nalc_game/mods/default/nodes.lua

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2013-05-19 18:43:04 +02:00
-- mods/default/nodes.lua
--[[ Node name convention:
Although many node names are in combined-word form, the required form for new
node names is words separated by underscores. If both forms are used in written
language (for example pinewood and pine wood) the underscore form should be used.
--]]
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--[[ Index:
Stone
-----
(1. Material 2. Cobble variant 3. Brick variant 4. Modified forms)
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default:stone
default:cobble
default:stonebrick
default:stone_block
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default:mossycobble
default:desert_stone
default:desert_cobble
default:desert_stonebrick
default:desert_stone_block
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default:sandstone
default:sandstonebrick
default:sandstone_block
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default:obsidian
default:obsidianbrick
default:obsidian_block
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Soft / Non-Stone
----------------
(1. Material 2. Modified forms)
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default:dirt
default:dirt_with_grass
default:dirt_with_grass_footsteps
default:dirt_with_dry_grass
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default:dirt_with_snow
default:sand
default:desert_sand
default:silver_sand
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default:gravel
default:clay
default:snow
default:snowblock
default:ice
Trees
-----
(1. Trunk 2. Fabricated trunk 3. Leaves 4. Sapling 5. Fruits)
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default:tree
default:wood
default:leaves
default:sapling
default:apple
default:jungletree
default:junglewood
default:jungleleaves
default:junglesapling
default:pine_tree
default:pine_wood
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default:pine_needles
default:pine_sapling
default:acacia_tree
default:acacia_wood
default:acacia_leaves
default:acacia_sapling
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
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default:aspen_tree
default:aspen_wood
default:aspen_leaves
default:aspen_sapling
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Ores
----
(1. In stone 2. Blocks)
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default:stone_with_coal
default:coalblock
default:stone_with_iron
default:steelblock
default:stone_with_copper
default:copperblock
default:bronzeblock
default:stone_with_gold
default:goldblock
default:stone_with_mese
default:mese
default:stone_with_diamond
default:diamondblock
Plantlife
---------
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default:cactus
default:papyrus
default:dry_shrub
default:junglegrass
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default:grass_1
default:grass_2
default:grass_3
default:grass_4
default:grass_5
default:dry_grass_1
default:dry_grass_2
default:dry_grass_3
default:dry_grass_4
default:dry_grass_5
default:bush_stem
default:bush_leaves
default:acacia_bush_stem
default:acacia_bush_leaves
Corals
------
default:coral_brown
default:coral_orange
default:coral_skeleton
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Liquids
-------
(1. Source 2. Flowing)
default:water_source
default:water_flowing
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default:river_water_source
default:river_water_flowing
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default:lava_source
default:lava_flowing
Tools / "Advanced" crafting / Non-"natural"
-------------------------------------------
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default:torch
default:chest
default:chest_locked
default:bookshelf
default:sign_wall_wood
default:sign_wall_steel
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default:ladder_wood
default:ladder_steel
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default:fence_wood
default:fence_acacia_wood
default:fence_junglewood
default:fence_pine_wood
default:fence_aspen_wood
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default:glass
default:obsidian_glass
default:rail
default:brick
default:meselamp
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Misc
----
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default:cloud
--]]
--
-- Stone
--
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minetest.register_node("default:stone", {
description = "Stone",
tiles = {"default_stone.png"},
groups = {cracky = 3, stone = 1},
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drop = 'default:cobble',
legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
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minetest.register_node("default:cobble", {
description = "Cobblestone",
tiles = {"default_cobble.png"},
is_ground_content = false,
groups = {cracky = 3, stone = 2},
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sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:stonebrick", {
description = "Stone Brick",
paramtype2 = "facedir",
place_param2 = 0,
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tiles = {"default_stone_brick.png"},
is_ground_content = false,
groups = {cracky = 2, stone = 1},
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sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:stone_block", {
description = "Stone Block",
tiles = {"default_stone_block.png"},
is_ground_content = false,
groups = {cracky = 2, stone = 1},
sounds = default.node_sound_stone_defaults(),
})
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minetest.register_node("default:mossycobble", {
description = "Mossy Cobblestone",
tiles = {"default_mossycobble.png"},
is_ground_content = false,
groups = {cracky = 3, stone = 1},
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sounds = default.node_sound_stone_defaults(),
})
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minetest.register_node("default:desert_stone", {
description = "Desert Stone",
tiles = {"default_desert_stone.png"},
groups = {cracky = 3, stone = 1},
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drop = 'default:desert_cobble',
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legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
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minetest.register_node("default:desert_cobble", {
description = "Desert Cobblestone",
tiles = {"default_desert_cobble.png"},
is_ground_content = false,
groups = {cracky = 3, stone = 2},
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sounds = default.node_sound_stone_defaults(),
})
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minetest.register_node("default:desert_stonebrick", {
description = "Desert Stone Brick",
paramtype2 = "facedir",
place_param2 = 0,
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tiles = {"default_desert_stone_brick.png"},
is_ground_content = false,
groups = {cracky = 2, stone = 1},
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sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:desert_stone_block", {
description = "Desert Stone Block",
tiles = {"default_desert_stone_block.png"},
is_ground_content = false,
groups = {cracky = 2, stone = 1},
sounds = default.node_sound_stone_defaults(),
})
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minetest.register_node("default:sandstone", {
description = "Sandstone",
tiles = {"default_sandstone.png"},
groups = {crumbly = 1, cracky = 3},
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sounds = default.node_sound_stone_defaults(),
})
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minetest.register_node("default:sandstonebrick", {
description = "Sandstone Brick",
paramtype2 = "facedir",
place_param2 = 0,
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tiles = {"default_sandstone_brick.png"},
is_ground_content = false,
groups = {cracky = 2},
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sounds = default.node_sound_stone_defaults(),
})
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minetest.register_node("default:sandstone_block", {
description = "Sandstone Block",
tiles = {"default_sandstone_block.png"},
is_ground_content = false,
groups = {cracky = 2},
sounds = default.node_sound_stone_defaults(),
})
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minetest.register_node("default:obsidian", {
description = "Obsidian",
tiles = {"default_obsidian.png"},
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sounds = default.node_sound_stone_defaults(),
groups = {cracky = 1, level = 2},
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})
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minetest.register_node("default:obsidianbrick", {
description = "Obsidian Brick",
paramtype2 = "facedir",
place_param2 = 0,
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tiles = {"default_obsidian_brick.png"},
