moved wood replacement into extra file for build_chest

This commit is contained in:
Sokomine 2015-04-12 17:33:40 +02:00
parent ccda5b85df
commit f5ac40823e
3 changed files with 193 additions and 256 deletions

View File

@ -222,7 +222,7 @@ build_chest.get_replacement_list_formspec = function( pos, selected_row )
end end
-- find out if there are any wood nodes that may need replacement -- find out if there are any wood nodes that may need replacement
for k,w in ipairs( build_chest.wood_replacements_all ) do for k,w in ipairs( replacements_wood.all ) do
if( name == w ) then if( name == w ) then
set_wood_type_offset = set_wood_type_offset + 1; set_wood_type_offset = set_wood_type_offset + 1;
extra_buttons = extra_buttons.."button[9.9,".. extra_buttons = extra_buttons.."button[9.9,"..
@ -279,236 +279,11 @@ build_chest.apply_replacement = function( pos, meta, old_material, new_material
end end
build_chest.wood_replacements = {};
build_chest.wood_replacements_all = {};
build_chest.wood_replacements_extended = {};
-- wood (and its corresponding tree trunk) is a very good candidate for replacement in most houses
-- helper function for build_chest.get_wood_type_list
build_chest.add_wood_type = function( candidate_list, mod_prefix, w_pre, w_post, t_pre, t_post, l_pre, l_post,
s_pre, s_post, stair_pre, stair_post, slab_pre, slab_post,
fence_pre, fence_post, gate_pre, gate_post )
if( not( candidate_list )) then
return;
end
for _,v in ipairs( candidate_list ) do
local wood_name = mod_prefix..w_pre..v..w_post;
-- create a complete list of all possible wood names
table.insert( build_chest.wood_replacements_all, wood_name );
-- create a list of all *installed* wood types
if( minetest.registered_nodes[ wood_name ]) then
table.insert( build_chest.wood_replacements, wood_name );
end
-- there is no check if the node names created here actually exist
local data = { v, -- 1. base name of the node
mod_prefix, -- 2. mod name
wood_name, -- 3. replacement for default:wood
mod_prefix..t_pre..v..t_post, -- 4. " " for default:tree
mod_prefix..l_pre..v..l_post, -- 5. " " for default:leaves
mod_prefix..s_pre..v..s_post, -- 6. " " for default:sapling
stair_pre..v..stair_post, -- 7. " " for stairs:stair_wood
slab_pre..v..slab_post, -- 8. " " for stairs:slab_wood
fence_pre..v..fence_post, -- 9. " " for default:fence_wood
gate_pre..v..gate_post..'_open', -- 10. " " for cottages:gate_open
gate_pre..v..gate_post..'_closed',-- 11. " " for cottages:gate_closed
};
-- normal wood does have a number of nodes which might get replaced by more specialized wood types
if( mod_prefix=='default:' and v=='' ) then
local w = 'wood';
data[10] = 'cottages:gate_open';
data[11] = 'cottages:gate_closed';
data[12] = 'default:ladder';
data[13] = 'doors:door_'..w..'_t_1';
data[14] = 'doors:door_'..w..'_t_2';
data[15] = 'doors:door_'..w..'_b_1';
data[16] = 'doors:door_'..w..'_b_2';
data[17] = 'default:bookshelf';
data[18] = 'default:chest';
data[19] = 'default:chest_locked';
data[20] = 'stairs:stair_'..w..'upside_down';
data[21] = 'stairs:slab_'..w..'upside_down';
-- realtest has some further replacements
elseif( mod_prefix=='trees:' and w_post=='_planks' and t_post=='_log' ) then
data[12] = 'trees:'..v..'_ladder';
data[13] = 'doors:door_'..v..'_t_1';
data[14] = 'doors:door_'..v..'_t_2';
data[15] = 'doors:door_'..v..'_b_1';
data[16] = 'doors:door_'..v..'_b_2';
data[17] = 'decorations:bookshelf_'..v;
data[18] = 'trees:'..v..'_chest';
data[19] = 'trees:'..v..'_chest_locked';
data[20] = 'trees:'..v..'_planks_stair_upside_down';
data[21] = 'trees:'..v..'_planks_slab_upside_down';
--[[ TODO
-- not really wood-realted, but needs to be replaced as well
table.insert( replacements, {'default:furnace', 'oven:oven'});
-- farming is also handled diffrently
table.insert( replacements, {'farming:soil_wet', 'farming:soil'});
table.insert( replacements, {'farming:cotton_1', 'farming:flax_1'});
table.insert( replacements, {'farming:cotton_2', 'farming:flax_1'});
table.insert( replacements, {'farming:cotton_3', 'farming:flax_2'});
table.insert( replacements, {'farming:cotton_4', 'farming:flax_2'});
table.insert( replacements, {'farming:cotton_5', 'farming:flax_3'});
