Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
-- This file supplies the majority of homedecor's lighting
|
2012-10-02 01:22:54 +02:00
|
|
|
|
2019-04-21 17:25:21 +02:00
|
|
|
local S = homedecor.gettext
|
2013-03-05 08:18:56 +01:00
|
|
|
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
local actions = {
|
|
|
|
action_off = function(pos, node)
|
|
|
|
local sep = string.find(node.name, "_o", -5)
|
|
|
|
local onoff = string.sub(node.name, sep + 1)
|
|
|
|
if minetest.get_meta(pos):get_int("toggled") > 0 then
|
|
|
|
minetest.swap_node(pos, {
|
|
|
|
name = string.sub(node.name, 1, sep - 1).."_off",
|
|
|
|
param2 = node.param2
|
|
|
|
})
|
|
|
|
end
|
|
|
|
end,
|
|
|
|
action_on = function(pos, node)
|
|
|
|
minetest.get_meta(pos):set_int("toggled", 1)
|
|
|
|
local sep = string.find(node.name, "_o", -5)
|
|
|
|
local onoff = string.sub(node.name, sep + 1)
|
|
|
|
minetest.swap_node(pos, {
|
|
|
|
name = string.sub(node.name, 1, sep - 1).."_on",
|
|
|
|
param2 = node.param2
|
|
|
|
})
|
|
|
|
end
|
|
|
|
}
|
|
|
|
|
|
|
|
local rules_xz = {
|
|
|
|
{x = -1, y = 0, z = 0}, -- borrowed from extrawires crossing
|
|
|
|
{x = 1, y = 0, z = 0},
|
|
|
|
{x = 0, y = 0, z = -1},
|
|
|
|
{x = 0, y = 0, z = 1},
|
|
|
|
}
|
|
|
|
|
|
|
|
local rules_alldir = {
|
|
|
|
{x = 0, y = 0, z = -1}, -- borrowed from lightstones
|
|
|
|
{x = 1, y = 0, z = 0},
|
|
|
|
{x = -1, y = 0, z = 0},
|
|
|
|
{x = 0, y = 0, z = 1},
|
|
|
|
{x = 1, y = 1, z = 0},
|
|
|
|
{x = 1, y = -1, z = 0},
|
|
|
|
{x = -1, y = 1, z = 0},
|
|
|
|
{x = -1, y = -1, z = 0},
|
|
|
|
{x = 0, y = 1, z = 1},
|
|
|
|
{x = 0, y = -1, z = 1},
|
|
|
|
{x = 0, y = 1, z = -1},
|
|
|
|
{x = 0, y = -1, z = -1},
|
|
|
|
{x = 0, y = -1, z = 0},
|
|
|
|
}
|
|
|
|
|
|
|
|
local rules_toponly = {
|
|
|
|
{x = 1, y = 1, z = 0},
|
|
|
|
{x = -1, y = 1, z = 0},
|
|
|
|
{x = 0, y = 1, z = 1},
|
|
|
|
{x = 0, y = 1, z = -1},
|
|
|
|
}
|
|
|
|
|
2019-05-26 03:35:38 +02:00
|
|
|
if minetest.get_modpath("mesecons") then
|
|
|
|
homedecor.mesecon_wall_light = {
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
effector = table.copy(actions)
|
|
|
|
}
|
|
|
|
homedecor.mesecon_wall_light.effector.rules = mesecon.rules.wallmounted_get
|
|
|
|
|
|
|
|
homedecor.mesecon_xz_light = {
|
|
|
|
effector = table.copy(actions)
|
|
|
|
}
|
|
|
|
homedecor.mesecon_xz_light.effector.rules = rules_xz
|
|
|
|
|
|
|
|
homedecor.mesecon_alldir_light = {
|
|
|
|
effector = table.copy(actions),
|
2019-05-26 03:35:38 +02:00
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
homedecor.mesecon_alldir_light.effector.rules = rules_alldir
|
|
|
|
|
|
|
|
homedecor.mesecon_toponly_light = {
|
|
|
|
effector = table.copy(actions)
|
|
|
|
}
|
|
|
|
homedecor.mesecon_toponly_light.effector.rules = rules_toponly
|
|
|
|
|
2019-05-26 03:35:38 +02:00
|
|
|
end
|
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
local brightness_tab = {
|
|
|
|
0xffd0d0d0,
|
|
|
|
0xffd8d8d8,
|
|
|
|
0xffe0e0e0,
|
|
|
|
0xffe8e8e8,
|
|
|
|
0xffffffff,
|
2017-01-29 06:58:31 +01:00
|
|
|
}
|
2013-04-24 18:30:21 +02:00
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
function homedecor.toggle_light(pos, node, clicker, itemstack, pointed_thing)
|
|
|
|
if minetest.is_protected(pos, clicker:get_player_name()) then
|
|
|
|
minetest.record_protection_violation(pos,
|
|
|
|
sender:get_player_name())
|
|
|
|
return
|
|
|
|
end
|
|
|
|
local sep = string.find(node.name, "_o", -5)
|
|
|
|
local onoff = string.sub(node.name, sep + 1)
|
|
|
|
local newname = string.sub(node.name, 1, sep - 1)..((onoff == "off") and "_on" or "_off")
|
|
|
|
minetest.swap_node(pos, {name = newname, param2 = node.param2})
|
|
|
|
end
|
2013-04-24 18:30:21 +02:00
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
for _, onoff in ipairs({"on", "off"}) do
|
2017-01-29 04:11:18 +01:00
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
local onflag = (onoff == "on")
|
2019-05-26 04:50:59 +02:00
|
|
|
local offon = "on" -- always the inverse of 'onoff'
|
|
|
|
if onoff == "on" then offon = "off" end
|
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
local tiles
|
|
|
|
local overlay
|
2019-05-26 03:43:13 +02:00
|
|
|
local nici
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
if not onflag then nici = 1 end
|
2013-04-24 18:30:21 +02:00
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
local glowlight_nodebox = {
|
|
|
|
half = homedecor.nodebox.slab_y(1/2),
|
|
|
|
quarter = homedecor.nodebox.slab_y(1/4),
|
|
|
|
small_cube = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = { -0.25, -0.5, -0.25, 0.25, 0, 0.25 }
|
|
|
|
},
|
|
|
|
}
|
|
|
|
|
|
|
|
local base = "homedecor_glowlight_base.png"
|
|
|
|
|
|
|
|
local tb_edges = "homedecor_glowlight_tb_edges.png"
|
|
|
|
local sides_edges = "homedecor_glowlight_thick_sides_edges.png"
|
|
|
|
local sides_glare = "homedecor_glowlight_thick_sides_glare.png"
|
|
|
|
|
|
|
|
if onflag then
|
|
|
|
tiles = {
|
|
|
|
"("..base.."^"..tb_edges..")^[brighten",
|
|
|
|
"("..base.."^"..tb_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
}
|
|
|
|
overlay = {
|
|
|
|
{ name = "homedecor_glowlight_top_glare.png", color = "white"},
|
|
|
|
"",
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
}
|
|
|
|
else
|
|
|
|
tiles = {
|
|
|
|
base.."^"..tb_edges,
|
|
|
|
base.."^"..tb_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
}
|
|
|
|
overlay = nil
|
|
|
|
end
|
|
|
|
|
|
|
|
minetest.register_node(":homedecor:glowlight_half_"..onoff, {
|
|
|
|
description = S("Thick Glowlight"),
|
|
|
|
tiles = tiles,
|
|
|
|
overlay_tiles = overlay,
|
|
|
|
use_texture_alpha = true,
|
|
|
|
drawtype = "nodebox",
|
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "colorwallmounted",
|
|
|
|
palette = "unifieddyes_palette_colorwallmounted.png",
|
|
|
|
selection_box = {
|
|
|
|
type = "wallmounted",
|
|
|
|
wall_top = { -0.5, 0, -0.5, 0.5, 0.5, 0.5 },
|
|
|
|
wall_bottom = { -0.5, -0.5, -0.5, 0.5, 0, 0.5 },
|
|
|
|
wall_side = { -0.5, -0.5, -0.5, 0, 0.5, 0.5 }
|
|
|
|
},
|
|
|
|
node_box = glowlight_nodebox.half,
|
|
|
|
groups = { snappy = 3, ud_param2_colorable = 1, not_in_creative_inventory = nici },
|
|
|
|
light_source = onflag and default.LIGHT_MAX or nil,
|
|
|
|
sounds = default.node_sound_glass_defaults(),
|
|
|
|
after_place_node = function(pos, placer, itemstack, pointed_thing)
|
|
|
|
unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
|
|
|
|
end,
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:glowlight_half_on"}, inherit_color = true },
|
|
|
|
}
|
2019-05-26 03:35:38 +02:00
|
|
|
},
|
2019-05-26 04:50:59 +02:00
|
|
|
mesecons = homedecor.mesecon_wall_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
sides_edges = "homedecor_glowlight_thin_sides_edges.png"
|
|
|
|
sides_glare = "homedecor_glowlight_thin_sides_glare.png"
|
|
|
|
|
|
|
|
if onflag then
|
|
|
|
tiles = {
|
|
|
|
"("..base.."^"..tb_edges..")^[brighten",
|
|
|
|
"("..base.."^"..tb_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
}
|
|
|
|
overlay = {
|
|
|
|
{ name = "homedecor_glowlight_top_glare.png", color = "white"},
|
|
|
|
"",
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
}
|
|
|
|
else
|
|
|
|
tiles = {
|
|
|
|
base.."^"..tb_edges,
|
|
|
|
base.."^"..tb_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
}
|
|
|
|
overlay = nil
|
|
|
|
end
|
|
|
|
|
|
|
|
minetest.register_node(":homedecor:glowlight_quarter_"..onoff, {
|
|
|
|
description = S("Thin Glowlight"),
|
|
|
|
tiles = tiles,
|
|
|
|
overlay_tiles = overlay,
|
|
|
|
use_texture_alpha = true,
|
|
|
|
drawtype = "nodebox",
|
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "colorwallmounted",
|
|
|
|
palette = "unifieddyes_palette_colorwallmounted.png",
|
|
|
|
selection_box = {
|
|
|
|
type = "wallmounted",
|
|
|
|
wall_top = { -0.5, 0.25, -0.5, 0.5, 0.5, 0.5 },
|
|
|
|
wall_bottom = { -0.5, -0.5, -0.5, 0.5, -0.25, 0.5 },
|
|
|
|
wall_side = { -0.5, -0.5, -0.5, -0.25, 0.5, 0.5 }
|
|
|
|
},
|
|
|
|
node_box = glowlight_nodebox.quarter,
|
|
|
|
groups = { snappy = 3, ud_param2_colorable = 1, not_in_creative_inventory = nici },
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 1) or nil,
|
|
|
|
sounds = default.node_sound_glass_defaults(),
|
|
|
|
after_place_node = function(pos, placer, itemstack, pointed_thing)
|
|
|
|
unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
|
|
|
|
end,
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:glowlight_quarter_on"}, inherit_color = true },