is_ground_content = false,
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sounds = default.node_sound_stone_defaults(),
groups = {cracky = 1, level = 2},
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})
minetest.register_node("default:obsidian_block", {
description = "Obsidian Block",
tiles = {"default_obsidian_block.png"},
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
groups = {cracky = 1, level = 2},
})
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--
-- Soft / Non-Stone
--
minetest.register_node("default:dirt", {
description = "Dirt",
tiles = {"default_dirt.png"},
groups = {crumbly = 3, soil = 1},
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sounds = default.node_sound_dirt_defaults(),
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})
minetest.register_node("default:dirt_with_grass", {
description = "Dirt with Grass",
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tiles = {"default_grass.png", "default_dirt.png",
{name = "default_dirt.png^default_grass_side.png",
tileable_vertical = false}},
groups = {crumbly = 3, soil = 1, spreading_dirt_type = 1},
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drop = 'default:dirt',
sounds = default.node_sound_dirt_defaults({
footstep = {name = "default_grass_footstep", gain = 0.25},
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}),
})
minetest.register_node("default:dirt_with_grass_footsteps", {
description = "Dirt with Grass and Footsteps",
tiles = {"default_grass.png^default_footprint.png", "default_dirt.png",
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{name = "default_dirt.png^default_grass_side.png",
tileable_vertical = false}},
groups = {crumbly = 3, soil = 1, not_in_creative_inventory = 1},
drop = 'default:dirt',
sounds = default.node_sound_dirt_defaults({
footstep = {name = "default_grass_footstep", gain = 0.25},
}),
})
minetest.register_node("default:dirt_with_dry_grass", {
description = "Dirt with Dry Grass",
tiles = {"default_dry_grass.png",
"default_dirt.png",
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{name = "default_dirt.png^default_dry_grass_side.png",
tileable_vertical = false}},
groups = {crumbly = 3, soil = 1, spreading_dirt_type = 1},
drop = 'default:dirt',
sounds = default.node_sound_dirt_defaults({
footstep = {name = "default_grass_footstep", gain = 0.4},
}),
})
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minetest.register_node("default:dirt_with_snow", {
description = "Dirt with Snow",
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tiles = {"default_snow.png", "default_dirt.png",
{name = "default_dirt.png^default_snow_side.png",
tileable_vertical = false}},
groups = {crumbly = 3, soil = 1, spreading_dirt_type = 1},
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drop = 'default:dirt',
sounds = default.node_sound_dirt_defaults({
footstep = {name = "default_snow_footstep", gain = 0.15},
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}),
})
minetest.register_node("default:sand", {
description = "Sand",
tiles = {"default_sand.png"},
groups = {crumbly = 3, falling_node = 1, sand = 1},
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sounds = default.node_sound_sand_defaults(),
})
minetest.register_node("default:desert_sand", {
description = "Desert Sand",
tiles = {"default_desert_sand.png"},
groups = {crumbly = 3, falling_node = 1, sand = 1},
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sounds = default.node_sound_sand_defaults(),
})
minetest.register_node("default:silver_sand", {
description = "Silver Sand",
tiles = {"default_silver_sand.png"},
groups = {crumbly = 3, falling_node = 1, sand = 1},
sounds = default.node_sound_sand_defaults(),
})
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minetest.register_node("default:gravel", {
description = "Gravel",
tiles = {"default_gravel.png"},
groups = {crumbly = 2, falling_node = 1},
sounds = default.node_sound_gravel_defaults(),
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drop = {
max_items = 1,
items = {
{items = {'default:flint'}, rarity = 16},
{items = {'default:gravel'}}
}
}
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})
minetest.register_node("default:clay", {
description = "Clay",
tiles = {"default_clay.png"},
groups = {crumbly = 3},
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drop = 'default:clay_lump 4',
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sounds = default.node_sound_dirt_defaults(),
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})
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minetest.register_node("default:snow", {
description = "Snow",
tiles = {"default_snow.png"},
inventory_image = "default_snowball.png",
wield_image = "default_snowball.png",
paramtype = "light",
buildable_to = true,
floodable = true,
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drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
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{-0.5, -0.5, -0.5, 0.5, -0.25, 0.5},
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},
},
groups = {crumbly = 3, falling_node = 1, puts_out_fire = 1},
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sounds = default.node_sound_dirt_defaults({
footstep = {name = "default_snow_footstep", gain = 0.15},
dug = {name = "default_snow_footstep", gain = 0.2},
dig = {name = "default_snow_footstep", gain = 0.2}
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}),
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass" then
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minetest.set_node(pos, {name = "default:dirt_with_snow"})
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end
end,
})
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minetest.register_node("default:snowblock", {
description = "Snow Block",
tiles = {"default_snow.png"},
groups = {crumbly = 3, puts_out_fire = 1},
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sounds = default.node_sound_dirt_defaults({
footstep = {name = "default_snow_footstep", gain = 0.15},
dug = {name = "default_snow_footstep", gain = 0.2},
dig = {name = "default_snow_footstep", gain = 0.2}
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}),
})
minetest.register_node("default:ice", {
description = "Ice",
tiles = {"default_ice.png"},
is_ground_content = false,
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paramtype = "light",
groups = {cracky = 3, puts_out_fire = 1},
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sounds = default.node_sound_glass_defaults(),
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})
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--
-- Trees
--
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minetest.register_node("default:tree", {
description = "Tree",
tiles = {"default_tree_top.png", "default_tree_top.png", "default_tree.png"},
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paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
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sounds = default.node_sound_wood_defaults(),
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on_place = minetest.rotate_node
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})
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minetest.register_node("default:wood", {
description = "Wooden Planks",
paramtype2 = "facedir",
place_param2 = 0,
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tiles = {"default_wood.png"},
is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
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sounds = default.node_sound_wood_defaults(),
})
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minetest.register_node("default:sapling", {
description = "Sapling",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"default_sapling.png"},
inventory_image = "default_sapling.png",
wield_image = "default_sapling.png",
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paramtype = "light",
sunlight_propagates = true,
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walkable = false,
on_timer = default.grow_sapling,
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selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
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},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1},
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sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(2400,4800))
end,
on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(itemstack, placer, pointed_thing,
"default:sapling",
-- minp, maxp to be checked, relative to sapling pos
-- minp_relative.y = 1 because sapling pos has been checked
{x = -2, y = 1, z = -2},
{x = 2, y = 6, z = 2},
-- maximum interval of interior volume check
4)
return itemstack
end,
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})
minetest.register_node("default:leaves", {
description = "Leaves",
drawtype = "allfaces_optional",
waving = 1,
tiles = {"default_leaves.png"},
