bugfix (1.0.2)

deleted dofile from init.lua
This commit is contained in:
adrido 2013-05-11 05:41:07 +02:00
parent 1e1ae634f9
commit 0b908c3d67
5 changed files with 505 additions and 321 deletions

22
.gitattributes vendored Normal file
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@ -0,0 +1,22 @@
# Auto detect text files and perform LF normalization
* text=auto
# Custom for Visual Studio
*.cs diff=csharp
*.sln merge=union
*.csproj merge=union
*.vbproj merge=union
*.fsproj merge=union
*.dbproj merge=union
# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain

163
.gitignore vendored Normal file
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@ -0,0 +1,163 @@
#################
## Eclipse
#################
*.pydevproject
.project
.metadata
bin/
tmp/
*.tmp
*.bak
*.swp
*~.nib
local.properties
.classpath
.settings/
.loadpath
# External tool builders
.externalToolBuilders/
# Locally stored "Eclipse launch configurations"
*.launch
# CDT-specific
.cproject
# PDT-specific
.buildpath
#################
## Visual Studio
#################
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
# User-specific files
*.suo
*.user
*.sln.docstates
# Build results
[Dd]ebug/
[Rr]elease/
*_i.c
*_p.c
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.vspscc
.builds
*.dotCover
## TODO: If you have NuGet Package Restore enabled, uncomment this
#packages/
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
# Visual Studio profiler
*.psess
*.vsp
# ReSharper is a .NET coding add-in
_ReSharper*
# Installshield output folder
[Ee]xpress
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish
# Others
[Bb]in
[Oo]bj
sql
TestResults
*.Cache
ClientBin
stylecop.*
~$*
*.dbmdl
Generated_Code #added for RIA/Silverlight projects
# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
############
## Windows
############
# Windows image file caches
Thumbs.db
# Folder config file
Desktop.ini
#############
## Python
#############
*.py[co]
# Packages
*.egg
*.egg-info
dist
build
eggs
parts
bin
var
sdist
develop-eggs
.installed.cfg
# Installer logs
pip-log.txt
# Unit test / coverage reports
.coverage
.tox
#Translations
*.mo
#Mr Developer
.mr.developer.cfg
# Mac crap
.DS_Store

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@ -3,7 +3,6 @@ print (" ---- Dark Age is Loading! ---- ")
dofile(minetest.get_modpath("darkage").."/mapgen.lua")
dofile(minetest.get_modpath("darkage").."/building.lua")
dofile(minetest.get_modpath("darkage").."/furniture.lua")
dofile(minetest.get_modpath("darkage").."/compatibility.lua")
--dofile(minetest.get_modpath("darkage").."/stairs.lua")
dofile(minetest.get_modpath("darkage").."/stairsplus.lua")
----------

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@ -1,255 +1,255 @@
--Makes a stratus of rocks
--name of the rock to generate
--wherein kind of node to replace, for example default:stone
--minp, maxp the corners of the map to be generated
--seed random seed
--stratus_chance inverse probability in a given radius 1:2, 1:3 etc
--radius horizontal radius of the stratus
--radius_y vertical radius of the stratus
--deep how deep can be from the ground
local function generate_stratus(name, wherein, ceilin, ceil, minp, maxp, seed, stratus_chance, radius, radius_y, deep, height_min, height_max)
if maxp.y < height_min or minp.y > height_max then
return
end
-- it will be only generate a stratus for every 100 m of area
local stratus_per_volume=1
local area=45
local y_min = math.max(minp.y, height_min)
local y_max = math.min(maxp.y, height_max)
local volume = ((maxp.x-minp.x+1)/area)*((y_max-y_min+1)/area)*((maxp.z-minp.z+1)/area)
local pr = PseudoRandom(seed)
local blocks = math.floor(stratus_per_volume*volume)
print(" <<"..dump(name)..">>");
if blocks == 0 then
blocks = 1
end
print(" blocks: "..dump(blocks).." in vol: "..dump(volume).." ("..dump(maxp.x-minp.x+1)..","..dump(y_max-y_min+1)..","..dump(maxp.z-minp.z+1)..")")