table.insert( replacements, {'farming:cotton_6', 'farming:flax_3'});
table.insert( replacements, {'farming:cotton_7', 'farming:flax_4'});
table.insert( replacements, {'farming:cotton_8', 'farming:flax_4'});
--]]
end
build_chest.wood_replacements_extended[ wood_name ] = data;
end
end
--[[
local data = {};
-- from that base name, furhter node names for stairs, slabs, fences, doors etc. can be constructed
data.base_name = v;
-- store the corresponding tree
if( minetest.registered_nodes[ mod_prefix..t_pre ..v..t_post ]) then
data.tree = mod_prefix..t_pre..v..t_post;
end
if( minetest.registered_nodes[ mod_prefix..l_pre..v..l_post ]) then
data.leaves = mod_prefix..l_pre..v..l_post;
end
if( minetest.registered_nodes[ mod_prefix..s_pre..v..s_post ]) then
data.sapling = mod_prefix..s_pre..v..s_post;
end
local stair_name = 'stairs:stair_'..v..'_wood';
local slab_name = 'stairs:slab_' ..v..'_wood';
if( mod_prefix=='moretrees:' ) then
stair_name = 'moretrees:stair_'..v..'_planks';
slab_name = 'moretrees:slab_' ..v..'_planks';
-- covers realtest (which provides stairs and slabs) and bas080' trees (which come without)
elseif( mod_prefix=='trees:' ) then
stair_name = 'trees:'..v..'_planks_stair';
slab_name = 'trees:'..v..'_planks_slab';
end
if( minetest.registered_nodes[ stair_name ]) then
data.stair = stair_name;
end
if( minetest.registered_nodes[ slab_name ]) then
data.slab = slab_name;
end
build_chest.wood_replacements_extended[ wood_name ] = data;
end
end
end
--]]
--[[
TODO: there are also upside-down variants sometimes
default:
stairs:stair_WOODNAME_wood
stairs:slab_WOODNAME_wood
ONLY default:fence_wood
ONLY cottages:gate_closed
ONLY doors:door_wood
ONLY doors:trapdoor
ONLY default:chest
ONLY default:chest_locked
ONLY default:ladder
mg:
no special nodes apart from default stairs and slabs
moretrees:
TODO - especially in combination with moreblocks i guess!
moretrees:stair_WOODNAME_planks
moretrees:slab_WOODNAME_planks
ethereal:
stairs:stair_WOODNAME_wood
stairs:slab_WOODNAME_wood
ethereal:fence_WOODNAME_wood
ethereal:WOODNAMEwoodgate_closed
no other special wood nodes
realtest:
ladder, chest, chest_locked, fence, bookshelf, door,
diffrent kind of replacement: default:furnace -> oven, soil, cotton->flax, wheat->?,
{'stairs:stair_wood', 'trees:'..v..'_planks_stair'});
{'stairs:slab_wood', 'trees:'..v..'_planks_slab'});
{'stairs:stair_woodupside_down','trees:'..v..'_planks_stair_upside_down' } );
{'stairs:slab_woodupside_down', 'trees:'..v..'_planks_slab_upside_down' } );
forest:
stairs:stair_WOODNAME_wood
stairs:slab_WOODNAME_wood
(tiny)trees:
none provided
--]]
-- create a list of all available wood types
build_chest.construct_wood_type_list = function()
-- https://github.com/minetest/minetest_game
-- default tree and jungletree; no gates available
build_chest.add_wood_type( {'', 'jungle' }, 'default:', '','wood','', 'tree', '','leaves', '','sapling',
'stairs:stair_', 'wood', 'stairs:slab_', 'wood', 'default:fence_','wood', 'NONE', '' );
-- default:pine_needles instead of leaves; no gates available
build_chest.add_wood_type( {'pine' }, 'default:', '','wood','', 'tree', '','_needles','','_sapling',
'stairs:stair_', 'wood', 'stairs:slab_', 'wood', 'default:fence_','wood', 'NONE','' );
-- https://github.com/Novatux/mg
-- trees from nores mapgen
build_chest.add_wood_type( {'savanna', 'pine' },'mg:', '','wood','', 'tree', '','leaves', '','sapling',
'stairs:stair_','wood', 'stairs:slab_','wood', 'NONE','', 'NONE','');
-- https://github.com/VanessaE/moretrees
-- minus the jungletree (already in default)
local moretrees_treelist = {"beech","apple_tree","oak","sequoia","birch","palm","spruce","pine","willow","acacia","rubber_tree","fir" };
build_chest.add_wood_type( moretrees_treelist, 'moretrees:', '', '_planks', '','_trunk', '','_leaves','','_sapling',
'moretrees:stair_','_planks', 'moretrees:slab_','_planks', 'NONE','', 'NONE','');
-- https://github.com/tenplus1/ethereal
-- ethereal does not have a common naming convention for leaves
build_chest.add_wood_type( {'acacia','redwood'},'ethereal:', '','_wood', '','_trunk', '','_leaves', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','', 'ethereal:','gate');
-- frost has another sapling type...