special_tiles = {"default_leaves_simple.png"},
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paramtype = "light",
is_ground_content = false,
groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
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drop = {
max_items = 1,
items = {
{
-- player will get sapling with 1/20 chance
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items = {'default:sapling'},
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rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
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items = {'default:leaves'},
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}
}
},
sounds = default.node_sound_leaves_defaults(),
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after_place_node = default.after_place_leaves,
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})
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minetest.register_node("default:apple", {
description = "Apple",
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drawtype = "plantlike",
visual_scale = 1.0,
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tiles = {"default_apple.png"},
inventory_image = "default_apple.png",
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
is_ground_content = false,
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selection_box = {
type = "fixed",
fixed = {-3 / 16, -7 / 16, -3 / 16, 3 / 16, 4 / 16, 3 / 16}
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},
groups = {fleshy = 3, dig_immediate = 3, flammable = 2,
leafdecay = 3, leafdecay_drop = 1},
on_use = minetest.item_eat(2),
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sounds = default.node_sound_leaves_defaults(),
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after_place_node = function(pos, placer, itemstack)
if placer:is_player() then
minetest.set_node(pos, {name = "default:apple", param2 = 1})
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end
end,
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})
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minetest.register_node("default:jungletree", {
description = "Jungle Tree",
tiles = {"default_jungletree_top.png", "default_jungletree_top.png",
"default_jungletree.png"},
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paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
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sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node
2013-05-19 18:43:04 +02:00
})
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minetest.register_node("default:junglewood", {
description = "Junglewood Planks",
paramtype2 = "facedir",
place_param2 = 0,
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tiles = {"default_junglewood.png"},
is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
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sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("default:jungleleaves", {
description = "Jungle Leaves",
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drawtype = "allfaces_optional",
waving = 1,
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tiles = {"default_jungleleaves.png"},
special_tiles = {"default_jungleleaves_simple.png"},
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paramtype = "light",
is_ground_content = false,
groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
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drop = {
max_items = 1,
items = {
{items = {'default:junglesapling'}, rarity = 20},
{items = {'default:jungleleaves'}}
2013-05-19 18:43:04 +02:00
}
},
sounds = default.node_sound_leaves_defaults(),
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after_place_node = default.after_place_leaves,
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})
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minetest.register_node("default:junglesapling", {
description = "Jungle Sapling",
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drawtype = "plantlike",
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visual_scale = 1.0,
tiles = {"default_junglesapling.png"},
inventory_image = "default_junglesapling.png",
wield_image = "default_junglesapling.png",
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paramtype = "light",
sunlight_propagates = true,
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walkable = false,
on_timer = default.grow_sapling,
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selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
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},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1},
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sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(2400,4800))
end,
on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(itemstack, placer, pointed_thing,
"default:junglesapling",
-- minp, maxp to be checked, relative to sapling pos
-- minp_relative.y = 1 because sapling pos has been checked
{x = -2, y = 1, z = -2},
{x = 2, y = 15, z = 2},
-- maximum interval of interior volume check
4)
return itemstack
end,
2013-05-19 18:43:04 +02:00
})
2014-04-15 21:04:34 +02:00
minetest.register_node("default:pine_tree", {
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description = "Pine Tree",
tiles = {"default_pine_tree_top.png", "default_pine_tree_top.png",
"default_pine_tree.png"},
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paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 3, oddly_breakable_by_hand = 1, flammable = 3},
2013-05-19 18:43:04 +02:00
sounds = default.node_sound_wood_defaults(),
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on_place = minetest.rotate_node
})
minetest.register_node("default:pine_wood", {
description = "Pine Wood Planks",
paramtype2 = "facedir",
place_param2 = 0,
tiles = {"default_pine_wood.png"},
is_ground_content = false,
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
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sounds = default.node_sound_wood_defaults(),
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})
2014-12-07 16:29:36 +01:00
minetest.register_node("default:pine_needles",{
description = "Pine Needles",
drawtype = "allfaces_optional",
tiles = {"default_pine_needles.png"},
waving = 1,
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paramtype = "light",
is_ground_content = false,
groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
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drop = {
max_items = 1,
items = {
{items = {"default:pine_sapling"}, rarity = 20},
{items = {"default:pine_needles"}}
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}
},
sounds = default.node_sound_leaves_defaults(),
after_place_node = default.after_place_leaves,
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})
2014-12-07 16:29:36 +01:00
minetest.register_node("default:pine_sapling", {
description = "Pine Sapling",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"default_pine_sapling.png"},
inventory_image = "default_pine_sapling.png",
wield_image = "default_pine_sapling.png",
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paramtype = "light",
sunlight_propagates = true,
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walkable = false,
on_timer = default.grow_sapling,
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selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
2013-05-19 18:43:04 +02:00
},
groups = {snappy = 2, dig_immediate = 3, flammable = 3,
attached_node = 1, sapling = 1},
sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(2400,4800))
end,
on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(itemstack, placer, pointed_thing,
"default:pine_sapling",
-- minp, maxp to be checked, relative to sapling pos
-- minp_relative.y = 1 because sapling pos has been checked
{x = -2, y = 1, z = -2},
{x = 2, y = 12, z = 2},
-- maximum interval of interior volume check
4)
return itemstack
end,
})
minetest.register_node("default:acacia_tree", {
description = "Acacia Tree",
tiles = {"default_acacia_tree_top.png", "default_acacia_tree_top.png",
"default_acacia_tree.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node
})
minetest.register_node("default:acacia_wood", {
description = "Acacia Wood Planks",
paramtype2 = "facedir",
place_param2 = 0,
tiles = {"default_acacia_wood.png"},
is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("default:acacia_leaves", {
description = "Acacia Leaves",
drawtype = "allfaces_optional",
tiles = {"default_acacia_leaves.png"},
special_tiles = {"default_acacia_leaves_simple.png"},
waving = 1,
paramtype = "light",
is_ground_content = false,
groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
drop = {
max_items = 1,
items = {
{items = {"default:acacia_sapling"}, rarity = 20},
{items = {"default:acacia_leaves"}}
}
},
sounds = default.node_sound_leaves_defaults(),
after_place_node = default.after_place_leaves,
})