for i=1,blocks do
local x = pr:next(1,stratus_chance)
if x == 1 then
-- TODO deep
local y0=y_max-radius_y+1
if y0 < y_min then
y0=y_min
else
y0=pr:next(y_min, y0)
end
local x0 = maxp.x-radius+1
if x0 < minp.x then
x0 = minp.x
else
x0 = pr:next(minp.x, x0)
end
local z0 = maxp.z-radius+1
if z0 < minp.z then
x0 = minp.z
else
z0 = pr:next(minp.z, z0)
end
local p0 = {x=x0, y=y0, z=z0}
local n = minetest.env:get_node(p0).name
local i = 0
--print(" upper node "..n)
x = 0
for k, v in ipairs(ceilin) do
if n == v then
x = 1
break
end
end
if x == 1 then
-- search for the node to replace
--print(" Searching nodes to replace from "..dump(y0-1).." to "..dump(y_min))
for y1=y0-1,y_min,-1 do
p0.y=y1
n = minetest.env:get_node(p0).name
x = 0
for k, v in ipairs(wherein) do
if n == v then
x = 1
break
end
end
if x == 1 then
y0=y1-deep
if y0 < y_min then
y0 = y_min
end
break
end
end
local rx=pr:next(radius/2,radius)+1
local rz=pr:next(radius/2,radius)+1
local ry=pr:next(radius_y/2,radius_y)+1
--print(" area of generation ("..dump(rx)..","..dump(rz)..","..dump(ry)..")")
for x1=0,rx do
rz = rz + 3 - pr:next(1,6)
if rz < 1 then
rz = 1
end
for z1=pr:next(1,3),rz do
local ry0=ry+ pr:next(1,3)
for y1=pr:next(1,3),ry0 do
local x2 = x0+x1
local y2 = y0+y1
local z2 = z0+z1
local p2 = {x=x2, y=y2, z=z2}
n = minetest.env:get_node(p2).name
x = 0
for k, v in ipairs(wherein) do
if n == v then
x = 1
break
end
end
if x == 1 then
if ceil == nil then
minetest.env:set_node(p2, {name=name})
i = i +1
else
local p3 = {p2.x,p2.y+1,p2}
if minetest.env:get_node(p3).name == ceil then
minetest.env:set_node(p2, {name=name})
i = i +1
end
end
end
end
end
end
print(" generated "..dump(i).." blocks in ("..dump(x0)..","..dump(y0)..","..dump(z0)..")")
end
end
end
--print("generate_ore done")
end
local function generate_claylike(name, minp, maxp, seed, chance, minh, maxh, dirt)
if maxp.y >= maxh+1 and minp.y <= minh-1 then
local pr = PseudoRandom(seed)
local divlen = 4
local divs = (maxp.x-minp.x)/divlen+1;
for yy=minh,maxh do
local x = pr:next(1,chance)
if x == 1 then
for divx=0+1,divs-1-1 do
for divz=0+1,divs-1-1 do
local cx = minp.x + math.floor((divx+0.5)*divlen)
local cz = minp.z + math.floor((divz+0.5)*divlen)
local up = minetest.env:get_node({x=cx,y=yy,z=cz}).name
local down = minetest.env:get_node({x=cx,y=yy-1,z=cz}).name
if ( up == "default:water_source" or up == "air" ) and
( down == "default:sand" or (dirt == 1 and (down == "default:dirt" or down == "default:dirt_with_grass" ))) then
local is_shallow = true
local num_water_around = 0
if minetest.env:get_node({x=cx-divlen*2,y=yy,z=cz}).name == "default:water_source" then
num_water_around = num_water_around + 1 end
if minetest.env:get_node({x=cx+divlen*2,y=yy,z=cz}).name == "default:water_source" then
num_water_around = num_water_around + 1 end
if minetest.env:get_node({x=cx,y=yy,z=cz-divlen*2}).name == "default:water_source" then
num_water_around = num_water_around + 1 end
if minetest.env:get_node({x=cx,y=yy,z=cz+divlen*2}).name == "default:water_source" then
num_water_around = num_water_around + 1 end
if num_water_around >= 3 then
is_shallow = false
end
if is_shallow then
for x1=-divlen,divlen do
for z1=-divlen,divlen do
local p={x=cx+x1,y=yy-1,z=cz+z1}
down = minetest.env:get_node(p).name
if down == "default:sand" or (dirt == 1 and (down == "default:dirt" or down == "default:dirt_with_grass")) then
minetest.env:set_node(p, {name=name})
end
end
end
end
end
end
end
end
end
end
end
local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max)
if maxp.y < height_min or minp.y > height_max then