build_chest.add_wood_type( {'frost'}, 'ethereal:', '','_wood', '','_trunk', '','_leaves', '','_tree_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','wood', 'ethereal:','woodgate' );
-- those tree types do not use typ_leaves, but typleaves instead...
build_chest.add_wood_type( {'yellow'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_tree_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','wood', 'ethereal:','gate' );
-- banana has a diffrent fence type....
build_chest.add_wood_type( {'banana'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_tree_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
-- palm has another name for the sapling again...
build_chest.add_wood_type( {'palm'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
-- the leaves are called willow_twig here...
build_chest.add_wood_type( {'willow'}, 'ethereal:', '','_wood', '','_trunk', '','_twig', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
-- mushroom has its own name; it works quite well as a wood replacement; the red cap is used as leaves
-- the stairs are also called slightly diffrently (end in _trunk instead of _wood)
build_chest.add_wood_type( {'mushroom'}, 'ethereal:', '','_pore', '','_trunk', '','', '','_sapling',
'stairs:stair_','_trunk', 'stairs:slab_','_trunk', 'ethereal:fence_', '', 'ethereal:','gate' );
-- https://github.com/VanessaE/realtest_game
local realtest_trees = {'ash','aspen','birch','maple','chestnut','pine','spruce'};
build_chest.add_wood_type( realtest_trees, 'trees:', '','_planks', '','_log', '','_leaves', '','_sapling',
'trees:','_planks_stair', 'trees:','_planks_slab', 'fences:','_fence', 'NONE','' );
-- TODO: realtest requires further replacements
-- https://github.com/Gael-de-Sailly/Forest
local forest_trees = {'oak','birch','willow','fir','mirabelle','cherry','plum','beech','ginkgo','lavender'};
build_chest.add_wood_type( forest_trees, 'forest:', '', '_wood', '','_tree', '','_leaves', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'NONE','', 'NONE','' );
-- https://github.com/bas080/trees
build_chest.add_wood_type( {'mangrove','palm','conifer'},'trees:', 'wood_','', 'tree_','', 'leaves_','', 'sapling_','',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'NONE','', 'NONE','' );
end
build_chest.construct_wood_type_list(); -- TODO
build_chest.get_wood_list_formspec = function( pos, set_wood ) build_chest.get_wood_list_formspec = function( pos, set_wood )
local formspec = "label[1,2.2;Select replacement for "..tostring( set_wood )..".]".. local formspec = "label[1,2.2;Select replacement for "..tostring( set_wood )..".]"..