minetest.register_node("default:acacia_sapling", {
description = "Acacia Tree Sapling",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"default_acacia_sapling.png"},
inventory_image = "default_acacia_sapling.png",
wield_image = "default_acacia_sapling.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
on_timer = default.grow_sapling,
selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1},
2014-12-07 16:29:36 +01:00
sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(2400,4800))
end,
on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(itemstack, placer, pointed_thing,
"default:acacia_sapling",
-- minp, maxp to be checked, relative to sapling pos
-- minp_relative.y = 1 because sapling pos has been checked
{x = -4, y = 1, z = -4},
{x = 4, y = 6, z = 4},
-- maximum interval of interior volume check
4)
return itemstack
end,
2013-05-19 18:43:04 +02:00
})
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
minetest.register_node("default:aspen_tree", {
description = "Aspen Tree",
tiles = {"default_aspen_tree_top.png", "default_aspen_tree_top.png",
"default_aspen_tree.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 3, oddly_breakable_by_hand = 1, flammable = 3},
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node
})
minetest.register_node("default:aspen_wood", {
description = "Aspen Wood Planks",
paramtype2 = "facedir",
place_param2 = 0,
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
tiles = {"default_aspen_wood.png"},
is_ground_content = false,
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("default:aspen_leaves", {
description = "Aspen Leaves",
drawtype = "allfaces_optional",
tiles = {"default_aspen_leaves.png"},
waving = 1,
paramtype = "light",
is_ground_content = false,
groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
drop = {
max_items = 1,
items = {
{items = {"default:aspen_sapling"}, rarity = 20},
{items = {"default:aspen_leaves"}}
}
},
sounds = default.node_sound_leaves_defaults(),
after_place_node = default.after_place_leaves,
})
minetest.register_node("default:aspen_sapling", {
description = "Aspen Tree Sapling",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"default_aspen_sapling.png"},
inventory_image = "default_aspen_sapling.png",
wield_image = "default_aspen_sapling.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
on_timer = default.grow_sapling,
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
selection_box = {
type = "fixed",
fixed = {-3 / 16, -0.5, -3 / 16, 3 / 16, 0.5, 3 / 16}
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
},
groups = {snappy = 2, dig_immediate = 3, flammable = 3,
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
attached_node = 1, sapling = 1},
sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(2400,4800))
end,
on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(itemstack, placer, pointed_thing,
"default:aspen_sapling",
-- minp, maxp to be checked, relative to sapling pos
-- minp_relative.y = 1 because sapling pos has been checked
{x = -2, y = 1, z = -2},
{x = 2, y = 12, z = 2},
-- maximum interval of interior volume check
4)
return itemstack
end,
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
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})
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--
-- Ores
--
minetest.register_node("default:stone_with_coal", {
description = "Coal Ore",
tiles = {"default_stone.png^default_mineral_coal.png"},
groups = {cracky = 3},
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drop = 'default:coal_lump',
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:coalblock", {
description = "Coal Block",
tiles = {"default_coal_block.png"},
is_ground_content = false,
groups = {cracky = 3},
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sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:stone_with_iron", {
description = "Iron Ore",
tiles = {"default_stone.png^default_mineral_iron.png"},
groups = {cracky = 2},
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drop = 'default:iron_lump',
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:steelblock", {
description = "Steel Block",
tiles = {"default_steel_block.png"},
is_ground_content = false,
groups = {cracky = 1, level = 2},
sounds = default.node_sound_metal_defaults(),
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})
minetest.register_node("default:stone_with_copper", {
description = "Copper Ore",
tiles = {"default_stone.png^default_mineral_copper.png"},
groups = {cracky = 2},
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drop = 'default:copper_lump',
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:copperblock", {
description = "Copper Block",
tiles = {"default_copper_block.png"},
is_ground_content = false,
groups = {cracky = 1, level = 2},
sounds = default.node_sound_metal_defaults(),
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})
minetest.register_node("default:bronzeblock", {
description = "Bronze Block",
tiles = {"default_bronze_block.png"},
is_ground_content = false,
groups = {cracky = 1, level = 2},
sounds = default.node_sound_metal_defaults(),
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})
minetest.register_node("default:stone_with_mese", {
description = "Mese Ore",
tiles = {"default_stone.png^default_mineral_mese.png"},
groups = {cracky = 1},
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drop = "default:mese_crystal",
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:mese", {
description = "Mese Block",
tiles = {"default_mese_block.png"},
paramtype = "light",
groups = {cracky = 1, level = 2},
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sounds = default.node_sound_stone_defaults(),
light_source = 3,
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})
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minetest.register_node("default:stone_with_gold", {
description = "Gold Ore",
tiles = {"default_stone.png^default_mineral_gold.png"},
groups = {cracky = 2},
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drop = "default:gold_lump",
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:goldblock", {
description = "Gold Block",
tiles = {"default_gold_block.png"},
is_ground_content = false,
groups = {cracky = 1},
sounds = default.node_sound_metal_defaults(),
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})
minetest.register_node("default:stone_with_diamond", {
description = "Diamond Ore",
tiles = {"default_stone.png^default_mineral_diamond.png"},
groups = {cracky = 1},
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drop = "default:diamond",
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:diamondblock", {
description = "Diamond Block",
tiles = {"default_diamond_block.png"},
is_ground_content = false,
groups = {cracky = 1, level = 3},
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sounds = default.node_sound_stone_defaults(),
})
--
-- Plantlife (non-cubic)
--
minetest.register_node("default:cactus", {
description = "Cactus",
tiles = {"default_cactus_top.png", "default_cactus_top.png",
"default_cactus_side.png"},
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paramtype2 = "facedir",
groups = {snappy = 1, choppy = 3},
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sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node,
})
minetest.register_node("default:papyrus", {
description = "Papyrus",
drawtype = "plantlike",
tiles = {"default_papyrus.png"},
inventory_image = "default_papyrus.png",
wield_image = "default_papyrus.png",
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paramtype = "light",
sunlight_propagates = true,
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walkable = false,
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 0.5, 6 / 16},
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},
groups = {snappy = 3, flammable = 2},
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sounds = default.node_sound_leaves_defaults(),
after_dig_node = function(pos, node, metadata, digger)
default.dig_up(pos, node, digger)
end,
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})
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minetest.register_node("default:dry_shrub", {
description = "Dry Shrub",
drawtype = "plantlike",
waving = 1,
visual_scale = 1.0,
tiles = {"default_dry_shrub.png"},
inventory_image = "default_dry_shrub.png",
wield_image = "default_dry_shrub.png",
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paramtype = "light",
sunlight_propagates = true,
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walkable = false,
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buildable_to = true,
groups = {snappy = 3, flammable = 3, attached_node = 1},
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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type = "fixed",
fixed = {-5 / 16, -0.5, -5 / 16, 5 / 16, 4 / 16, 5 / 16},
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},
})