return
end
local y_min = math.max(minp.y, height_min)
local y_max = math.min(maxp.y, height_max)
local volume = (maxp.x-minp.x+1)*(y_max-y_min+1)*(maxp.z-minp.z+1)
local pr = PseudoRandom(seed)
local num_chunks = math.floor(chunks_per_volume * volume)
local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
--print("generate_ore num_chunks: "..dump(num_chunks))
for i=1,num_chunks do
local y0 = pr:next(y_min, y_max-chunk_size+1)
if y0 >= height_min and y0 <= height_max then
local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
local p0 = {x=x0, y=y0, z=z0}
for x1=0,chunk_size-1 do
for y1=0,chunk_size-1 do
for z1=0,chunk_size-1 do
if pr:next(1,inverse_chance) == 1 then
local x2 = x0+x1
local y2 = y0+y1
local z2 = z0+z1
local p2 = {x=x2, y=y2, z=z2}
if minetest.env:get_node(p2).name == wherein then
minetest.env:set_node(p2, {name=name})
end
end
end
end
end
end
end
--print("generate_ore done")
end
minetest.register_on_generated(function(minp, maxp, seed)
-- Generate stratus
print("DARKAGE: Generate stratus");
generate_ore("darkage:desert_stone_with_iron", "default:desert_stone", minp, maxp, seed+0, 1/7/7/7, 3, 5, -15, 40)
generate_claylike("darkage:mud", minp, maxp, seed+1, 4, 0, 2, 0)
generate_claylike("darkage:silt", minp, maxp, seed+2, 4, -1, 1, 1)
generate_stratus("darkage:chalk",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+3, 4, 25, 8, 0, -20, 50)
generate_stratus("darkage:ors",
{"default:stone"},
{"default:stone","air","default:water_source"}, nil,
minp, maxp, seed+4, 4, 25, 7, 50, -200, 500)
generate_stratus("darkage:shale",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+5, 4, 23, 7, 50, -50, 20)
generate_stratus("darkage:slate",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+6, 6, 23, 5, 50, -500, 0)
generate_stratus("darkage:schist",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+7, 6, 19, 6, 50, -31000, -10)
generate_stratus("darkage:basalt",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+8, 5, 20, 5, 20, -31000, -50)
generate_stratus("darkage:marble",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+9, 4, 25, 6, 50, -31000, -75)
generate_stratus("darkage:serpentine",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+10, 4, 28, 8, 50, -31000, -350)
generate_stratus("darkage:gneiss",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+11, 4, 15, 5, 50, -31000, -250)
end)
--Makes a stratus of rocks
--name of the rock to generate
--wherein kind of node to replace, for example default:stone
--minp, maxp the corners of the map to be generated
--seed random seed
--stratus_chance inverse probability in a given radius 1:2, 1:3 etc
--radius horizontal radius of the stratus
--radius_y vertical radius of the stratus
--deep how deep can be from the ground
local function generate_stratus(name, wherein, ceilin, ceil, minp, maxp, seed, stratus_chance, radius, radius_y, deep, height_min, height_max)
if maxp.y < height_min or minp.y > height_max then
return
end
-- it will be only generate a stratus for every 100 m of area
local stratus_per_volume=1
local area=45
local y_min = math.max(minp.y, height_min)
local y_max = math.min(maxp.y, height_max)
local volume = ((maxp.x-minp.x+1)/area)*((y_max-y_min+1)/area)*((maxp.z-minp.z+1)/area)
local pr = PseudoRandom(seed)
local blocks = math.floor(stratus_per_volume*volume)
print(" <<"..dump(name)..">>");
if blocks == 0 then
blocks = 1
end
print(" blocks: "..dump(blocks).." in vol: "..dump(volume).." ("..dump(maxp.x-minp.x+1)..","..dump(y_max-y_min+1)..","..dump(maxp.z-minp.z+1)..")")