|
|
|
|
}
|
2019-05-26 03:35:38 +02:00
|
|
|
},
|
2019-05-26 04:50:59 +02:00
|
|
|
mesecons = homedecor.mesecon_wall_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
tb_edges = "homedecor_glowlight_cube_tb_edges.png"
|
|
|
|
sides_edges = "homedecor_glowlight_cube_sides_edges.png"
|
|
|
|
sides_glare = "homedecor_glowlight_cube_sides_glare.png"
|
|
|
|
|
|
|
|
if onflag then
|
|
|
|
tiles = {
|
|
|
|
"("..base.."^"..tb_edges..")^[brighten",
|
|
|
|
"("..base.."^"..tb_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
"("..base.."^"..sides_edges..")^[brighten",
|
|
|
|
}
|
|
|
|
overlay = {
|
|
|
|
{ name = "homedecor_glowlight_cube_top_glare.png", color = "white"},
|
|
|
|
"",
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
{ name = sides_glare, color = "white"},
|
|
|
|
}
|
|
|
|
else
|
|
|
|
tiles = {
|
|
|
|
base.."^"..tb_edges,
|
|
|
|
base.."^"..tb_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
base.."^"..sides_edges,
|
|
|
|
}
|
|
|
|
overlay = nil
|
|
|
|
end
|
|
|
|
|
|
|
|
minetest.register_node(":homedecor:glowlight_small_cube_"..onoff, {
|
|
|
|
description = S("Small Glowlight Cube"),
|
|
|
|
tiles = tiles,
|
|
|
|
overlay_tiles = overlay,
|
|
|
|
use_texture_alpha = true,
|
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "colorwallmounted",
|
|
|
|
drawtype = "nodebox",
|
|
|
|
palette = "unifieddyes_palette_colorwallmounted.png",
|
|
|
|
selection_box = {
|
|
|
|
type = "wallmounted",
|
|
|
|
wall_top = { -0.25, 0, -0.25, 0.25, 0.5, 0.25 },
|
|
|
|
wall_bottom = { -0.25, -0.5, -0.25, 0.25, 0, 0.25 },
|
|
|
|
wall_side = { -0.5, -0.25, -0.25, 0, 0.25, 0.25 }
|
|
|
|
},
|
|
|
|
node_box = glowlight_nodebox.small_cube,
|
|
|
|
groups = { snappy = 3, ud_param2_colorable = 1, not_in_creative_inventory = nici },
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 1) or nil,
|
|
|
|
sounds = default.node_sound_glass_defaults(),
|
|
|
|
after_place_node = function(pos, placer, itemstack, pointed_thing)
|
|
|
|
unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
|
|
|
|
end,
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:glowlight_small_cube_on"}, inherit_color = true },
|
|
|
|
}
|
2019-05-26 03:35:38 +02:00
|
|
|
},
|
2019-05-26 04:50:59 +02:00
|
|
|
mesecons = homedecor.mesecon_wall_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
local lighttex
|
|
|
|
|
|
|
|
if onflag then
|
|
|
|
lighttex = {
|
2014-06-29 18:49:35 +02:00
|
|
|
name="homedecor_plasma_storm.png",
|
|
|
|
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0},
|
|
|
|
}
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
else
|
|
|
|
lighttex = "homedecor_plasma_lamp_off.png"
|
|
|
|
end
|
2014-06-29 18:49:35 +02:00
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
homedecor.register("plasma_lamp_"..onoff, {
|
|
|
|
description = S("Plasma Lamp/Light"),
|
|
|
|
drawtype = "mesh",
|
|
|
|
mesh = "plasma_lamp.obj",
|
|
|
|
tiles = {
|
|
|
|
"default_gold_block.png",
|
|
|
|
lighttex
|
|
|
|
},
|
|
|
|
use_texture_alpha = true,
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 1) or nil,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
groups = {cracky=3, oddly_breakable_by_hand=3, not_in_creative_inventory = nici},
|
|
|
|
sounds = default.node_sound_glass_defaults(),
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:plasma_lamp_on"}},
|
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
|
|
|
mesecons = homedecor.mesecon_alldir_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
local lighttex = "homedecor_blanktile.png"
|
|
|
|
if onflag then
|
|
|
|
lighttex = {
|
2015-05-08 04:22:39 +02:00
|
|
|
name = "homedecor_plasma_ball_streamers.png",
|
|
|
|
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0},
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
}
|
|
|
|
end
|
|
|
|
|
|
|
|
homedecor.register("plasma_ball_"..onoff, {
|
|
|
|
description = S("Plasma Ball"),
|
|
|
|
mesh = "homedecor_plasma_ball.obj",
|
|
|
|
tiles = {
|
|
|
|
{ name = "homedecor_generic_plastic.png", color = homedecor.color_black },
|
|
|
|
lighttex,
|
|
|
|
"homedecor_plasma_ball_glass.png"
|
2015-05-08 04:22:39 +02:00
|
|
|
},
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
inventory_image = "homedecor_plasma_ball_inv.png",
|
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = { -0.1875, -0.5, -0.1875, 0.1875, 0, 0.1875 }
|
|
|
|
},
|
|
|
|
walkable = false,
|
|
|
|
use_texture_alpha = true,
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 5) or nil,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
groups = {cracky=3, oddly_breakable_by_hand=3, not_in_creative_inventory = nici},
|
|
|
|
sounds = default.node_sound_glass_defaults(),
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:plasma_ball_on"}},
|
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
|
|
|
mesecons = homedecor.mesecon_xz_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
local gl_cbox = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = { -0.25, -0.5, -0.25, 0.25, 0.45, 0.25 },
|
2015-04-14 17:58:05 +02:00
|
|
|
}
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
|
|
|
|
local lighttex
|
|
|
|
if onflag then
|
|
|
|
lighttex = "homedecor_light.png"
|
|
|
|
else
|
|
|
|
lighttex = "homedecor_table_generic_light_source_off.png"
|
|
|
|
end
|
|
|
|
|
|
|
|
homedecor.register("ground_lantern_"..onoff, {
|
|
|
|
description = S("Ground Lantern/Light"),
|
|
|
|
mesh = "homedecor_ground_lantern.obj",
|
|
|
|
tiles = { lighttex, "homedecor_generic_metal_wrought_iron.png" },
|
|
|
|
use_texture_alpha = true,
|
|
|
|
inventory_image = "homedecor_ground_lantern_inv.png",
|
|
|
|
wield_image = "homedecor_ground_lantern_inv.png",
|
|
|
|
groups = {snappy=3, not_in_creative_inventory = nici},
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 3) or nil,
|
|
|
|
selection_box = gl_cbox,
|
|
|
|
walkable = false,
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:ground_lantern_on"}},
|
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
|
|
|
mesecons = homedecor.mesecon_xz_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
local hl_cbox = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = { -0.25, -0.5, -0.2, 0.25, 0.5, 0.5 },
|
|
|
|
}
|
|
|
|
|
|
|
|
homedecor.register("hanging_lantern_"..onoff, {
|
|
|
|
description = S("Hanging Lantern/Light"),
|
|
|
|
mesh = "homedecor_hanging_lantern.obj",
|
|
|
|
tiles = { "homedecor_generic_metal_wrought_iron.png", lighttex },
|
|
|
|
use_texture_alpha = true,
|
|
|
|
inventory_image = "homedecor_hanging_lantern_inv.png",
|
|
|
|
wield_image = "homedecor_hanging_lantern_inv.png",
|
|
|
|
groups = {snappy=3, not_in_creative_inventory = nici},
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 3) or nil,
|
|
|
|
selection_box = hl_cbox,
|
|
|
|
walkable = false,
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:hanging_lantern_on"}},
|
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
|
|
|
mesecons = homedecor.mesecon_alldir_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
local cl_cbox = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = { -0.35, -0.45, -0.35, 0.35, 0.5, 0.35 }
|
|
|
|
}
|
|
|
|
|
|
|
|
homedecor.register("ceiling_lantern_"..onoff, {
|
|
|
|
drawtype = "mesh",
|
|
|
|
mesh = "homedecor_ceiling_lantern.obj",
|
|
|
|
tiles = { lighttex, "homedecor_generic_metal_wrought_iron.png" },
|
|
|
|
use_texture_alpha = true,
|
|
|
|
inventory_image = "homedecor_ceiling_lantern_inv.png",
|
|
|
|
description = S("Ceiling Lantern/Light"),
|
|
|
|
groups = {snappy=3, not_in_creative_inventory = nici},
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 3) or nil,
|
|
|
|
selection_box = cl_cbox,
|
|
|
|
walkable = false,
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:ceiling_lantern_on"}},
|
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
|
|
|
mesecons = homedecor.mesecon_toponly_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
if minetest.get_modpath("darkage") then
|
|
|
|
sm_light = default.LIGHT_MAX-5
|
|
|
|
else
|
|
|
|
local lighttex
|
|
|
|
if onflag then
|
|
|
|
lighttex = "homedecor_lattice_lantern_large_light.png"
|
|
|
|
else
|
|
|
|
lighttex = "homedecor_table_generic_light_source_off.png"
|
|
|
|
end
|
|
|
|
|
|
|
|
homedecor.register("lattice_lantern_large_"..onoff, {
|
|
|
|
description = S("Lattice lantern/Light (large)"),
|
|
|
|
tiles = { lighttex.."^homedecor_lattice_lantern_large_overlay.png" },
|
|
|
|