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minetest.register_node("default:junglegrass", {
description = "Jungle Grass",
drawtype = "plantlike",
waving = 1,
visual_scale = 1.3,
tiles = {"default_junglegrass.png"},
inventory_image = "default_junglegrass.png",
wield_image = "default_junglegrass.png",
paramtype = "light",
sunlight_propagates = true,
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walkable = false,
buildable_to = true,
groups = {snappy = 3, flora = 1, attached_node = 1, grass = 1, flammable = 1},
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sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-7 / 16, -0.5, -7 / 16, 7 / 16, 1.19, 7 / 16},
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},
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})
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minetest.register_node("default:grass_1", {
description = "Grass",
drawtype = "plantlike",
waving = 1,
tiles = {"default_grass_1.png"},
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-- Use texture of a taller grass stage in inventory
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inventory_image = "default_grass_3.png",
wield_image = "default_grass_3.png",
paramtype = "light",
sunlight_propagates = true,
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walkable = false,
buildable_to = true,
groups = {snappy = 3, flora = 1, attached_node = 1, grass = 1, flammable = 1},
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sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, -5 / 16, 6 / 16},
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},
on_place = function(itemstack, placer, pointed_thing)
-- place a random grass node
local stack = ItemStack("default:grass_" .. math.random(1,5))
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local ret = minetest.item_place(stack, placer, pointed_thing)
return ItemStack("default:grass_1 " ..
itemstack:get_count() - (1 - ret:get_count()))
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end,
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})
for i = 2, 5 do
minetest.register_node("default:grass_" .. i, {
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description = "Grass",
drawtype = "plantlike",
waving = 1,
tiles = {"default_grass_" .. i .. ".png"},
inventory_image = "default_grass_" .. i .. ".png",
wield_image = "default_grass_" .. i .. ".png",
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paramtype = "light",
sunlight_propagates = true,
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walkable = false,
buildable_to = true,
drop = "default:grass_1",
groups = {snappy = 3, flora = 1, attached_node = 1,
not_in_creative_inventory = 1, grass = 1, flammable = 1},
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sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, -3 / 16, 6 / 16},
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},
})
end
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minetest.register_node("default:dry_grass_1", {
description = "Dry Grass",
drawtype = "plantlike",
waving = 1,
tiles = {"default_dry_grass_1.png"},
inventory_image = "default_dry_grass_3.png",
wield_image = "default_dry_grass_3.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
buildable_to = true,
groups = {snappy = 3, flammable = 3, flora = 1,
attached_node = 1, dry_grass = 1},
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sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, -3 / 16, 6 / 16},
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},
on_place = function(itemstack, placer, pointed_thing)
-- place a random dry grass node
local stack = ItemStack("default:dry_grass_" .. math.random(1, 5))
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local ret = minetest.item_place(stack, placer, pointed_thing)
return ItemStack("default:dry_grass_1 " ..
itemstack:get_count() - (1 - ret:get_count()))
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end,
})
for i = 2, 5 do
minetest.register_node("default:dry_grass_" .. i, {
description = "Dry Grass",
drawtype = "plantlike",
waving = 1,
tiles = {"default_dry_grass_" .. i .. ".png"},
inventory_image = "default_dry_grass_" .. i .. ".png",
wield_image = "default_dry_grass_" .. i .. ".png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
buildable_to = true,
groups = {snappy = 3, flammable = 3, flora = 1, attached_node = 1,
not_in_creative_inventory=1, dry_grass = 1},
drop = "default:dry_grass_1",
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, -1 / 16, 6 / 16},
},
})
end
minetest.register_node("default:bush_stem", {
description = "Bush Stem",
drawtype = "plantlike",
visual_scale = 1.18,
tiles = {"default_bush_stem.png"},
inventory_image = "default_bush_stem.png",
wield_image = "default_bush_stem.png",
paramtype = "light",
sunlight_propagates = true,
groups = {choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = default.node_sound_wood_defaults(),
selection_box = {
type = "fixed",
fixed = {-7 / 16, -0.5, -7 / 16, 7 / 16, 0.54, 7 / 16},
},
})
minetest.register_node("default:bush_leaves", {
description = "Bush Leaves",
drawtype = "allfaces_optional",
waving = 1,
tiles = {"default_leaves_simple.png"},
paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_node("default:acacia_bush_stem", {
description = "Acacia Bush Stem",
drawtype = "plantlike",
visual_scale = 1.18,
tiles = {"default_acacia_bush_stem.png"},
inventory_image = "default_acacia_bush_stem.png",
wield_image = "default_acacia_bush_stem.png",
paramtype = "light",
sunlight_propagates = true,
groups = {choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = default.node_sound_wood_defaults(),
selection_box = {
type = "fixed",
fixed = {-7 / 16, -0.5, -7 / 16, 7 / 16, 0.54, 7 / 16},
},
})
minetest.register_node("default:acacia_bush_leaves", {
description = "Acacia Bush Leaves",
drawtype = "allfaces_optional",
waving = 1,
tiles = {"default_acacia_leaves_simple.png"},
paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1},
sounds = default.node_sound_leaves_defaults(),
})
--
-- Corals
--
minetest.register_node("default:coral_brown", {
description = "Brown Coral",
tiles = {"default_coral_brown.png"},
groups = {cracky = 3},
drop = "default:coral_skeleton",
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:coral_orange", {
description = "Orange Coral",
tiles = {"default_coral_orange.png"},
groups = {cracky = 3},
drop = "default:coral_skeleton",
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:coral_skeleton", {
description = "Coral Skeleton",
tiles = {"default_coral_skeleton.png"},
groups = {cracky = 3},
sounds = default.node_sound_stone_defaults(),
})
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--
-- Liquids
--
minetest.register_node("default:water_source", {
description = "Water Source",
drawtype = "liquid",
tiles = {
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{
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name = "default_water_source_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
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},
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},
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},
special_tiles = {
-- New-style water source material (mostly unused)
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{
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name = "default_water_source_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
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},
backface_culling = false,
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},
},
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alpha = 160,
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paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
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drop = "",
drowning = 1,
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liquidtype = "source",
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liquid_alternative_flowing = "default:water_flowing",
liquid_alternative_source = "default:water_source",
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liquid_viscosity = 1,
post_effect_color = {a = 103, r = 30, g = 60, b = 90},
groups = {water = 3, liquid = 3, puts_out_fire = 1},
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})
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minetest.register_node("default:water_flowing", {
description = "Flowing Water",
drawtype = "flowingliquid",
tiles = {"default_water.png"},
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special_tiles = {
{
name = "default_water_flowing_animated.png",
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backface_culling = false,
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animation = {
type = "vertical_frames",
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aspect_w = 16,
aspect_h = 16,
length = 0.8,
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},
},
{
name = "default_water_flowing_animated.png",
