rewrite extractor dye recipes, adding a few dyes and making it work better with the dye mod

also preventing any issues if it is being run in a game without it
This commit is contained in:
Tim 2015-01-18 22:24:18 +01:00
parent a8b711a7f4
commit 00f61dfb81
1 changed files with 51 additions and 11 deletions

View File

@ -9,17 +9,6 @@ function technic.register_extractor_recipe(data)
end
local recipes = {
-- Dyes
{"technic:coal_dust", "dye:black 2"},
{"default:cactus", "dye:green 2"},
{"default:dry_shrub", "dye:brown 2"},
{"flowers:geranium", "dye:blue 2"},
{"flowers:dandelion_white", "dye:white 2"},
{"flowers:dandelion_yellow", "dye:yellow 2"},
{"flowers:tulip", "dye:orange 2"},
{"flowers:rose", "dye:red 2"},
{"flowers:viola", "dye:violet 2"},
-- Rubber
{"technic:raw_latex", "technic:rubber 3"},
{"moretrees:rubber_tree_trunk_empty", "technic:rubber"},
@ -30,3 +19,54 @@ for _, data in pairs(recipes) do
technic.register_extractor_recipe({input = {data[1]}, output = data[2]})
end
if minetest.get_modpath("dye") then
-- check if we are using dye or unifieddyes
local unifieddyes = minetest.get_modpath("unifieddyes")
-- register recipes with the same crafting ratios as `dye` provides
local dye_recipes = {
{"technic:coal_dust", "dye:black 2"},
{"default:grass_1", "dye:green 1"},
{"default:dry_shrub", "dye:brown 1"},
{"default:junglegrass", "dye:green 2"},
{"default:cactus", "dye:green 4"},
{"flowers:geranium", "dye:blue 4"},
{"flowers:dandelion_white", "dye:white 4"},
{"flowers:dandelion_yellow", "dye:yellow 4"},
{"flowers:tulip", "dye:orange 4"},
{"flowers:rose", "dye:red 4"},
{"flowers:viola", "dye:violet 4"},
{"bushes:blackberry", unifieddyes and "unifieddyes:magenta_s50 4" or "dye:violet 4"},
{"bushes:blueberry", unifieddyes and "unifieddyes:magenta_s50 4" or "dye:magenta 4"},
-- https://en.wikipedia.org/wiki/Catechu ancient brown dye from the wood of acacia trees
{"moretrees:acacia_trunk", "dye:brown 8"},
}
for _, data in ipairs(dye_recipes) do
technic.register_extractor_recipe({input = {data[1]}, output = data[2]})
end
-- overwrite the existing crafting recipes
local dyes = {"white", "red", "yellow", "blue", "violet", "orange"}
for _, color in ipairs(dyes) do
minetest.register_craft({
type = "shapeless",
output = "dye:"..color.." 1",
recipe = {"group:flower,color_"..color},
})
end
minetest.register_craft({
type = "shapeless",
output = "dye:black 1",
recipe = {"group:coal"},
})
if unifieddyes then
minetest.register_craft({
type = "shapeless",
output = "dye:green 1",
recipe = {"default:cactus"},
})
end
end