for i=1,blocks do
local x = pr:next(1,stratus_chance)
if x == 1 then
-- TODO deep
local y0=y_max-radius_y+1
if y0 < y_min then
y0=y_min
else
y0=pr:next(y_min, y0)
end
local x0 = maxp.x-radius+1
if x0 < minp.x then
x0 = minp.x
else
x0 = pr:next(minp.x, x0)
end
local z0 = maxp.z-radius+1
if z0 < minp.z then
x0 = minp.z
else
z0 = pr:next(minp.z, z0)
end
local p0 = {x=x0, y=y0, z=z0}
local n = minetest.env:get_node(p0).name
local i = 0
--print(" upper node "..n)
x = 0
for k, v in ipairs(ceilin) do
if n == v then
x = 1
break
end
end
if x == 1 then
-- search for the node to replace
--print(" Searching nodes to replace from "..dump(y0-1).." to "..dump(y_min))
for y1=y0-1,y_min,-1 do
p0.y=y1
n = minetest.env:get_node(p0).name
x = 0
for k, v in ipairs(wherein) do
if n == v then
x = 1
break
end
end
if x == 1 then
y0=y1-deep
if y0 < y_min then
y0 = y_min
end
break
end
end
local rx=pr:next(radius/2,radius)+1
local rz=pr:next(radius/2,radius)+1
local ry=pr:next(radius_y/2,radius_y)+1
--print(" area of generation ("..dump(rx)..","..dump(rz)..","..dump(ry)..")")
for x1=0,rx do
rz = rz + 3 - pr:next(1,6)
if rz < 1 then
rz = 1
end
for z1=pr:next(1,3),rz do
local ry0=ry+ pr:next(1,3)
for y1=pr:next(1,3),ry0 do
local x2 = x0+x1
local y2 = y0+y1
local z2 = z0+z1
local p2 = {x=x2, y=y2, z=z2}
n = minetest.env:get_node(p2).name
x = 0
for k, v in ipairs(wherein) do
if n == v then
x = 1
break
end
end
if x == 1 then
if ceil == nil then
minetest.env:set_node(p2, {name=name})
i = i +1
else
local p3 = {p2.x,p2.y+1,p2}
if minetest.env:get_node(p3).name == ceil then
minetest.env:set_node(p2, {name=name})
i = i +1
end
end
end
end
end
end
print(" generated "..dump(i).." blocks in ("..dump(x0)..","..dump(y0)..","..dump(z0)..")")
