added ability to disable/enable full/med/low-glow glass independently

This commit is contained in:
andersje 2013-08-30 20:52:19 -05:00
parent ef0071fd77
commit da48353f86
4 changed files with 277 additions and 257 deletions

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@ -1,7 +1,6 @@
Doyousketch2's Stained Glass mod Doyousketch2's Stained Glass mod
ver 1.4 ver 1.6
Image: http://oi47.tinypic.com/hst6s3.jpg Image: http://oi47.tinypic.com/hst6s3.jpg
@ -87,6 +86,8 @@ The Palette includes:
Full & half-saturation, medium and dark shades have been included Full & half-saturation, medium and dark shades have been included
as well as light, pastel, and faint tints. as well as light, pastel, and faint tints.
Look at settings.txt to see how you can enable/disable full-glow, half-glow and no-glow blocks -- tested in all combinations. enjoy.
============================================================================== ==============================================================================
@ -101,6 +102,9 @@ or /giveme stained_glass:pastel_yellow
or /giveme stained_glass:faint_yellow or /giveme stained_glass:faint_yellow
or /giveme stained_glass:yellow or /giveme stained_glass:yellow
or /giveme stained_glass:lowglow_yellow
or /giveme stained_glass:noglow_dark_green
You get the idea. You get the idea.

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@ -2,6 +2,10 @@
Changelog Changelog
--------- ---------
ver 1.6
Fri 30 Aug 2013
added configfile settings.txt to allow disabling of full_light (super_glow_glass-based), med_light (glow_glass-based) and no_light (default:glass) blocks. just set the relevant fields to 'false' and they will not be loaded when you start the game.
ver 1.5.1 ver 1.5.1
Mon 26 Aug 2013 Mon 26 Aug 2013

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@ -94,25 +94,24 @@ function stained_glass_define(arg)
local mydye=arg.recipe local mydye=arg.recipe
local myshadename=arg.shade local myshadename=arg.shade
local stained_glass_blocktype = { local stained_glass_blocktype = { }
[""]="moreblocks:super_glow_glass" ,
["lowglow_"]="moreblocks:glow_glass",
["noglow_"]="default:glass",
-- here you can define alternate glowlevels, with
-- what type of glass they should use.
-- levels added here must be added
-- below (in stained_glass_lightlevel), too.
}
local stained_glass_lightlevel = { local stained_glass_lightlevel = { }
["noglow_"] = 0,
[""] = LIGHT_MAX,
["lowglow_"] = LIGHT_MAX-3,
-- define alternate light levels here, with a new if stained_glass.full_light then
-- prefix name and a new light level. perhaps you'd stained_glass_lightlevel[""] = LIGHT_MAX
-- like "dim" at a level of '6' for example. stained_glass_blocktype[""] = "moreblocks:super_glow_glass"
} end -- see settings.txt for these settings.
if stained_glass.med_light then
stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3
stained_glass_blocktype["lowglow_"] = "moreblocks:glow_glass"
end
if stained_glass.no_light then
stained_glass_lightlevel["noglow_"] = 0
stained_glass_blocktype["noglow_"] = "default:glass"
end
for myprefix,myglow in pairs(stained_glass_lightlevel) do for myprefix,myglow in pairs(stained_glass_lightlevel) do
local glasstype = stained_glass_blocktype[myprefix] local glasstype = stained_glass_blocktype[myprefix]
@ -161,6 +160,16 @@ end
-- (perhaps because the related groups overlap two or more distinct colors) -- (perhaps because the related groups overlap two or more distinct colors)
-- false means the recipe uses "group:dye,unicolor_xxxxx" -- false means the recipe uses "group:dye,unicolor_xxxxx"
stained_glass= {}
local worldpath=minetest.get_worldpath()
local modpath=minetest.get_modpath("stained_glass")
dofile(modpath .. "/settings.txt")
-- the new settings.txt file has a variety of possible settings.
-- see the file for examples. We'll access those settings where its important, in
-- the stained glass module, where we'll build up the tables to contain
-- only what we need.
stained_glass_hues = { stained_glass_hues = {
{ "yellow", true }, { "yellow", true },
{ "lime", false }, { "lime", false },

3
settings.txt Normal file
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@ -0,0 +1,3 @@
stained_glass.full_light = true
stained_glass.med_light = true
stained_glass.no_light = true