"label[1,2.5;Trees, saplings and other blocks will be replaced accordingly as well.]"; "label[1,2.5;Trees, saplings and other blocks will be replaced accordingly as well.]";
for i,v in ipairs( build_chest.wood_replacements ) do for i,v in ipairs( replacements_wood.found ) do
formspec = formspec.."item_image_button["..tostring(((i-1)%8)+1)..",".. formspec = formspec.."item_image_button["..tostring(((i-1)%8)+1)..","..
tostring(3+math.floor((i-1)/8))..";1,1;".. tostring(3+math.floor((i-1)/8))..";1,1;"..
tostring( v )..";wood_selection;"..tostring(i).."]"; tostring( v )..";wood_selection;"..tostring(i).."]";
@ -519,36 +294,14 @@ end
build_chest.apply_replacement_for_wood = function( pos, meta, old_material, new_material ) build_chest.apply_replacement_for_wood = function( pos, meta, old_material, new_material )
if( not( old_material ) or not( build_chest.wood_replacements_extended[ old_material ]) local replacements = minetest.deserialize( meta:get_string( 'replacements' ));
or not( new_material ) or not( build_chest.wood_replacements_extended[ new_material ]) if( not( replacements )) then
or old_material == new_material ) then replacements = {};
return;
end end
replacements_wood.replace_wood( replacements, old_material, new_material );
local replacements_orig = minetest.deserialize( meta:get_string( 'replacements' ));
local old_nodes = build_chest.wood_replacements_extended[ old_material ];
local new_nodes = build_chest.wood_replacements_extended[ new_material ];
for i=3,#old_nodes do
local old = old_nodes[i];
local new = old;
if( i<=#new_nodes and new_nodes[i] and minetest.registered_nodes[ new_nodes[i]] ) then
new = new_nodes[i];
local found = false;
for i,v in ipairs(replacements_orig) do
if( v and v[1]==old ) then
v[2] = new;
found = true;
end
end
if( not( found )) then
table.insert( replacements_orig, { old, new });
end
end
end
-- store the new set of replacements -- store the new set of replacements
meta:set_string( 'replacements', minetest.serialize( replacements_orig )); meta:set_string( 'replacements', minetest.serialize( replacements ));
end end
@ -1495,8 +1248,8 @@ build_chest.on_receive_fields = function(pos, formname, fields, player)
elseif( fields.wood_selection ) then elseif( fields.wood_selection ) then
local nr = tonumber( fields.wood_selection ); local nr = tonumber( fields.wood_selection );
if( nr > 0 and nr <= #build_chest.wood_replacements ) then if( nr > 0 and nr <= #replacements_wood.found ) then
local new_wood = build_chest.wood_replacements[ nr ]; local new_wood = replacements_wood.found[ nr ];
local set_wood = meta:get_string( 'set_wood' ); local set_wood = meta:get_string( 'set_wood' );
if( set_wood and new_wood ~= set_wood ) then if( set_wood and new_wood ~= set_wood ) then
build_chest.apply_replacement_for_wood( pos, meta, set_wood, new_wood ); build_chest.apply_replacement_for_wood( pos, meta, set_wood, new_wood );

View File

@ -43,6 +43,7 @@ dofile(mg_villages.modpath.."/nodes.lua")
dofile(mg_villages.modpath.."/trees.lua") dofile(mg_villages.modpath.."/trees.lua")
-- replace some materials for entire villages randomly -- replace some materials for entire villages randomly
dofile(mg_villages.modpath.."/replacements_wood.lua")
dofile(mg_villages.modpath.."/replacements.lua") dofile(mg_villages.modpath.."/replacements.lua")
-- multiple diffrent village types with their own sets of houses are supported -- multiple diffrent village types with their own sets of houses are supported

183
replacements_wood.lua Normal file
View File

@ -0,0 +1,183 @@
replacements_wood = {}
-- this contains a list of all found/available nodenames that may act as a replacement for default:wood
replacements_wood.found = {};
-- contains a list of *all* known wood names - even of mods that may not be installed
replacements_wood.all = {};
-- contains information about how a particular node is called if a particular wood is used;
replacements_wood.data = {};
------------------------------------------------------------------------------
-- external function; call it in order to replace old_wood with new_wood;
-- other nodes (trees, saplings, fences, doors, ...) are replaced accordingly,
-- depending on what new_wood has to offer