groups = { snappy = 3, not_in_creative_inventory = nici },
|
|
|
|
light_source = onflag and default.LIGHT_MAX or nil,
|
|
|
|
sounds = default.node_sound_glass_defaults(),
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:lattice_lantern_large_on"}},
|
|
|
|
}
|
|
|
|
},
|
|
|
|
mesecons = homedecor.mesecon_alldir_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
end
|
|
|
|
|
|
|
|
local lighttex_tb
|
|
|
|
local lighttex_sides
|
|
|
|
|
|
|
|
if onflag then
|
|
|
|
lighttex_tb = "homedecor_lattice_lantern_small_tb_light.png"
|
|
|
|
lighttex_sides = "homedecor_lattice_lantern_small_sides_light.png"
|
|
|
|
else
|
|
|
|
lighttex_tb = "homedecor_table_generic_light_source_off.png"
|
|
|
|
lighttex_sides = "homedecor_table_generic_light_source_off.png"
|
|
|
|
end
|
|
|
|
|
|
|
|
homedecor.register("lattice_lantern_small_"..onoff, {
|
|
|
|
description = S("Lattice lantern/light (small)"),
|
|
|
|
tiles = {
|
|
|
|
lighttex_tb.."^homedecor_lattice_lantern_small_tb_overlay.png",
|
|
|
|
lighttex_tb.."^homedecor_lattice_lantern_small_tb_overlay.png",
|
|
|
|
lighttex_sides.."^homedecor_lattice_lantern_small_sides_overlay.png"
|
|
|
|
},
|
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = { -0.25, -0.5, -0.25, 0.25, 0, 0.25 }
|
|
|
|
},
|
|
|
|
node_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = { -0.25, -0.5, -0.25, 0.25, 0, 0.25 }
|
|
|
|
},
|
|
|
|
groups = { snappy = 3, not_in_creative_inventory = nici },
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 2) or nil,
|
|
|
|
sounds = default.node_sound_glass_defaults(),
|
|
|
|
on_place = minetest.rotate_node,
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:lattice_lantern_small_on"}},
|
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
|
|
|
mesecons = homedecor.mesecon_wall_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
-- "gooseneck" style desk lamps
|
|
|
|
|
|
|
|
local dlamp_cbox = {
|
|
|
|
type = "wallmounted",
|
|
|
|
wall_side = { -0.2, -0.5, -0.15, 0.32, 0.12, 0.15 },
|
|
|
|
}
|
|
|
|
|
|
|
|
homedecor.register("desk_lamp_"..onoff, {
|
|
|
|
description = S("Desk Lamp/Light"),
|
|
|
|
mesh = "homedecor_desk_lamp.obj",
|
|
|
|
tiles = {
|
|
|
|
"homedecor_generic_metal.png",
|
|
|
|
"homedecor_generic_metal.png",
|
|
|
|
{ name = "homedecor_generic_metal.png", color = homedecor.color_med_grey },
|
|
|
|
{ name = "homedecor_table_generic_light_source_"..onoff..".png", color = brightness_tab[5] },
|
|
|
|
},
|
|
|
|
inventory_image = "homedecor_desk_lamp_inv.png",
|
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "colorwallmounted",
|
|
|
|
palette = "unifieddyes_palette_colorwallmounted.png",
|
|
|
|
selection_box = dlamp_cbox,
|
|
|
|
node_box = dlamp_cbox,
|
|
|
|
walkable = false,
|
|
|
|
groups = {snappy=3, ud_param2_colorable = 1, not_in_creative_inventory = nici},
|
|
|
|
after_place_node = function(pos, placer, itemstack, pointed_thing)
|
|
|
|
unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)
|
|
|
|
end,
|
|
|
|
on_rotate = unifieddyes.fix_after_screwdriver_nsew,
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 2) or nil,
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:desk_lamp_on"}, inherit_color = true },
|
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
|
|
|
mesecons = homedecor.mesecon_xz_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
-- "kitchen"/"dining room" ceiling lamp
|
|
|
|
|
|
|
|
homedecor.register("ceiling_lamp_"..onoff, {
|
|
|
|
description = S("Ceiling Lamp/Light"),
|
|
|
|
mesh = "homedecor_ceiling_lamp.obj",
|
|
|
|
tiles = {
|
|
|
|
"homedecor_generic_metal_brass.png",
|
|
|
|
"homedecor_ceiling_lamp_glass.png",
|
|
|
|
"homedecor_table_generic_light_source_"..onoff..".png",
|
|
|
|
{ name = "homedecor_generic_plastic.png", color = 0xff442d04 },
|
|
|
|
},
|
|
|
|
inventory_image = "homedecor_ceiling_lamp_inv.png",
|
|
|
|
light_source = onflag and default.LIGHT_MAX or nil,
|
|
|
|
groups = {snappy=3, not_in_creative_inventory = nici},
|
|
|
|
walkable = false,
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:ceiling_lamp_on"}},
|
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
|
|
|
mesecons = homedecor.mesecon_toponly_light
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
-- rope lighting
|
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
minetest.register_node(":homedecor:rope_light_on_floor_"..onoff, {
|
|
|
|
description = "Rope lighting (on floor)",
|
|
|
|
inventory_image = "homedecor_rope_light_on_floor.png",
|
|
|
|
paramtype = "light",
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 3) or nil,
|
|
|
|
walkable = false,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
tiles = { "homedecor_table_generic_light_source_"..onoff..".png" },
|
|
|
|
drawtype = "nodebox",
|
|
|
|
node_box = {
|
|
|
|
type = "connected",
|
|
|
|
fixed = {},
|
|
|
|
connect_front = { -1/16, -8/16, -8/16, 1/16, -6/16, 1/16 },
|
|
|
|
connect_left = { -8/16, -8/16, -1/16, 1/16, -6/16, 1/16 },
|
|
|
|
connect_back = { -1/16, -8/16, -1/16, 1/16, -6/16, 8/16 },
|
|
|
|
connect_right = { -1/16, -8/16, -1/16, 8/16, -6/16, 1/16 },
|
|
|
|
disconnected_sides = {
|
|
|
|
{ -6/16, -8/16, -6/16, -4/16, -6/16, 6/16 },
|
|
|
|
{ 4/16, -8/16, -6/16, 6/16, -6/16, 6/16 },
|
|
|
|
{ -6/16, -8/16, -6/16, 6/16, -6/16, -4/16 },
|
|
|
|
{ -6/16, -8/16, 4/16, 6/16, -6/16, 6/16 }
|
|
|
|
},
|
|
|
|
},
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
connects_to = {
|
|
|
|
"homedecor:rope_light_on_floor_on",
|
|
|
|
"homedecor:rope_light_on_floor_off",
|
|
|
|
"group:mesecon_conductor_craftable"
|
|
|
|
},
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
mesh = "homedecor_chandelier.obj",
|
|
|
|
groups = {cracky=3, not_in_creative_inventory = nici},
|
|
|
|
sounds = default.node_sound_stone_defaults(),
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:rope_light_on_floor_on"} },
|
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
|
|
|
mesecons = {
|
|
|
|
conductor = {
|
|
|
|
state = mesecon and (onflag and mesecon.state.on or mesecon.state.off),
|
|
|
|
onstate = "homedecor:rope_light_on_floor_on",
|
|
|
|
offstate = "homedecor:rope_light_on_floor_off",
|
|
|
|
rules = rules_xz
|
|
|
|
},
|
2019-05-26 02:50:30 +02:00
|
|
|
}
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_node(":homedecor:rope_light_on_ceiling_"..onoff, {
|
|
|
|
description = "Rope lighting (on ceiling)",
|
|
|
|
inventory_image = "homedecor_rope_light_on_ceiling.png",
|
|
|
|
paramtype = "light",
|
|
|
|
light_source = onflag and (default.LIGHT_MAX - 3) or nil,
|
|
|
|
walkable = false,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
tiles = { "homedecor_table_generic_light_source_"..onoff..".png" },
|
|
|
|
drawtype = "nodebox",
|
|
|
|
node_box = {
|
|
|
|
type = "connected",
|
|
|
|
fixed = {},
|
|
|
|
connect_front = { -1/16, 8/16, -8/16, 1/16, 6/16, 1/16 },
|
|
|
|
connect_left = { -8/16, 8/16, -1/16, 1/16, 6/16, 1/16 },
|
|
|
|
connect_back = { -1/16, 8/16, -1/16, 1/16, 6/16, 8/16 },
|
|
|
|
connect_right = { -1/16, 8/16, -1/16, 8/16, 6/16, 1/16 },
|
|
|
|
disconnected_sides = {
|
|
|
|
{ -6/16, 8/16, -6/16, -4/16, 6/16, 6/16 },
|
|
|
|
{ 4/16, 8/16, -6/16, 6/16, 6/16, 6/16 },
|
|
|
|
{ -6/16, 8/16, -6/16, 6/16, 6/16, -4/16 },
|
|
|
|
{ -6/16, 8/16, 4/16, 6/16, 6/16, 6/16 }
|
|
|
|
},
|
|
|
|
},
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
connects_to = {
|
|
|
|
"homedecor:rope_light_on_ceiling_on",
|
|
|
|
"homedecor:rope_light_on_ceiling_off",
|
|
|
|
"group:mesecon_conductor_craftable"
|
|
|
|
},
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
mesh = "homedecor_chandelier.obj",
|
|
|
|
groups = {cracky=3, not_in_creative_inventory = nici},
|
|
|
|
sounds = default.node_sound_stone_defaults(),
|
2019-05-26 02:50:30 +02:00
|
|
|
on_rightclick = homedecor.toggle_light,
|
|
|
|
drop = {
|
|
|
|
items = {
|
|
|
|
{items = {"homedecor:rope_light_on_ceiling_on"}},
|
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
|
|
|
mesecons = {
|
|
|
|
conductor = {
|
|
|
|
state = mesecon and (onflag and mesecon.state.on or mesecon.state.off),
|
|
|
|
onstate = "homedecor:rope_light_on_ceiling_on",
|
|
|
|
offstate = "homedecor:rope_light_on_ceiling_off",
|
|
|
|
rules = rules_alldir
|
|
|
|
},
|
2019-05-26 02:50:30 +02:00
|
|
|
}
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Light sources and other items that either don't turn on/off
|
|
|
|
-- or which need special light-control code.