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backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
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},
},
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},
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alpha = 160,
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paramtype = "light",
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paramtype2 = "flowingliquid",
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walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
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drop = "",
drowning = 1,
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liquidtype = "flowing",
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liquid_alternative_flowing = "default:water_flowing",
liquid_alternative_source = "default:water_source",
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liquid_viscosity = 1,
post_effect_color = {a = 103, r = 30, g = 60, b = 90},
groups = {water = 3, liquid = 3, puts_out_fire = 1,
not_in_creative_inventory = 1},
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})
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minetest.register_node("default:river_water_source", {
description = "River Water Source",
drawtype = "liquid",
tiles = {
{
name = "default_river_water_source_animated.png",
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animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
},
},
special_tiles = {
{
name = "default_river_water_source_animated.png",
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animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
backface_culling = false,
},
},
alpha = 160,
paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "source",
liquid_alternative_flowing = "default:river_water_flowing",
liquid_alternative_source = "default:river_water_source",
liquid_viscosity = 1,
liquid_renewable = false,
liquid_range = 2,
post_effect_color = {a = 103, r = 30, g = 76, b = 90},
groups = {water = 3, liquid = 3, puts_out_fire = 1},
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})
minetest.register_node("default:river_water_flowing", {
description = "Flowing River Water",
drawtype = "flowingliquid",
tiles = {"default_river_water.png"},
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special_tiles = {
{
name = "default_river_water_flowing_animated.png",
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backface_culling = false,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
},
{
name = "default_river_water_flowing_animated.png",
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backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
},
},
alpha = 160,
paramtype = "light",
paramtype2 = "flowingliquid",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "flowing",
liquid_alternative_flowing = "default:river_water_flowing",
liquid_alternative_source = "default:river_water_source",
liquid_viscosity = 1,
liquid_renewable = false,
liquid_range = 2,
post_effect_color = {a = 103, r = 30, g = 76, b = 90},
groups = {water = 3, liquid = 3, puts_out_fire = 1,
not_in_creative_inventory = 1},
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})
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minetest.register_node("default:lava_source", {
description = "Lava Source",
drawtype = "liquid",
tiles = {
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{
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name = "default_lava_source_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0,
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},
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},
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},
special_tiles = {
-- New-style lava source material (mostly unused)
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{
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name = "default_lava_source_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0,
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},
backface_culling = false,
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},
},
paramtype = "light",
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light_source = default.LIGHT_MAX - 1,
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walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
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drop = "",
drowning = 1,
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liquidtype = "source",
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liquid_alternative_flowing = "default:lava_flowing",
liquid_alternative_source = "default:lava_source",
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liquid_viscosity = 7,
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liquid_renewable = false,
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damage_per_second = 4 * 2,
post_effect_color = {a = 191, r = 255, g = 64, b = 0},
groups = {lava = 3, liquid = 2, igniter = 1},
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})
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minetest.register_node("default:lava_flowing", {
description = "Flowing Lava",
drawtype = "flowingliquid",
tiles = {"default_lava.png"},
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special_tiles = {
{
name = "default_lava_flowing_animated.png",
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backface_culling = false,
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animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.3,
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},
},
{
name = "default_lava_flowing_animated.png",
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backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.3,
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},
},
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},
paramtype = "light",
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paramtype2 = "flowingliquid",
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light_source = default.LIGHT_MAX - 1,
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walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
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drop = "",
drowning = 1,
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liquidtype = "flowing",
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liquid_alternative_flowing = "default:lava_flowing",
liquid_alternative_source = "default:lava_source",
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liquid_viscosity = 7,
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liquid_renewable = false,
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damage_per_second = 4 * 2,
post_effect_color = {a = 191, r = 255, g = 64, b = 0},
groups = {lava = 3, liquid = 2, igniter = 1,
not_in_creative_inventory = 1},
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})
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--
-- Tools / "Advanced" crafting / Non-"natural"
--
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minetest.register_node("default:torch", {
description = "Torch",
drawtype = "torchlike",
tiles = {
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{
name = "default_torch_on_floor_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0
},
},
{
name="default_torch_on_ceiling_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0
},
},
{
name="default_torch_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0
},
},
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},
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inventory_image = "default_torch_on_floor.png",
wield_image = "default_torch_on_floor.png",
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
is_ground_content = false,
walkable = false,
light_source = default.LIGHT_MAX - 1,
selection_box = {
type = "wallmounted",
wall_top = {-0.1, 0.5 - 0.6, -0.1, 0.1, 0.5, 0.1},
wall_bottom = {-0.1, -0.5, -0.1, 0.1, -0.5 + 0.6, 0.1},
wall_side = {-0.5, -0.3, -0.1, -0.5 + 0.3, 0.3, 0.1},
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},
groups = {choppy = 2, dig_immediate = 3, flammable = 1, attached_node = 1},
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legacy_wallmounted = true,
sounds = default.node_sound_defaults(),
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})
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local chest_formspec =
"size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
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default.get_hotbar_bg(0,4.85)
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local function get_locked_chest_formspec(pos)
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
local formspec =
"size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[nodemeta:" .. spos .. ";main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[nodemeta:" .. spos .. ";main]" ..