end
end
end
--print("generate_ore done")
end
local function generate_claylike(name, minp, maxp, seed, chance, minh, maxh, dirt)
if maxp.y >= maxh+1 and minp.y <= minh-1 then
local pr = PseudoRandom(seed)
local divlen = 4
local divs = (maxp.x-minp.x)/divlen+1;
for yy=minh,maxh do
local x = pr:next(1,chance)
if x == 1 then
for divx=0+1,divs-1-1 do
for divz=0+1,divs-1-1 do
local cx = minp.x + math.floor((divx+0.5)*divlen)
local cz = minp.z + math.floor((divz+0.5)*divlen)
local up = minetest.env:get_node({x=cx,y=yy,z=cz}).name
local down = minetest.env:get_node({x=cx,y=yy-1,z=cz}).name
if ( up == "default:water_source" or up == "air" ) and
( down == "default:sand" or (dirt == 1 and (down == "default:dirt" or down == "default:dirt_with_grass" ))) then
local is_shallow = true
local num_water_around = 0
if minetest.env:get_node({x=cx-divlen*2,y=yy,z=cz}).name == "default:water_source" then
num_water_around = num_water_around + 1 end
if minetest.env:get_node({x=cx+divlen*2,y=yy,z=cz}).name == "default:water_source" then
num_water_around = num_water_around + 1 end
if minetest.env:get_node({x=cx,y=yy,z=cz-divlen*2}).name == "default:water_source" then
num_water_around = num_water_around + 1 end
if minetest.env:get_node({x=cx,y=yy,z=cz+divlen*2}).name == "default:water_source" then
num_water_around = num_water_around + 1 end
if num_water_around >= 3 then
is_shallow = false
end
if is_shallow then
for x1=-divlen,divlen do
for z1=-divlen,divlen do
local p={x=cx+x1,y=yy-1,z=cz+z1}
down = minetest.env:get_node(p).name
if down == "default:sand" or (dirt == 1 and (down == "default:dirt" or down == "default:dirt_with_grass")) then
minetest.env:set_node(p, {name=name})
end
end
end
end
end
end
end
end
end
end
end
local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max)
if maxp.y < height_min or minp.y > height_max then
return
end
local y_min = math.max(minp.y, height_min)
local y_max = math.min(maxp.y, height_max)
local volume = (maxp.x-minp.x+1)*(y_max-y_min+1)*(maxp.z-minp.z+1)
local pr = PseudoRandom(seed)
local num_chunks = math.floor(chunks_per_volume * volume)
local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
--print("generate_ore num_chunks: "..dump(num_chunks))
for i=1,num_chunks do
local y0 = pr:next(y_min, y_max-chunk_size+1)
if y0 >= height_min and y0 <= height_max then
local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
local p0 = {x=x0, y=y0, z=z0}
for x1=0,chunk_size-1 do
for y1=0,chunk_size-1 do
for z1=0,chunk_size-1 do
if pr:next(1,inverse_chance) == 1 then
local x2 = x0+x1
local y2 = y0+y1
local z2 = z0+z1
local p2 = {x=x2, y=y2, z=z2}
if minetest.env:get_node(p2).name == wherein then
minetest.env:set_node(p2, {name=name})
end
end
end
end
end
end
end
--print("generate_ore done")
end
minetest.register_on_generated(function(minp, maxp, seed)
-- Generate stratus
print("DARKAGE: Generate stratus");
generate_ore("darkage:desert_stone_with_iron", "default:desert_stone", minp, maxp, seed+0, 1/7/7/7, 3, 5, -15, 40)
generate_claylike("darkage:mud", minp, maxp, seed+1, 4, 0, 2, 0)
generate_claylike("darkage:silt", minp, maxp, seed+2, 4, -1, 1, 1)
generate_stratus("darkage:chalk",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+3, 4, 25, 8, 0, -20, 50)
generate_stratus("darkage:ors",
{"default:stone"},
{"default:stone","air","default:water_source"}, nil,
minp, maxp, seed+4, 4, 25, 7, 50, -200, 500)
generate_stratus("darkage:shale",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+5, 4, 23, 7, 50, -50, 20)
generate_stratus("darkage:slate",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+6, 6, 23, 5, 50, -500, 0)
generate_stratus("darkage:schist",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+7, 6, 19, 6, 50, -31000, -10)
generate_stratus("darkage:basalt",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+8, 5, 20, 5, 20, -31000, -50)