|
2015-04-14 17:58:05 +02:00
|
|
|
|
2019-05-26 03:43:13 +02:00
|
|
|
local tc_cbox = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{ -0.1875, -0.5, -0.1875, 0.1875, 0.375, 0.1875 },
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-01-24 00:34:02 +01:00
|
|
|
homedecor.register("candle", {
|
2014-09-23 14:20:34 +02:00
|
|
|
description = S("Thick Candle"),
|
2015-04-14 17:58:05 +02:00
|
|
|
mesh = "homedecor_candle_thick.obj",
|
2014-07-27 17:52:42 +02:00
|
|
|
tiles = {
|
2015-04-14 17:58:05 +02:00
|
|
|
'homedecor_candle_sides.png',
|
|
|
|
{name="homedecor_candle_flame.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}},
|
2015-01-23 22:14:00 +01:00
|
|
|
},
|
2015-04-17 12:38:21 +02:00
|
|
|
inventory_image = "homedecor_candle_inv.png",
|
2015-04-14 17:58:05 +02:00
|
|
|
selection_box = tc_cbox,
|
2015-04-29 14:14:36 +02:00
|
|
|
walkable = false,
|
2014-07-27 17:52:42 +02:00
|
|
|
groups = { snappy = 3 },
|
2015-08-01 15:08:48 +02:00
|
|
|
light_source = default.LIGHT_MAX-4,
|
2014-07-27 17:52:42 +02:00
|
|
|
})
|
|
|
|
|
2015-04-14 17:58:05 +02:00
|
|
|
local c_cbox = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
2015-04-22 07:24:43 +02:00
|
|
|
{ -0.125, -0.5, -0.125, 0.125, 0.05, 0.125 },
|
2015-04-14 17:58:05 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-01-24 00:34:02 +01:00
|
|
|
homedecor.register("candle_thin", {
|
2015-04-22 07:24:43 +02:00
|
|
|
description = S("Thin Candle"),
|
2015-04-14 17:58:05 +02:00
|
|
|
mesh = "homedecor_candle_thin.obj",
|
2014-09-22 08:40:03 +02:00
|
|
|
tiles = {
|
2015-04-14 17:58:05 +02:00
|
|
|
'homedecor_candle_sides.png',
|
|
|
|
{name="homedecor_candle_flame.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}},
|
2015-01-23 22:14:00 +01:00
|
|
|
},
|
2015-04-17 12:38:21 +02:00
|
|
|
inventory_image = "homedecor_candle_thin_inv.png",
|
2015-04-14 17:58:05 +02:00
|
|
|
selection_box = c_cbox,
|
2014-10-17 16:09:37 +02:00
|
|
|
walkable = false,
|
2014-09-22 08:40:03 +02:00
|
|
|
groups = { snappy = 3 },
|
2015-08-01 15:08:48 +02:00
|
|
|
light_source = default.LIGHT_MAX-4,
|
2014-09-22 08:40:03 +02:00
|
|
|
})
|
|
|
|
|
2015-04-22 07:24:43 +02:00
|
|
|
local cs_cbox = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{ -0.15625, -0.5, -0.15625, 0.15625, 0.3125, 0.15625 },
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
homedecor.register("candlestick_wrought_iron", {
|
|
|
|
description = S("Candlestick (wrought iron)"),
|
|
|
|
mesh = "homedecor_candlestick.obj",
|
|
|
|
tiles = {
|
|
|
|
"homedecor_candle_sides.png",
|
|
|
|
{name="homedecor_candle_flame.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}},
|
2015-04-28 05:48:02 +02:00
|
|
|
"homedecor_generic_metal_wrought_iron.png",
|
2015-04-22 07:24:43 +02:00
|
|
|
},
|
|
|
|
inventory_image = "homedecor_candlestick_wrought_iron_inv.png",
|
|
|
|
selection_box = cs_cbox,
|
|
|
|
walkable = false,
|
|
|
|
groups = { snappy = 3 },
|
2015-08-01 15:08:48 +02:00
|
|
|
light_source = default.LIGHT_MAX-4,
|
2015-04-22 07:24:43 +02:00
|
|
|
})
|
|
|
|
|
|
|
|
homedecor.register("candlestick_brass", {
|
|
|
|
description = S("Candlestick (brass)"),
|
|
|
|
mesh = "homedecor_candlestick.obj",
|
|
|
|
tiles = {
|
|
|
|
"homedecor_candle_sides.png",
|
|
|
|
{name="homedecor_candle_flame.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}},
|
2015-04-28 05:48:02 +02:00
|
|
|
"homedecor_generic_metal_brass.png",
|
2015-04-22 07:24:43 +02:00
|
|
|
},
|
|
|
|
inventory_image = "homedecor_candlestick_brass_inv.png",
|
|
|
|
selection_box = cs_cbox,
|
|
|
|
walkable = false,
|
|
|
|
groups = { snappy = 3 },
|
2015-08-01 15:08:48 +02:00
|
|
|
light_source = default.LIGHT_MAX-4,
|
2015-04-22 07:24:43 +02:00
|
|
|
})
|
|
|
|
|
2015-04-14 19:42:22 +02:00
|
|
|
homedecor.register("wall_sconce", {
|
|
|
|
description = S("Wall sconce"),
|
|
|
|
mesh = "homedecor_wall_sconce.obj",
|
|
|
|
tiles = {
|
|
|
|
'homedecor_candle_sides.png',
|
|
|
|
{name="homedecor_candle_flame.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}},
|
|
|
|
'homedecor_wall_sconce_back.png',
|
2015-04-28 05:48:02 +02:00
|
|
|
'homedecor_generic_metal_wrought_iron.png',
|
2015-04-14 19:42:22 +02:00
|
|
|
},
|
|
|
|
inventory_image = "homedecor_wall_sconce_inv.png",
|
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = { -0.1875, -0.25, 0.3125, 0.1875, 0.25, 0.5 }
|
|
|
|
},
|
|
|
|
walkable = false,
|
|
|
|
groups = { snappy = 3 },
|
2015-08-01 15:08:48 +02:00
|
|
|
light_source = default.LIGHT_MAX-4,
|
2015-04-14 19:42:22 +02:00
|
|
|
})
|
|
|
|
|
2015-04-17 12:11:05 +02:00
|
|
|
local ol_cbox = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {
|
|
|
|
{ -5/16, -8/16, -3/16, 5/16, 4/16, 3/16 },
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-01-24 00:34:02 +01:00
|
|
|
homedecor.register("oil_lamp", {
|
2019-05-03 00:36:36 +02:00
|
|
|
description = S("Oil lamp/Light (hurricane)"),
|
2015-04-17 08:43:00 +02:00
|
|
|
mesh = "homedecor_oil_lamp.obj",
|
|
|
|
tiles = {
|
2015-04-28 05:48:02 +02:00
|
|
|
"homedecor_generic_metal_brass.png",
|
2017-01-25 10:22:28 +01:00
|
|
|
{ name = "homedecor_generic_metal.png", color = homedecor.color_black },
|
|
|
|
{ name = "homedecor_generic_metal.png", color = 0xffa00000 },
|
2015-05-09 05:15:52 +02:00
|
|
|
"homedecor_oil_lamp_wick.png",
|
2017-01-25 10:22:28 +01:00
|
|
|
{ name = "homedecor_generic_metal.png", color = 0xffa00000 },
|
2015-05-09 05:15:52 +02:00
|
|
|
"homedecor_oil_lamp_glass.png",
|
2015-04-17 08:43:00 +02:00
|
|
|
},
|
2015-05-09 05:15:52 +02:00
|
|
|
use_texture_alpha = true,
|
2015-04-17 08:43:00 +02:00
|
|
|
inventory_image = "homedecor_oil_lamp_inv.png",
|
2015-04-17 12:11:05 +02:00
|
|
|
selection_box = ol_cbox,
|
2015-04-29 14:14:36 +02:00
|
|
|
walkable = false,
|
2014-07-27 17:52:42 +02:00
|
|
|
groups = { snappy = 3 },
|
2015-08-01 15:08:48 +02:00
|
|
|
light_source = default.LIGHT_MAX-3,
|
2015-04-17 12:38:21 +02:00
|
|
|
sounds = default.node_sound_glass_defaults(),
|
2014-07-27 17:52:42 +02:00
|
|
|
})
|
|
|
|
|
2015-04-28 17:58:47 +02:00
|
|
|
homedecor.register("oil_lamp_tabletop", {
|
2019-05-03 00:36:36 +02:00
|
|
|
description = S("Oil Lamp/Light (tabletop)"),
|
2015-04-28 17:58:47 +02:00
|
|
|
mesh = "homedecor_oil_lamp_tabletop.obj",
|
|
|
|
tiles = {"homedecor_oil_lamp_tabletop.png"},
|
|
|
|
inventory_image = "homedecor_oil_lamp_tabletop_inv.png",
|
2015-04-28 18:31:03 +02:00
|
|
|
selection_box = ol_cbox,
|
|
|
|
collision_box = ol_cbox,
|
2015-04-28 17:58:47 +02:00
|
|
|
groups = { snappy = 3 },
|
2015-08-01 15:08:48 +02:00
|
|
|
light_source = default.LIGHT_MAX-3,
|
2015-04-28 17:58:47 +02:00
|
|
|
sounds = default.node_sound_glass_defaults(),
|
|
|
|
})
|
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
local chains_sbox = {
|
2015-02-23 13:56:27 +01:00
|
|
|
type = "fixed",
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
fixed = { -0.1, -0.5, -0.1, 0.1, 0.5, 0.1 }
|
2015-02-23 13:56:27 +01:00
|
|
|
}
|
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
local topchains_sbox = {
|
2015-02-28 10:14:46 +01:00
|
|
|
type = "fixed",
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
fixed = {
|
|
|
|
{ -0.25, 0.35, -0.25, 0.25, 0.5, 0.25 },
|
|
|
|
{ -0.1, -0.5, -0.1, 0.1, 0.4, 0.1 }
|
|
|
|
}
|
2015-02-28 10:14:46 +01:00
|
|
|
}
|