"listring[current_player;main]" ..
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default.get_hotbar_bg(0,4.85)
return formspec
end
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local function has_locked_chest_privilege(meta, player)
local name = ""
if player then
if minetest.check_player_privs(player, "protection_bypass") then
return true
end
name = player:get_player_name()
end
if name ~= meta:get_string("owner") then
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return false
end
return true
end
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minetest.register_node("default:chest", {
description = "Chest",
tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
paramtype2 = "facedir",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
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legacy_facedir_simple = true,
is_ground_content = false,
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sounds = default.node_sound_wood_defaults(),
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", chest_formspec)
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local inv = meta:get_inventory()
inv:set_size("main", 8*4)
end,
can_dig = function(pos,player)
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local meta = minetest.get_meta(pos);
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local inv = meta:get_inventory()
return inv:is_empty("main")
end,
on_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
minetest.log("action", player:get_player_name() ..
" moves stuff in chest at " .. minetest.pos_to_string(pos))
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end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
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" moves " .. stack:get_name() ..
" to chest at " .. minetest.pos_to_string(pos))
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end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
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" takes " .. stack:get_name() ..
" from chest at " .. minetest.pos_to_string(pos))
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end,
on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "main", drops)
drops[#drops+1] = "default:chest"
minetest.remove_node(pos)
return drops
end,
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})
minetest.register_node("default:chest_locked", {
description = "Locked Chest",
tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_lock.png"},
paramtype2 = "facedir",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
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legacy_facedir_simple = true,
is_ground_content = false,
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sounds = default.node_sound_wood_defaults(),
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after_place_node = function(pos, placer)
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local meta = minetest.get_meta(pos)
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meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", "Locked Chest (owned by " ..
meta:get_string("owner") .. ")")
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end,
on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("owner", "")
local inv = meta:get_inventory()
inv:set_size("main", 8 * 4)
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end,
can_dig = function(pos,player)
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local meta = minetest.get_meta(pos);
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local inv = meta:get_inventory()
return inv:is_empty("main") and has_locked_chest_privilege(meta, player)
end,
allow_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_chest_privilege(meta, player) then
return 0
end
return count
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_chest_privilege(meta, player) then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_chest_privilege(meta, player) then
return 0
end
return stack:get_count()
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
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" moves " .. stack:get_name() ..
" to locked chest at " .. minetest.pos_to_string(pos))
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end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
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" takes " .. stack:get_name() ..
" from locked chest at " .. minetest.pos_to_string(pos))
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end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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local meta = minetest.get_meta(pos)
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if has_locked_chest_privilege(meta, clicker) then
minetest.show_formspec(
clicker:get_player_name(),
"default:chest_locked",
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get_locked_chest_formspec(pos)
)
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end
return itemstack
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end,
on_blast = function() end,
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})
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local bookshelf_formspec =
"size[8,7;]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[context;books;0,0.3;8,2;]" ..
"list[current_player;main;0,2.85;8,1;]" ..
"list[current_player;main;0,4.08;8,3;8]" ..
"listring[context;books]" ..
"listring[current_player;main]" ..
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default.get_hotbar_bg(0,2.85)
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-- Inventory slots overlay
local bx, by = 0, 0.3
for i = 1, 16 do
if i == 9 then
bx = 0
by = by + 1
end
bookshelf_formspec = bookshelf_formspec ..
"image[" .. bx .. "," .. by .. ";1,1;default_bookshelf_slot.png]"
bx = bx + 1
end
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minetest.register_node("default:bookshelf", {
description = "Bookshelf",
tiles = {"default_wood.png", "default_wood.png", "default_wood.png",
"default_wood.png", "default_bookshelf.png", "default_bookshelf.png"},
paramtype2 = "facedir",
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is_ground_content = false,
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3},
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sounds = default.node_sound_wood_defaults(),
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on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", bookshelf_formspec)
local inv = meta:get_inventory()
inv:set_size("books", 8 * 2)
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end,
can_dig = function(pos,player)
local inv = minetest.get_meta(pos):get_inventory()
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return inv:is_empty("books")
end,
allow_metadata_inventory_put = function(pos, listname, index, stack)
if minetest.get_item_group(stack:get_name(), "book") ~= 0 then
return stack:get_count()
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end
return 0
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end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name() ..
" moves stuff in bookshelf at " .. minetest.pos_to_string(pos))
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end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" moves stuff to bookshelf at " .. minetest.pos_to_string(pos))
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end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" takes stuff from bookshelf at " .. minetest.pos_to_string(pos))
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end,
on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "books", drops)
drops[#drops+1] = "default:bookshelf"
minetest.remove_node(pos)
return drops
end,
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})
local function register_sign(material, desc, def)
minetest.register_node("default:sign_wall_" .. material, {
description = desc .. " Sign",
drawtype = "nodebox",
tiles = {"default_sign_wall_" .. material .. ".png"},
inventory_image = "default_sign_" .. material .. ".png",
wield_image = "default_sign_" .. material .. ".png",
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
is_ground_content = false,
walkable = false,
node_box = {
type = "wallmounted",
wall_top = {-0.4375, 0.4375, -0.3125, 0.4375, 0.5, 0.3125},
wall_bottom = {-0.4375, -0.5, -0.3125, 0.4375, -0.4375, 0.3125},
wall_side = {-0.5, -0.3125, -0.4375, -0.4375, 0.3125, 0.4375},
},
groups = def.groups,
legacy_wallmounted = true,
sounds = def.sounds,
on_construct = function(pos)
--local n = minetest.get_node(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", "field[text;;${text}]")
end,
on_receive_fields = function(pos, formname, fields, sender)
--print("Sign at "..minetest.pos_to_string(pos).." got "..dump(fields))
local player_name = sender:get_player_name()
if minetest.is_protected(pos, player_name) then
minetest.record_protection_violation(pos, player_name)
return
end
local meta = minetest.get_meta(pos)
if not fields.text then return end
minetest.log("action", (player_name or "") .. " wrote \"" ..
