] } new_cloned_node.soil = { base = full, dry = "lib_materials:"..node_name.."_with_soil", wet = "lib_materials:"..node_name.."_with_soil_wet" } minetest.register_node("lib_materials:" .. full .. "", new_cloned_node) end for _, t in pairs(temperatures) do for _, h in pairs(humidities) do for _, e in pairs(elevations) do local id = node_name .. "_with_grass_" .. t .. "_" .. h .. "_" .. e local new_cloned_node = table.copy(minetest.registered_nodes["lib_materials:"..node_name..""]) new_cloned_node.description = descript .. " with Grass (" .. t .. "_" .. h .. "_" .. e .. ")" new_cloned_node.tiles = { textures[e][1] .. "^[colorize:" .. palettes1[t .. "_" .. h], new_tile1, new_tile1 .. "^(" .. textures[e][2] .. "^[colorize:" .. palettes1[t .. "_" .. h] .. ")" } new_cloned_node.soil = { base = id, dry = "lib_materials:"..node_name.."_with_soil", wet = "lib_materials:"..node_name.."_with_soil_wet" } minetest.register_node("lib_materials:" .. id .. "", new_cloned_node) end end end if lib_materials.color_grass_reg then for _, g in pairs(grasses) do local count = 1 for _, ps in pairs(palettes2) do local id = string.lower(g[1]) for _, p in pairs(ps) do local num = string.format("%02d", count) local full = node_name .. "_with_grass_" .. id .. "_" .. num local new_cloned_node = table.copy(minetest.registered_nodes["lib_materials:"..node_name..""]) new_cloned_node.description = descript .. " with Grass " .. g[1] .. " (" .. num .. ")" new_cloned_node.tiles = { g[2] .. "^[colorize:" .. p, new_tile1, new_tile1 .. "^(" .. g[3] .. "^[colorize:" .. p .. ")" } new_cloned_node.soil = { base = full, dry = "lib_materials:"..node_name.."_with_soil", wet = "lib_materials:"..node_name.."_with_soil_wet" } minetest.register_node("lib_materials:" .. full .. "", new_cloned_node) count = count + 1 end end end end else minetest.register_node("lib_materials:"..node_name.."", new_node_def) minetest.register_alias(""..node_name.."", "lib_materials:"..node_name.."") --game.lib.node.register("lib_materials:"..node_name.."", new_node_def) --game.lib.node.register_alias("lib_materials", node_name, alias_mod, alias_node) end if minetest.global_exists("lib_shapes") then if string.find(node_name, "stone") then if (string.find(node_name, "block") or string.find(node_name, "brick") or string.find(node_name, "cobble")) then --lib_shapes.register_node("lib_materials:"..node_name.."", "stairs") --lib_shapes.register_node("lib_materials:"..node_name.."", "slab") --lib_shapes.register_node("lib_materials:"..node_name.."", "pillar_with_wall") --lib_shapes.register_node("lib_materials:"..node_name.."", "pillar_with_wall_thick") --lib_shapes.register_node("lib_materials:"..node_name.."", "wall") --lib_shapes.register_node("lib_materials:"..node_name.."", "wall_thick") lib_shapes.register_basic_set("lib_materials:"..node_name.."") --lib_shapes.register_fancy_set("lib_materials:"..node_name.."") --lib_shapes.register_doors_set("lib_materials:"..node_name.."") --lib_shapes.register_furniture_set("lib_materials:"..node_name.."") end end if node_name == "lib_materials:stone" then lib_shapes.register_node("lib_materials:"..node_name.."", "stairs") lib_shapes.register_node("lib_materials:"..node_name.."", "stairs_inner") lib_shapes.register_node("lib_materials:"..node_name.."", "stairs_outer") lib_shapes.register_node("lib_materials:"..node_name.."", "slab") end if string.find(node_name, "roof") then lib_shapes.register_node("lib_materials:"..node_name.."", "stairs") lib_shapes.register_node("lib_materials:"..node_name.."", "stairs_inner") lib_shapes.register_node("lib_materials:"..node_name.."", "stairs_outer") lib_shapes.register_node("lib_materials:"..node_name.."", "slab") end if string.find(node_name, "glass") then lib_shapes.register_node("lib_materials:"..node_name.."", "pane") lib_shapes.register_node("lib_materials:"..node_name.."", "pane_centered") lib_shapes.register_door_node("lib_materials:"..node_name.."", "door_centered") lib_shapes.register_door_node("lib_materials:"..node_name.."", "door_centered_right") lib_shapes.register_door_node("lib_materials:"..node_name.."", "door_centered_with_window") lib_shapes.register_door_node("lib_materials:"..node_name.."", "door_centered_with_window_right") lib_shapes.register_door_node("lib_materials:"..node_name.."", "door_centered_sliding") lib_shapes.register_door_node("lib_materials:"..node_name.."", "door_centered_sliding_right") lib_shapes.register_door_node("lib_materials:"..node_name.."", "trapdoor_solid") end end if alias_mod and alias_node then minetest.register_alias(""..alias_mod..":"..alias_node.."", "lib_materials:"..node_name.."") --minetest.register_alias(""..alias_node.."", "lib_materials:"..node_name.."") end end