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
minetest.register_node(":homedecor:chain_steel_top", {
|
|
|
|
description = S("Hanging chain (ceiling mount, steel)"),
|
|
|
|
drawtype = "mesh",
|
|
|
|
mesh = "homedecor_chains_top.obj",
|
|
|
|
tiles = {"basic_materials_chain_steel.png"},
|
|
|
|
walkable = false,
|
|
|
|
climbable = true,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
paramtype = "light",
|
|
|
|
inventory_image = "basic_materials_chain_steel_inv.png",
|
|
|
|
groups = {cracky=3},
|
|
|
|
selection_box = topchains_sbox,
|
2014-10-16 09:22:58 +02:00
|
|
|
})
|
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
minetest.register_node(":homedecor:chain_brass_top", {
|
|
|
|
description = S("Hanging chain (ceiling mount, brass)"),
|
2015-03-29 13:34:56 +02:00
|
|
|
drawtype = "mesh",
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
mesh = "homedecor_chains_top.obj",
|
|
|
|
tiles = {"basic_materials_chain_brass.png"},
|
|
|
|
walkable = false,
|
|
|
|
climbable = true,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
paramtype = "light",
|
|
|
|
inventory_image = "basic_materials_chain_brass_inv.png",
|
|
|
|
groups = {cracky=3},
|
|
|
|
selection_box = topchains_sbox,
|
2015-03-29 13:34:56 +02:00
|
|
|
})
|
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
minetest.register_node(":homedecor:chandelier_steel", {
|
|
|
|
description = S("Chandelier (steel)"),
|
|
|
|
paramtype = "light",
|
|
|
|
light_source = 12,
|
|
|
|
walkable = false,
|
|
|
|
climbable = true,
|
|
|
|
sunlight_propagates = true,
|
2014-07-27 21:15:47 +02:00
|
|
|
tiles = {
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
"basic_materials_chain_steel.png",
|
|
|
|
"homedecor_candle_flat.png",
|
|
|
|
{
|
|
|
|
name="homedecor_candle_flame.png",
|
|
|
|
animation={
|
|
|
|
type="vertical_frames",
|
|
|
|
aspect_w=16,
|
|
|
|
aspect_h=16,
|
|
|
|
length=3.0
|
|
|
|
}
|
|
|
|
}
|
2015-01-23 22:14:00 +01:00
|
|
|
},
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
drawtype = "mesh",
|
|
|
|
mesh = "homedecor_chandelier.obj",
|
|
|
|
groups = {cracky=3},
|
|
|
|
sounds = default.node_sound_stone_defaults(),
|
2014-07-27 21:15:47 +02:00
|
|
|
})
|
|
|
|
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
minetest.register_node(":homedecor:chandelier_brass", {
|
|
|
|
description = S("Chandelier (brass)"),
|
|
|
|
paramtype = "light",
|
|
|
|
light_source = 12,
|
|
|
|
walkable = false,
|
|
|
|
climbable = true,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
tiles = {
|
|
|
|
"basic_materials_chain_brass.png",
|
|
|
|
"homedecor_candle_flat.png",
|
|
|
|
{
|
|
|
|
name="homedecor_candle_flame.png",
|
|
|
|
animation={
|
|
|
|
type="vertical_frames",
|
|
|
|
aspect_w=16,
|
|
|
|
aspect_h=16,
|
|
|
|
length=3.0
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
drawtype = "mesh",
|
|
|
|
mesh = "homedecor_chandelier.obj",
|
|
|
|
groups = {cracky=3},
|
|
|
|
sounds = default.node_sound_stone_defaults(),
|
|
|
|
})
|
2017-02-01 01:01:47 +01:00
|
|
|
|
|
|
|
-- table lamps and standing lamps
|
|
|
|
|
2017-01-29 06:58:31 +01:00
|
|
|
local repl = {
|
|
|
|
["off"] ="low",
|
|
|
|
["low"] ="med",
|
|
|
|
["med"] ="hi",
|
|
|
|
["hi"] ="max",
|
|
|
|
["max"] ="off",
|
|
|
|
}
|
2015-04-14 21:34:17 +02:00
|
|
|
|
|
|
|
local lamp_colors = {
|
2017-01-29 06:58:31 +01:00
|
|
|
"white",
|
|
|
|
"blue",
|
|
|
|
"green",
|
|
|
|
"pink",
|
|
|
|
"red",
|
|
|
|
"violet",
|
2015-04-14 21:34:17 +02:00
|
|
|
}
|
2014-09-30 16:40:36 +02:00
|
|
|
|
2015-01-03 07:52:39 +01:00
|
|
|
local tlamp_cbox = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = { -0.25, -0.5, -0.25, 0.25, 0.5, 0.25 }
|
|
|
|
}
|
|
|
|
|
|
|
|
local slamp_cbox = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = { -0.25, -0.5, -0.25, 0.25, 1.5, 0.25 }
|
|
|
|
}
|
|
|
|
|
2017-01-29 06:58:31 +01:00
|
|
|
local function reg_lamp(suffix, nxt, light, brightness)
|
|
|
|
|
|
|
|
local wool_brighten = (light or 0) * 15
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
local onoff = (suffix == "off") and "off" or "on"
|
2015-04-14 21:34:17 +02:00
|
|
|
|
2017-01-29 06:58:31 +01:00
|
|
|
homedecor.register("table_lamp_"..suffix, {
|
2019-05-03 00:36:36 +02:00
|
|
|
description = S("Table Lamp/Light"),
|
2015-01-03 07:52:39 +01:00
|
|
|
mesh = "homedecor_table_lamp.obj",
|
2015-04-14 21:34:17 +02:00
|
|
|
tiles = {
|
2017-01-29 06:58:31 +01:00
|
|
|
"wool_grey.png^[colorize:#ffffff:"..wool_brighten,
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
{ name = "homedecor_table_generic_light_source_"..onoff..".png", color = brightness_tab[brightness] },
|
2017-01-29 06:58:31 +01:00
|
|
|
{ name = "homedecor_generic_wood_red.png", color = 0xffffffff },
|
2017-01-25 10:22:28 +01:00
|
|
|
{ name = "homedecor_generic_metal.png", color = homedecor.color_black },
|
2015-04-14 21:34:17 +02:00
|
|
|
},
|
2017-01-29 06:58:31 +01:00
|
|
|
inventory_image = "homedecor_table_lamp_foot_inv.png^homedecor_table_lamp_top_inv.png",
|
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "color",
|
2017-02-25 01:06:17 +01:00
|
|
|
palette = "unifieddyes_palette_extended.png",
|
2015-01-03 07:52:39 +01:00
|
|
|
walkable = false,
|
|
|
|
light_source = light,
|
|
|
|
selection_box = tlamp_cbox,
|
2015-04-29 14:14:36 +02:00
|
|
|
sounds = default.node_sound_wood_defaults(),
|
2017-02-05 01:41:36 +01:00
|
|
|
groups = {cracky=2,oddly_breakable_by_hand=1, ud_param2_colorable = 1,
|
2015-01-03 07:52:39 +01:00
|
|
|
not_in_creative_inventory=((light ~= nil) and 1) or nil,
|
2014-09-30 16:40:36 +02:00
|
|
|
},
|
2017-02-05 01:41:36 +01:00
|
|
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
2017-01-29 06:58:31 +01:00
|
|
|
node.name = "homedecor:table_lamp_"..repl[suffix]
|
2015-01-03 07:52:39 +01:00
|
|
|
minetest.set_node(pos, node)
|
|
|
|
end,
|
2017-03-14 07:13:17 +01:00
|
|
|
on_construct = unifieddyes.on_construct,
|
2018-08-22 11:08:48 +02:00
|
|
|
drop = {
|
|
|
|
items = {
|
2019-05-26 02:59:19 +02:00
|
|
|
{items = {"homedecor:table_lamp_hi"}, inherit_color = true },
|
2018-08-22 11:08:48 +02:00
|
|
|
}
|
Add mesecons support for the rest of the other relevant lights
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
2019-05-26 05:52:42 +02:00
|
|
|
},
|
2014-09-30 16:40:36 +02:00
|
|
|
})
|
|
|
|
|
2017-01-29 06:58:31 +01:00
|
|
|
homedecor.register("standing_lamp_"..suffix, {
|
2019-05-03 00:36:36 +02:00
|
|
|
description = S("Standing Lamp/Light"),
|
2015-01-03 07:52:39 +01:00
|
|
|
mesh = "homedecor_standing_lamp.obj",
|
2015-04-14 21:34:17 +02:00
|
|
|
tiles = {
|
2017-01-29 06:58:31 +01:00
|
|
|
"wool_grey.png^[colorize:#ffffff:"..wool_brighten,
|
Allow most light sources to be toggled on/off
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
2019-05-26 01:35:14 +02:00
|
|
|
{ name = "homedecor_table_generic_light_source_"..onoff..".png", color = brightness_tab[brightness] },
|
2017-01-29 06:58:31 +01:00
|
|
|
{ name = "homedecor_generic_wood_red.png", color = 0xffffffff },
|
|
|
|
{ name = "homedecor_generic_metal.png", color = homedecor.color_black },
|
2015-04-14 21:34:17 +02:00
|
|
|
},
|
2017-01-29 06:58:31 +01:00
|
|
|
inventory_image = "homedecor_standing_lamp_foot_inv.png^homedecor_standing_lamp_top_inv.png",
|
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "color",
|
2017-02-25 01:06:17 +01:00