generate_stratus("darkage:marble",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+9, 4, 25, 6, 50, -31000, -75)
generate_stratus("darkage:serpentine",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+10, 4, 28, 8, 50, -31000, -350)
generate_stratus("darkage:gneiss",
{"default:stone"},
{"default:stone","air"}, nil,
minp, maxp, seed+11, 4, 15, 5, 50, -31000, -250)
end)

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@ -1,66 +1,66 @@
darkage = {};
function darkage.register_stairs(modname, subname, groups, images, desc)
table.insert(circular_saw.known_stairs, modname..":"..subname);
recipeitem = modname..":"..subname;
desc_stair = desc.." stair";
desc_slab = desc.." slab";
desc_panel = desc.." panel";
desc_micro = desc.." micro";
drop = subname
register_stair(modname, subname, recipeitem, groups, images, desc_stair, drop)
register_slab(modname, subname, recipeitem, groups, images, desc_slab, drop)
register_panel(modname, subname, recipeitem, groups, images, desc_panel, drop)
register_micro(modname, subname, recipeitem, groups, images, desc_micro, drop)
end
darkage.register_stairs("darkage","basalt_cobble",
{cracky=3},
{"darkage_basalt_cobble.png"},
"Basalt Cobble"
)
darkage.register_stairs("darkage","slate_tale",
{cracky=3},
{"darkage_slate_tale.png"},
"Slate Tale"
)
darkage.register_stairs("darkage","straw",
{snappy=3, flammable=2},
{"darkage_straw.png"},
"Straw"
)
darkage.register_stairs("darkage","stone_brick",
{cracky=3},
{"darkage_stone_brick.png"},
"Stone Brick"
)
darkage.register_stairs("darkage","ors_cobble",
{cracky=3},
{"darkage_ors_cobble.png"},
"Old Red Sandtone"
)
darkage.register_stairs("darkage","desert_stone_cobble",
{cracky=3},
{"darkage_desert_stone_cobble.png"},
"Desert Stone Cobble"
)
darkage.register_stairs("darkage","slate_cobble",
{cracky=3},
{"darkage_slate_cobble.png"},
"Slate Cobble"
)
darkage.register_stairs("darkage","sandstone_cobble",
{cracky=3},
{"darkage_sandstone_cobble.png"},
"Sandstone Cobble"
)
darkage.register_stairs("darkage","gneiss_cobble",
{cracky=3},
{"darkage_gneiss_cobble.png"},
"Gneiss Cobble"
darkage = {};
function darkage.register_stairs(modname, subname, groups, images, desc)
table.insert(circular_saw.known_stairs, modname..":"..subname);
recipeitem = modname..":"..subname;
desc_stair = desc.." stair";
desc_slab = desc.." slab";
desc_panel = desc.." panel";
desc_micro = desc.." micro";
drop = subname
register_stair(modname, subname, recipeitem, groups, images, desc_stair, drop)
register_slab(modname, subname, recipeitem, groups, images, desc_slab, drop)
register_panel(modname, subname, recipeitem, groups, images, desc_panel, drop)
register_micro(modname, subname, recipeitem, groups, images, desc_micro, drop)
end
darkage.register_stairs("darkage","basalt_cobble",
{cracky=3},
{"darkage_basalt_cobble.png"},
"Basalt Cobble"
)
darkage.register_stairs("darkage","slate_tale",
{cracky=3},
{"darkage_slate_tale.png"},
"Slate Tale"
)
darkage.register_stairs("darkage","straw",
{snappy=3, flammable=2},
{"darkage_straw.png"},
"Straw"
)
darkage.register_stairs("darkage","stone_brick",
{cracky=3},
{"darkage_stone_brick.png"},
"Stone Brick"
)
darkage.register_stairs("darkage","ors_cobble",
{cracky=3},
{"darkage_ors_cobble.png"},
"Old Red Sandtone"
)
darkage.register_stairs("darkage","desert_stone_cobble",
{cracky=3},
{"darkage_desert_stone_cobble.png"},
"Desert Stone Cobble"
)
darkage.register_stairs("darkage","slate_cobble",
{cracky=3},
{"darkage_slate_cobble.png"},
"Slate Cobble"
)
darkage.register_stairs("darkage","sandstone_cobble",
{cracky=3},
{"darkage_sandstone_cobble.png"},
"Sandstone Cobble"
)
darkage.register_stairs("darkage","gneiss_cobble",
{cracky=3},
{"darkage_gneiss_cobble.png"},
"Gneiss Cobble"
)