visible = 1 -- set this to 0 to take blocks out of creative inventory. local colbox_type1 = { --top blocks type = "fixed", fixed = { {-.49, -.5, 0.05, .5, .6, .52} } } local colbox_type2 = { --columns type = "fixed", fixed = { {-.2, -.5, -.2, .5, .5, .5} } } local colbox_type3 = { --bottom blocks type = "fixed", fixed = { {-.5, -.5, -.16, .5, .5, .25} } } local colbox_type4 = { --corner type = "fixed", fixed = { {-.5, -.5, 0, .5, .5, .5}, {0, -.5, -.5, .5, .5, .5} } } local colbox_type5 = { --corner type = "fixed", fixed = { {-.5, -.5, -.5, .5, .5, .5}, } } local colbox_type6 = { --corner type = "fixed", fixed = { {-.5, -.5, -.3, .5, .5, .5}, } } local block_type1 = { -- desc2, typ, obj, colbox, drops, grup {"Retaining Wall Left", "left", "block1_l_t", colbox_type1, "left", {cracky=2,not_in_creative_inventory=0}}, {"Retaining Wall Middle", "middle", "block1_m_t", colbox_type1, "middle", {cracky=2,not_in_creative_inventory=0}}, {"Retaining Wall Right", "right", "block1_r_t", colbox_type1, "right", {cracky=2,not_in_creative_inventory=0}}, {"Retaining Wall Corner", "corner", "block1_c_t", colbox_type4, "corner", {cracky=2,not_in_creative_inventory=0}}, {"Retaining Wall Left Bot", "bleft", "block1_l_b", colbox_type3, "left", {not_in_creative_inventory=visible}}, {"Retaining Wall Middle Bot", "bmiddle", "block1_m_b", colbox_type3, "middle", {not_in_creative_inventory=visible}}, {"Retaining Wall Right Bot", "bright", "block1_r_b", colbox_type3, "right", {not_in_creative_inventory=visible}}, {"Retaining Wall Corner Bot", "bcorner", "block1_c_b", colbox_type4, "corner", {not_in_creative_inventory=visible}}, {"Column Inside Corner", "column_ic_t", "column_ic_t", colbox_type5, "column_ic_t", {cracky=2,not_in_creative_inventory=0}}, {"Column Outside Corner", "column_oc_t", "column_oc_t", colbox_type2, "column_oc_t", {cracky=2,not_in_creative_inventory=0}}, {"Column Middle", "column_m_t", "column_m_t", colbox_type6, "column_m_t", {cracky=2,not_in_creative_inventory=0}}, {"Column Inside Corner Bot", "bcolumn_ic_t", "column_ic_b", colbox_type5, "column_ic_b", {not_in_creative_inventory=visible}}, {"Column Outside Corner Bot","bcolumn_oc_t", "column_oc_b", colbox_type2, "column_oc_b", {not_in_creative_inventory=visible}}, {"Column Middle Bot", "bcolumn_m_t", "column_m_b", colbox_type6, "column_m_b", {not_in_creative_inventory=visible}}, } for i in ipairs (block_type1) do local desc2 = block_type1[i][1] local typ = block_type1[i][2] local obj = block_type1[i][3] local colbox = block_type1[i][4] local drops = block_type1[i][5] local grup = block_type1[i][6] local block_mat = { -- desc1, mat, img, img2, img3 {"Cement", "cement", "mylandscaping_block_top.png","","mylandscaping_block_face.png"}, {"Tan Cement", "cement_tan", "mylandscaping_block_top.png","^[colorize:#b8882a:75", "mylandscaping_block_face.png"}, {"Autumn Cement", "cement_autumn", "mylandscaping_block_top.png","^[colorize:#ffaf00:75", "mylandscaping_block_face.png"}, {"Red Cement", "cement_red", "mylandscaping_block_top.png","^[colorize:#cf0f00:75","mylandscaping_block_face.png"}, } for i in ipairs (block_mat) do local desc1 = block_mat[i][1] local mat = block_mat[i][2] local img = block_mat[i][3] local img2 = block_mat[i][4] local img3 = block_mat[i][5] minetest.register_node('mylandscaping:rwall_'..typ.."_"..mat, { description = desc2, drawtype = 'mesh', mesh = 'mylandscaping_'..obj..'.obj', tiles = {{name=img..img2}, {name=img3..img2}}, groups = grup, paramtype = 'light', paramtype2 = 'facedir', drop = 'mylandscaping:rwall_'..drops.."_"..mat, selection_box = colbox, collision_box = colbox, after_place_node = function(pos, placer, itemstack, pointed_thing) local nodeu = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z}) local nodea = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}) local node = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}) if nodeu.name == "mylandscaping:rwall_"..typ.."_"..mat then minetest.set_node(pos,{name="mylandscaping:rwall_"..typ.."_"..mat,param2=nodeu.param2}) minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z},{name="mylandscaping:rwall_b"..typ.."_"..mat,param2=nodeu.param2}) end if nodea.name == "mylandscaping:rwall_"..typ..mat then minetest.set_node(pos,{name="mylandscaping:rwall_b"..typ.."_"..mat,param2=node.param2}) end end, after_destruct = function(pos, oldnode) local node = minetest.get_node(pos).name local nodeu = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z}) local nodeu2 = minetest.get_node({x=pos.x,y=pos.y-2,z=pos.z}) local nodea = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}) if nodeu.name == "mylandscaping:rwall_b"..typ.."_"..mat and nodea.name == "air" then minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z},{name="mylandscaping:rwall_"..typ.."_"..mat,param2=nodeu.param2}) end end, }) end end