|
|
|
palette = "unifieddyes_palette_extended.png",
|
2015-01-03 07:52:39 +01:00
|
|
|
walkable = false,
|
|
|
|
light_source = light,
|
2017-02-05 01:41:36 +01:00
|
|
|
groups = {cracky=2,oddly_breakable_by_hand=1, ud_param2_colorable = 1,
|
2015-01-03 07:52:39 +01:00
|
|
|
not_in_creative_inventory=((light ~= nil) and 1) or nil,
|
2014-09-30 16:40:36 +02:00
|
|
|
},
|
2015-01-03 07:52:39 +01:00
|
|
|
selection_box = slamp_cbox,
|
2015-04-29 14:14:36 +02:00
|
|
|
sounds = default.node_sound_wood_defaults(),
|
2015-05-14 12:25:11 +02:00
|
|
|
on_rotate = screwdriver.rotate_simple,
|
2017-02-05 01:41:36 +01:00
|
|
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
2017-01-29 06:58:31 +01:00
|
|
|
node.name = "homedecor:standing_lamp_"..repl[suffix]
|
2015-01-03 07:52:39 +01:00
|
|
|
minetest.set_node(pos, node)
|
|
|
|
end,
|
2017-03-14 07:13:17 +01:00
|
|
|
on_construct = unifieddyes.on_construct,
|
2018-08-22 11:08:48 +02:00
|
|
|
--expand = { top="air" },
|
|
|
|
drop = {
|
|
|
|
items = {
|
2019-05-26 02:59:19 +02:00
|
|
|
{items = {"homedecor:standing_lamp_hi"}, inherit_color = true },
|
2018-08-22 11:08:48 +02:00
|
|
|
}
|
|
|
|
}
|
2014-09-30 16:40:36 +02:00
|
|
|
})
|
2015-01-03 07:52:39 +01:00
|
|
|
|
2015-04-14 21:34:17 +02:00
|
|
|
-- for old maps that had the original 3dforniture mod
|
2017-01-29 06:58:31 +01:00
|
|
|
minetest.register_alias("3dforniture:table_lamp_"..suffix, "homedecor:table_lamp_"..suffix)
|
2014-09-30 16:40:36 +02:00
|
|
|
end
|
|
|
|
|
2017-01-29 06:58:31 +01:00
|
|
|
reg_lamp("off", "low", nil, 1 )
|
|
|
|
reg_lamp("low", "med", 3, 2 )
|
|
|
|
reg_lamp("med", "hi", 7, 3 )
|
|
|
|
reg_lamp("hi", "max", 11, 4 )
|
|
|
|
reg_lamp("max", "off", 14, 5 )
|
2015-02-20 22:09:46 +01:00
|
|
|
|
2017-01-29 06:58:31 +01:00
|
|
|
|
|
|
|
-- conversion LBM for param2 coloring
|
|
|
|
|
|
|
|
homedecor.old_static_nodes = {
|
|
|
|
"homedecor:glowlight_quarter_white",
|
|
|
|
"homedecor:glowlight_quarter_yellow",
|
|
|
|
"homedecor:glowlight_half_white",
|
|
|
|
"homedecor:glowlight_half_yellow",
|
|
|
|
"homedecor:glowlight_small_cube_white",
|
|
|
|
"homedecor:glowlight_small_cube_yellow"
|
|
|
|
}
|
|
|
|
|
|
|
|
local lamp_power = {"off", "low", "med", "hi", "max"}
|
|
|
|
|
|
|
|
for _, power in ipairs(lamp_power) do
|
|
|
|
for _, color in ipairs(lamp_colors) do
|
|
|
|
table.insert(homedecor.old_static_nodes, "homedecor:table_lamp_"..color.."_"..power)
|
|
|
|
table.insert(homedecor.old_static_nodes, "homedecor:standing_lamp_"..color.."_"..power)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
minetest.register_lbm({
|
2019-04-20 21:49:36 +02:00
|
|
|
name = ":homedecor:convert_lighting",
|
2017-01-29 06:58:31 +01:00
|
|
|
label = "Convert homedecor glowlights, table lamps, and standing lamps to use param2 color",
|
2017-02-16 22:58:48 +01:00
|
|
|
run_at_every_load = false,
|
2017-01-29 06:58:31 +01:00
|
|
|
nodenames = homedecor.old_static_nodes,
|
|
|
|
action = function(pos, node)
|
|
|
|
local name = node.name
|
2017-01-29 09:31:02 +01:00
|
|
|
local newname
|
2017-01-29 06:58:31 +01:00
|
|
|
local color
|
|
|
|
|
|
|
|
if string.find(name, "small_cube") then
|
|
|
|
newname = "homedecor:glowlight_small_cube"
|
|
|
|
elseif string.find(name, "glowlight_half") then
|
|
|
|
newname = "homedecor:glowlight_half"
|
|
|
|
elseif string.find(name, "glowlight_quarter") then
|
|
|
|
newname = "homedecor:glowlight_quarter"
|
|
|
|
end
|
|
|
|
|
|
|
|
local lampname
|
2017-02-16 03:53:52 +01:00
|
|
|
if string.find(name, "standing_lamp") then
|
2017-01-29 06:58:31 +01:00
|
|
|
lampname = "homedecor:standing_lamp"
|
|
|
|
elseif string.find(name, "table_lamp") then
|
|
|
|
lampname = "homedecor:table_lamp"
|
|
|
|
end
|
|
|
|
if lampname then
|
|
|
|
newname = lampname
|
|
|
|
if string.find(name, "_off") then
|
|
|
|
newname = newname.."_off"
|
|
|
|
elseif string.find(name, "_low") then
|
|
|
|
newname = newname.."_low"
|
|
|
|
elseif string.find(name, "_med") then
|
|
|
|
newname = newname.."_med"
|
|
|
|
elseif string.find(name, "_hi") then
|
|
|
|
newname = newname.."_hi"
|
|
|
|
elseif string.find(name, "_max") then
|
|
|
|
newname = newname.."_max"
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if string.find(name, "red") then
|
|
|
|
color = "red"
|
|
|
|
elseif string.find(name, "pink") then
|
|
|
|
color = "pink"
|
|
|
|
elseif string.find(name, "green") then
|
|
|
|
color = "green"
|
|
|
|
elseif string.find(name, "blue") then
|
|
|
|
color = "blue"
|
|
|
|
elseif string.find(name, "yellow") then
|
|
|
|
color = "yellow"
|
|
|
|
elseif string.find(name, "violet") then
|
|
|
|
color = "violet"
|
|
|
|
else
|
|
|
|
color = "white"
|
|
|
|
end
|
|
|
|
|
2017-02-25 03:27:22 +01:00
|
|
|
local paletteidx, _ = unifieddyes.getpaletteidx("unifieddyes:"..color, "extended")
|
2017-01-29 09:31:02 +01:00
|
|
|
|
|
|
|
local old_fdir
|
|
|
|
local new_node = newname
|
2017-02-01 17:51:12 +01:00
|
|
|
local new_fdir = 1
|
2017-01-29 10:34:26 +01:00
|
|
|
local param2
|
2017-01-29 09:31:02 +01:00
|
|
|
|
2017-01-29 06:58:31 +01:00
|
|
|
if string.find(name, "glowlight") then
|
|
|
|
paletteidx, _ = unifieddyes.getpaletteidx("unifieddyes:"..color, "wallmounted")
|
2017-01-29 09:31:02 +01:00
|
|
|
|
|
|
|
old_fdir = math.floor(node.param2 / 4)
|
|
|
|
|
|
|
|
if old_fdir == 5 then
|
|
|
|
new_fdir = 0
|
|
|
|
elseif old_fdir == 1 then
|
|
|
|
new_fdir = 5
|
|
|
|
elseif old_fdir == 2 then
|
|
|
|
new_fdir = 4
|
|
|
|
elseif old_fdir == 3 then
|
|
|
|
new_fdir = 3
|
|
|
|
elseif old_fdir == 4 then
|
|
|
|
new_fdir = 2
|
|
|
|
elseif old_fdir == 0 then
|
|
|
|
new_fdir = 1
|
|
|
|
end
|
|
|
|
param2 = paletteidx + new_fdir
|
2017-01-29 06:58:31 +01:00
|
|
|
else
|
|
|
|
param2 = paletteidx
|
|
|
|
end
|
|
|
|
|
2017-02-27 23:02:20 +01:00
|
|
|
local meta = minetest.get_meta(pos)
|
|
|
|
|
2017-02-25 07:02:51 +01:00
|
|
|
if string.find(name, "table_lamp") or string.find(name, "standing_lamp") then
|
|
|
|
meta:set_string("palette", "ext")
|
|
|
|
end
|
|
|
|
|
2017-01-29 09:31:02 +01:00
|
|
|
minetest.set_node(pos, { name = new_node, param2 = param2 })
|
2017-01-29 06:58:31 +01:00
|
|
|
meta:set_string("dye", "unifieddyes:"..color)
|
|
|
|
end
|
|
|
|
})
|
2017-02-01 01:01:47 +01:00
|
|
|
|
|
|
|
-- this one's for the small "gooseneck" desk lamps
|
|
|
|
|
|
|
|
homedecor.old_static_desk_lamps = {
|
|
|
|
"homedecor:desk_lamp_red",
|
|
|
|
"homedecor:desk_lamp_blue",
|
|
|
|
"homedecor:desk_lamp_green",
|
|
|
|
"homedecor:desk_lamp_violet",
|
|
|
|
}
|
|
|
|
|
|
|
|
minetest.register_lbm({
|
2019-04-20 21:49:36 +02:00
|
|
|
name = ":homedecor:convert_desk_lamps",
|
2017-02-01 14:50:03 +01:00
|
|
|
label = "Convert homedecor desk lamps to use param2 color",
|
2017-02-16 22:58:48 +01:00
|
|
|
run_at_every_load = false,
|
2017-02-01 01:01:47 +01:00
|
|
|
nodenames = homedecor.old_static_desk_lamps,
|
|
|
|
action = function(pos, node)
|
|
|
|
local name = node.name
|
|
|
|
local color = string.sub(name, string.find(name, "_", -8) + 1)
|
|
|
|
|
|
|
|
if color == "green" then
|
|
|
|
color = "medium_green"
|
|
|
|
elseif color == "violet" then
|
|
|
|
color = "magenta"
|
|
|
|
end
|
|
|
|
|
|
|
|
local paletteidx, _ = unifieddyes.getpaletteidx("unifieddyes:"..color, "wallmounted")
|
|
|
|
local old_fdir = math.floor(node.param2 % 32)