fields.text .. "\" to sign at " .. minetest.pos_to_string(pos))
meta:set_string("text", fields.text)
meta:set_string("infotext", '"' .. fields.text .. '"')
end,
})
end
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register_sign("wood", "Wooden", {
sounds = default.node_sound_wood_defaults(),
groups = {choppy = 2, attached_node = 1, flammable = 2, oddly_breakable_by_hand = 3}
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})
register_sign("steel", "Steel", {
sounds = default.node_sound_metal_defaults(),
groups = {cracky = 2, attached_node = 1}
})
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minetest.register_node("default:ladder_wood", {
description = "Wooden Ladder",
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drawtype = "signlike",
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tiles = {"default_ladder_wood.png"},
inventory_image = "default_ladder_wood.png",
wield_image = "default_ladder_wood.png",
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paramtype = "light",
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paramtype2 = "wallmounted",
sunlight_propagates = true,
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walkable = false,
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climbable = true,
is_ground_content = false,
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selection_box = {
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type = "wallmounted",
--wall_top = = <default>
--wall_bottom = = <default>
--wall_side = = <default>
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},
groups = {choppy = 2, oddly_breakable_by_hand = 3, flammable = 2},
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legacy_wallmounted = true,
sounds = default.node_sound_wood_defaults(),
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})
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minetest.register_node("default:ladder_steel", {
description = "Steel Ladder",
drawtype = "signlike",
tiles = {"default_ladder_steel.png"},
inventory_image = "default_ladder_steel.png",
wield_image = "default_ladder_steel.png",
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
climbable = true,
is_ground_content = false,
selection_box = {
type = "wallmounted",
--wall_top = = <default>
--wall_bottom = = <default>
--wall_side = = <default>
},
groups = {cracky = 2},
sounds = default.node_sound_metal_defaults(),
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})
default.register_fence("default:fence_wood", {
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description = "Wooden Fence",
texture = "default_fence_wood.png",
inventory_image = "default_fence_overlay.png^default_wood.png^default_fence_overlay.png^[makealpha:255,126,126",
wield_image = "default_fence_overlay.png^default_wood.png^default_fence_overlay.png^[makealpha:255,126,126",
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults()
})
default.register_fence("default:fence_acacia_wood", {
description = "Acacia Fence",
texture = "default_fence_acacia_wood.png",
inventory_image = "default_fence_overlay.png^default_acacia_wood.png^default_fence_overlay.png^[makealpha:255,126,126",
wield_image = "default_fence_overlay.png^default_acacia_wood.png^default_fence_overlay.png^[makealpha:255,126,126",
material = "default:acacia_wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults()
})
default.register_fence("default:fence_junglewood", {
description = "Junglewood Fence",
texture = "default_fence_junglewood.png",
inventory_image = "default_fence_overlay.png^default_junglewood.png^default_fence_overlay.png^[makealpha:255,126,126",
wield_image = "default_fence_overlay.png^default_junglewood.png^default_fence_overlay.png^[makealpha:255,126,126",
material = "default:junglewood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults()
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})
default.register_fence("default:fence_pine_wood", {
description = "Pine Fence",
texture = "default_fence_pine_wood.png",
inventory_image = "default_fence_overlay.png^default_pine_wood.png^default_fence_overlay.png^[makealpha:255,126,126",
wield_image = "default_fence_overlay.png^default_pine_wood.png^default_fence_overlay.png^[makealpha:255,126,126",
material = "default:pine_wood",
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3},
sounds = default.node_sound_wood_defaults()
})
default.register_fence("default:fence_aspen_wood", {
description = "Aspen Fence",
texture = "default_fence_aspen_wood.png",
inventory_image = "default_fence_overlay.png^default_aspen_wood.png^default_fence_overlay.png^[makealpha:255,126,126",
wield_image = "default_fence_overlay.png^default_aspen_wood.png^default_fence_overlay.png^[makealpha:255,126,126",
material = "default:aspen_wood",
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3},
sounds = default.node_sound_wood_defaults()
})
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minetest.register_node("default:glass", {
description = "Glass",
drawtype = "glasslike_framed_optional",
tiles = {"default_glass.png", "default_glass_detail.png"},
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paramtype = "light",
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sunlight_propagates = true,
is_ground_content = false,
groups = {cracky = 3, oddly_breakable_by_hand = 3},
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sounds = default.node_sound_glass_defaults(),
})
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minetest.register_node("default:obsidian_glass", {
description = "Obsidian Glass",
drawtype = "glasslike_framed_optional",
tiles = {"default_obsidian_glass.png", "default_obsidian_glass_detail.png"},
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paramtype = "light",
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is_ground_content = false,
sunlight_propagates = true,
sounds = default.node_sound_glass_defaults(),
groups = {cracky = 3},
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})
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minetest.register_node("default:rail", {
description = "Rail",
drawtype = "raillike",
tiles = {"default_rail.png", "default_rail_curved.png",
"default_rail_t_junction.png", "default_rail_crossing.png"},
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inventory_image = "default_rail.png",
wield_image = "default_rail.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
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is_ground_content = false,
selection_box = {
type = "fixed",
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-- but how to specify the dimensions for curved and sideways rails?
fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
},
groups = {dig_immediate = 2, attached_node = 1,
connect_to_raillike = minetest.raillike_group("rail")},
})
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minetest.register_node("default:brick", {
description = "Brick Block",
paramtype2 = "facedir",
place_param2 = 0,
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tiles = {"default_brick.png"},
is_ground_content = false,
groups = {cracky = 3},
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sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:meselamp", {
description = "Mese Lamp",
drawtype = "glasslike",
tiles = {"default_meselamp.png"},
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
groups = {cracky = 3, oddly_breakable_by_hand = 3},
sounds = default.node_sound_glass_defaults(),
light_source = default.LIGHT_MAX,
})
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--
-- Misc
--
minetest.register_node("default:cloud", {
description = "Cloud",
tiles = {"default_cloud.png"},
is_ground_content = false,
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sounds = default.node_sound_defaults(),
groups = {not_in_creative_inventory = 1},
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})