|
|
|
|
local new_fdir = 3
|
|
|
|
|
|
|
|
if old_fdir == 0 then
|
|
|
|
new_fdir = 3
|
|
|
|
elseif old_fdir == 1 then
|
|
|
|
new_fdir = 4
|
|
|
|
elseif old_fdir == 2 then
|
|
|
|
new_fdir = 2
|
|
|
|
elseif old_fdir == 3 then
|
|
|
|
new_fdir = 5
|
|
|
|
end
|
|
|
|
|
|
|
|
local param2 = paletteidx + new_fdir
|
|
|
|
|
|
|
|
minetest.set_node(pos, { name = "homedecor:desk_lamp", param2 = param2 })
|
|
|
|
local meta = minetest.get_meta(pos)
|
|
|
|
meta:set_string("dye", "unifieddyes:"..color)
|
|
|
|
end
|
|
|
|
})
|
2018-10-31 01:46:10 +01:00
|
|
|
|
|
|
|
|
2019-05-25 08:34:50 +02:00
|
|
|
|
2019-04-20 21:49:36 +02:00
|
|
|
-- crafting
|
2018-10-31 01:46:10 +01:00
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = 'homedecor:chain_steel_top',
|
|
|
|
recipe = {
|
|
|
|
{'default:steel_ingot'},
|
|
|
|
{'basic_materials:chainlink_steel'},
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = 'homedecor:chandelier_steel',
|
|
|
|
recipe = {
|
|
|
|
{'', 'basic_materials:chainlink_steel', ''},
|
|
|
|
{'default:torch', 'basic_materials:chainlink_steel', 'default:torch'},
|
|
|
|
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
-- brass versions
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = 'homedecor:chain_brass_top',
|
|
|
|
recipe = {
|
|
|
|
{'basic_materials:brass_ingot'},
|
|
|
|
{'basic_materials:chainlink_brass'},
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = 'homedecor:chandelier_brass',
|
|
|
|
recipe = {
|
|
|
|
{'', 'basic_materials:chainlink_brass', ''},
|
|
|
|
{'default:torch', 'basic_materials:chainlink_brass', 'default:torch'},
|
|
|
|
{'basic_materials:brass_ingot', 'basic_materials:brass_ingot', 'basic_materials:brass_ingot'},
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
2019-04-20 21:49:36 +02:00
|
|
|
-- candles
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:candle_thin 4",
|
|
|
|
recipe = {
|
|
|
|
{"farming:string" },
|
|
|
|
{"basic_materials:paraffin" }
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:candle 2",
|
|
|
|
recipe = {
|
|
|
|
{"farming:string" },
|
|
|
|
{"basic_materials:paraffin" },
|
|
|
|
{"basic_materials:paraffin" }
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:wall_sconce 2",
|
|
|
|
recipe = {
|
|
|
|
{"default:iron_lump", "", ""},
|
|
|
|
{"default:iron_lump", "homedecor:candle", ""},
|
|
|
|
{"default:iron_lump", "", ""},
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:candlestick_wrought_iron",
|
|
|
|
recipe = {
|
|
|
|
{""},
|
|
|
|
{"homedecor:candle_thin"},
|
|
|
|
{"default:iron_lump"},
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:candlestick_brass",
|
|
|
|
recipe = {
|
|
|
|
{""},
|
|
|
|
{"homedecor:candle_thin"},
|
|
|
|
{"basic_materials:brass_ingot"},
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:oil_lamp",
|
|
|
|
recipe = {
|
|
|
|
{ "", "vessels:glass_bottle", "" },
|
|
|
|
{ "", "farming:string", "" },
|
|
|
|
{ "default:steel_ingot", "basic_materials:oil_extract", "default:steel_ingot" }
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:oil_lamp_tabletop",
|
|
|
|
recipe = {
|
|
|
|
{ "", "vessels:glass_bottle", "" },
|
|
|
|
{ "", "farming:string", "" },
|
|
|
|
{ "default:iron_lump", "basic_materials:oil_extract", "default:iron_lump" }
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
-- Wrought-iron wall latern
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:ground_lantern",
|
|
|
|
recipe = {
|
|
|
|
{ "default:iron_lump", "default:iron_lump", "default:iron_lump" },
|
|
|
|
{ "default:iron_lump", "default:torch", "default:iron_lump" },
|
|
|
|
{ "", "default:iron_lump", "" }
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
-- wood-lattice lamps
|
|
|
|
|
|
|
|
if minetest.get_modpath("darkage") then
|
|
|
|
minetest.register_craft( {
|
|
|
|
output = "homedecor:lattice_lantern_small 8",
|
|
|
|
recipe = {
|
|
|
|
{ "darkage:lamp" },
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft( {
|
|
|
|
output = "darkage:lamp",
|
|
|
|
type = "shapeless",
|
|
|
|
recipe = {
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
},
|
|
|
|
})
|
|
|
|
else
|
|
|
|
minetest.register_craft( {
|
|
|
|
output = "homedecor:lattice_lantern_large 2",
|
|
|
|
recipe = {
|
|
|
|
{ "dye:black", "dye:yellow", "dye:black" },
|
|
|
|
{ "group:stick", "building_blocks:woodglass", "group:stick" },
|
|
|
|
{ "group:stick", "basic_materials:energy_crystal_simple", "group:stick" }
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft( {
|
|
|
|
output = "homedecor:lattice_lantern_small 8",
|
|
|
|
recipe = {
|
|
|
|
{ "homedecor:lattice_lantern_large" },
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft( {
|
|
|
|
output = "homedecor:lattice_lantern_large",
|
|
|
|
type = "shapeless",
|
|
|
|
recipe = {
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
"homedecor:lattice_lantern_small",
|
|
|
|
},
|
|
|
|
})
|
|
|
|
end
|
|
|
|
|
|
|
|
-- glowlights
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:glowlight_half 6",
|
|
|
|
recipe = {
|
|
|
|
{ "default:glass", "basic_materials:energy_crystal_simple", "default:glass", },
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:glowlight_half 6",
|
|
|
|
recipe = {
|
|
|
|
{"moreblocks:super_glow_glass", "moreblocks:glow_glass", "moreblocks:super_glow_glass", },
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:glowlight_half",
|
|
|
|
recipe = {
|
|
|
|
{"homedecor:glowlight_small_cube","homedecor:glowlight_small_cube"},
|
|
|
|
{"homedecor:glowlight_small_cube","homedecor:glowlight_small_cube"}
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:glowlight_half",
|
|
|
|
type = "shapeless",
|
|
|
|
recipe = {
|
|
|
|
"homedecor:glowlight_quarter",
|
|
|
|
"homedecor:glowlight_quarter"
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
unifieddyes.register_color_craft({
|
|
|
|
output = "homedecor:glowlight_half",
|
|
|
|
palette = "wallmounted",
|
|
|
|
type = "shapeless",
|
|
|
|
neutral_node = "homedecor:glowlight_half",
|
|
|
|
recipe = {
|
|
|
|
"NEUTRAL_NODE",
|
|
|
|
"MAIN_DYE"
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:glowlight_quarter 6",
|
|
|
|
recipe = {
|
|
|
|
{"homedecor:glowlight_half", "homedecor:glowlight_half", "homedecor:glowlight_half", },
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
unifieddyes.register_color_craft({
|
|
|
|
output = "homedecor:glowlight_quarter",
|
|
|
|
palette = "wallmounted",
|
|
|
|
type = "shapeless",
|
|
|
|
neutral_node = "homedecor:glowlight_quarter",
|
|
|
|
recipe = {
|
|
|
|
"NEUTRAL_NODE",
|
|
|
|
"MAIN_DYE"
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:glowlight_small_cube 8",
|
|
|
|
recipe = {
|
|
|
|
{ "dye:white" },
|
|
|
|
{ "default:glass" },
|
|
|
|
{ "basic_materials:energy_crystal_simple" },
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:glowlight_small_cube 8",
|
|
|
|
recipe = {
|
|
|
|
{"dye:white" },
|
|
|
|
{"moreblocks:super_glow_glass" },
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:glowlight_small_cube 4",
|
|
|
|
recipe = {
|
|
|
|
{"homedecor:glowlight_half" },
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
unifieddyes.register_color_craft({
|
|
|
|
output = "homedecor:glowlight_small_cube",
|
|
|
|
palette = "wallmounted",
|
|
|
|
type = "shapeless",
|
|
|
|
neutral_node = "homedecor:glowlight_small_cube",
|
|
|
|
recipe = {
|
|
|
|
"NEUTRAL_NODE",
|
|
|
|
"MAIN_DYE"
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
----
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:plasma_lamp",
|
|
|
|
recipe = {
|
|
|
|
{"", "default:glass", ""},
|
|
|
|
{"default:glass", "basic_materials:energy_crystal_simple", "default:glass"},
|
|
|
|
{"", "default:glass", ""}
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:plasma_ball 2",
|
|
|
|
recipe = {
|
|
|
|
{"", "default:glass", ""},
|
|
|
|
{"default:glass", "default:copper_ingot", "default:glass"},
|
|
|
|
{"basic_materials:plastic_sheet", "basic_materials:energy_crystal_simple", "basic_materials:plastic_sheet"}
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:desk_lamp 2",
|
|
|
|
recipe = {
|
|
|
|
{ "", "default:steel_ingot", "homedecor:glowlight_small_cube" },
|
|
|
|
{ "", "basic_materials:steel_strip", "" },
|
|
|
|
{ "basic_materials:plastic_sheet", "basic_materials:copper_wire", "basic_materials:plastic_sheet" },
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
unifieddyes.register_color_craft({
|
|
|
|
output = "homedecor:desk_lamp",
|
|
|
|
palette = "wallmounted",
|
|
|
|
type = "shapeless",
|
|
|
|
neutral_node = "homedecor:desk_lamp",
|
|
|
|
recipe = {
|
|
|
|
"NEUTRAL_NODE",
|
|
|
|
"MAIN_DYE"
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:hanging_lantern 2",
|
|
|
|
recipe = {
|
|
|
|
{ "default:iron_lump", "default:iron_lump", "" },
|
|
|
|
{ "default:iron_lump", "homedecor:lattice_lantern_large", "" },
|
|
|
|
{ "default:iron_lump", "", "" },
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:ceiling_lantern 2",
|
|
|
|
recipe = {
|
|
|
|
{ "default:iron_lump", "default:iron_lump", "default:iron_lump" },
|
|
|
|
{ "default:iron_lump", "homedecor:lattice_lantern_large", "default:iron_lump" },
|
|
|
|
{ "", "default:iron_lump", "" },
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:wall_lamp 2",
|
|
|
|
recipe = {
|
|
|
|
{ "", "homedecor:lattice_lantern_large", "" },
|
|
|
|
{ "default:iron_lump", "group:stick", "" },
|
|
|
|
{ "default:iron_lump", "group:stick", "" },
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:ceiling_lamp",
|
|
|
|
recipe = {
|
|
|
|
{ "", "basic_materials:brass_ingot", ""},
|
|
|
|
{ "", "basic_materials:chainlink_brass", ""},
|
|
|
|
{ "default:glass", "homedecor:glowlight_small_cube", "default:glass"}
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = "homedecor:ceiling_lamp",
|
|
|
|
recipe = {
|
|
|
|
{ "", "basic_materials:chain_steel_top_brass", ""},
|
|
|
|
{ "default:glass", "homedecor:glowlight_small_cube", "default:glass"}
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
2019-05-25 01:08:13 +02:00
|
|
|
minetest.register_craft({
|
2019-05-26 02:59:19 +02:00
|
|
|
output = "homedecor:standing_lamp_hi",
|
2019-05-25 01:08:13 +02:00
|
|
|
recipe = {
|
2019-05-26 02:59:19 +02:00
|
|
|
{"homedecor:table_lamp_hi"},
|
2019-05-25 01:08:13 +02:00
|
|
|
{"group:stick"},
|
|
|
|
{"group:stick"},
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
unifieddyes.register_color_craft({
|
2019-05-26 02:59:19 +02:00
|
|
|
output = "homedecor:standing_lamp_hi",
|
2019-05-25 01:08:13 +02:00
|
|
|
palette = "extended",
|
|
|
|
type = "shapeless",
|
2019-05-26 02:59:19 +02:00
|
|
|
neutral_node = "homedecor:standing_lamp_hi",
|
2019-05-25 01:08:13 +02:00
|
|
|
recipe = {
|
|
|
|
"NEUTRAL_NODE",
|
|
|
|
"MAIN_DYE"
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
2019-05-26 02:59:19 +02:00
|
|
|
recipe = "homedecor:table_lamp_hi",
|
2019-05-25 01:08:13 +02:00
|
|
|
burntime = 10,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
2019-05-26 02:59:19 +02:00
|
|
|
output = "homedecor:table_lamp_hi",
|
2019-05-25 01:08:13 +02:00
|
|
|
recipe = {
|
|
|
|
{ "wool:white", "default:torch", "wool:white"},
|
|
|
|
{ "", "group:stick", ""},
|
|
|
|
{ "", "stairs:slab_wood", "" },
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
2019-05-26 02:59:19 +02:00
|
|
|
output = "homedecor:table_lamp_hi",
|
2019-05-25 01:08:13 +02:00
|
|
|
recipe = {
|
|
|
|
{ "cottages:wool", "default:torch", "cottages:wool"},
|
|
|
|
{ "", "group:stick", ""},
|
|
|
|
{ "", "stairs:slab_wood", "" },
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
2019-05-26 02:59:19 +02:00
|
|
|
output = "homedecor:table_lamp_hi",
|
2019-05-25 01:08:13 +02:00
|
|
|
recipe = {
|
|
|
|
{ "wool:white", "default:torch", "wool:white"},
|
|
|
|
{ "", "group:stick", ""},
|
|
|
|
{ "", "moreblocks:slab_wood", "" },
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
2019-05-26 02:59:19 +02:00
|
|
|
output = "homedecor:table_lamp_hi",
|
2019-05-25 01:08:13 +02:00
|
|
|
recipe = {
|
|
|
|
{ "cottages:wool", "default:torch", "cottages:wool"},
|
|
|
|
{ "", "group:stick", ""},
|
|
|
|
{ "", "moreblocks:slab_wood", "" },
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
|
|
|
unifieddyes.register_color_craft({
|
2019-05-26 02:59:19 +02:00
|
|
|
output = "homedecor:table_lamp_hi",
|
2019-05-25 01:08:13 +02:00
|
|
|
palette = "extended",
|
|
|
|
type = "shapeless",
|
2019-05-26 02:59:19 +02:00
|
|
|
neutral_node = "homedecor:table_lamp_hi",
|
2019-05-25 01:08:13 +02:00
|
|
|
recipe = {
|
|
|
|
"NEUTRAL_NODE",
|
|
|
|
"MAIN_DYE"
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
2019-04-20 21:49:36 +02:00
|
|
|
-- aliases
|
|
|
|
|
2019-05-26 03:43:13 +02:00
|
|
|
minetest.register_alias("chains:chain_top", "homedecor:chain_steel_top")
|
|
|
|
minetest.register_alias("chains:chain_top_brass", "homedecor:chain_brass_top")
|
|
|
|
|
|
|
|
minetest.register_alias("chains:chandelier_steel", "homedecor:chandelier_steel")
|
|
|
|
minetest.register_alias("chains:chandelier_brass", "homedecor:chandelier_brass")
|
|
|
|
|
|
|
|
minetest.register_alias("homedecor:glowlight_half", "homedecor:glowlight_half_on")
|
|
|
|
minetest.register_alias("homedecor:glowlight_quarter", "homedecor:glowlight_quarter_on")
|
|
|
|
minetest.register_alias("homedecor:glowlight_small_cube", "homedecor:glowlight_small_cube_on")
|
|
|
|
minetest.register_alias("homedecor:plasma_lamp", "homedecor:plasma_lamp_on")
|
|
|
|
minetest.register_alias("homedecor:plasma_ball", "homedecor:plasma_ball_on")
|
|
|
|
minetest.register_alias("homedecor:wall_lantern", "homedecor:ground_lantern")
|
|
|
|
minetest.register_alias("homedecor:ground_lantern", "homedecor:ground_lantern_on")
|
|
|
|
minetest.register_alias("homedecor:hanging_lantern", "homedecor:hanging_lantern_on")
|
|
|
|
minetest.register_alias("homedecor:ceiling_lantern", "homedecor:ceiling_lantern_on")
|
|
|
|
minetest.register_alias("homedecor:lattice_lantern_large", "homedecor:lattice_lantern_large_on")
|
|
|
|
minetest.register_alias("homedecor:lattice_lantern_small", "homedecor:lattice_lantern_small_on")
|
|
|
|
minetest.register_alias("homedecor:desk_lamp", "homedecor:desk_lamp_on")
|
|
|
|
minetest.register_alias("homedecor:rope_light_on_floor", "homedecor:rope_light_on_floor_on")
|
|
|
|
minetest.register_alias("homedecor:rope_light_on_ceiling", "homedecor:rope_light_on_ceiling_on")
|
2018-10-31 01:46:10 +01:00
|
|
|
|
2019-05-26 03:43:13 +02:00
|
|
|
if minetest.get_modpath("darkage") then
|
|
|
|
minetest.register_alias("homedecor:lattice_lantern_large_on", "darkage:lamp")
|
|
|
|
minetest.register_alias("homedecor:lattice_lantern_large_off", "darkage:lamp")
|
|
|
|
end
|