------------------------------------------------------------------------------
replacements_wood.replace_wood = function( replacements, old_wood, new_wood )
if( not( old_wood ) or not( replacements_wood.data[ old_wood ])
or not( new_wood ) or not( replacements_wood.data[ new_wood ])
or old_wood == new_wood ) then
return replacements;
end
local old_nodes = replacements_wood.data[ old_wood ];
local new_nodes = replacements_wood.data[ new_wood ];
for i=3,#old_nodes do
local old = old_nodes[i];
local new = old;
if( i<=#new_nodes and new_nodes[i] and minetest.registered_nodes[ new_nodes[i]] ) then
new = new_nodes[i];
local found = false;
for i,v in ipairs(replacements) do
if( v and v[1]==old ) then
v[2] = new;
found = true;
end
end
if( not( found )) then
table.insert( replacements, { old, new });
end
end
end
return replacements;
end
---------------------
-- internal functions
---------------------
-- wood (and its corresponding tree trunk) is a very good candidate for replacement in most houses
-- helper function for replacements_wood.get_wood_type_list
replacements_wood.add_wood_type = function( candidate_list, mod_prefix, w_pre, w_post, t_pre, t_post, l_pre, l_post,
s_pre, s_post, stair_pre, stair_post, slab_pre, slab_post,
fence_pre, fence_post, gate_pre, gate_post )
if( not( candidate_list )) then
return;
end
for _,v in ipairs( candidate_list ) do
local wood_name = mod_prefix..w_pre..v..w_post;
-- create a complete list of all possible wood names
table.insert( replacements_wood.all, wood_name );
-- create a list of all *installed* wood types
if( minetest.registered_nodes[ wood_name ]) then
table.insert( replacements_wood.found, wood_name );
end
-- there is no check if the node names created here actually exist
local data = { v, -- 1. base name of the node
mod_prefix, -- 2. mod name
wood_name, -- 3. replacement for default:wood
mod_prefix..t_pre..v..t_post, -- 4. " " for default:tree
mod_prefix..l_pre..v..l_post, -- 5. " " for default:leaves
mod_prefix..s_pre..v..s_post, -- 6. " " for default:sapling
stair_pre..v..stair_post, -- 7. " " for stairs:stair_wood
slab_pre..v..slab_post, -- 8. " " for stairs:slab_wood
fence_pre..v..fence_post, -- 9. " " for default:fence_wood
gate_pre..v..gate_post..'_open', -- 10. " " for cottages:gate_open
gate_pre..v..gate_post..'_closed',-- 11. " " for cottages:gate_closed
};
-- normal wood does have a number of nodes which might get replaced by more specialized wood types
if( mod_prefix=='default:' and v=='' ) then
local w = 'wood';
data[10] = 'cottages:gate_open';
data[11] = 'cottages:gate_closed';
data[12] = 'default:ladder';
data[13] = 'doors:door_'..w..'_t_1';
data[14] = 'doors:door_'..w..'_t_2';
data[15] = 'doors:door_'..w..'_b_1';
data[16] = 'doors:door_'..w..'_b_2';
data[17] = 'default:bookshelf';
data[18] = 'default:chest';
data[19] = 'default:chest_locked';
data[20] = 'stairs:stair_'..w..'upside_down';
data[21] = 'stairs:slab_'..w..'upside_down';
-- realtest has some further replacements
elseif( mod_prefix=='trees:' and w_post=='_planks' and t_post=='_log' ) then
data[12] = 'trees:'..v..'_ladder';
data[13] = 'doors:door_'..v..'_t_1';
data[14] = 'doors:door_'..v..'_t_2';
data[15] = 'doors:door_'..v..'_b_1';
data[16] = 'doors:door_'..v..'_b_2';
data[17] = 'decorations:bookshelf_'..v;
data[18] = 'trees:'..v..'_chest';
data[19] = 'trees:'..v..'_chest_locked';
data[20] = 'trees:'..v..'_planks_stair_upside_down';
data[21] = 'trees:'..v..'_planks_slab_upside_down';
end
replacements_wood.data[ wood_name ] = data;
end
end
-- TODO: there are also upside-down variants sometimes
-- TODO: moreblocks - those may be installed and offer further replacements
-- create a list of all available wood types
replacements_wood.construct_wood_type_list = function()
-- https://github.com/minetest/minetest_game
-- default tree and jungletree; no gates available
replacements_wood.add_wood_type( {'', 'jungle' }, 'default:', '','wood','', 'tree', '','leaves', '','sapling',
'stairs:stair_', 'wood', 'stairs:slab_', 'wood', 'default:fence_','wood', 'NONE', '' );
-- default:pine_needles instead of leaves; no gates available
replacements_wood.add_wood_type( {'pine' }, 'default:', '','wood','', 'tree', '','_needles','','_sapling',
'stairs:stair_', 'wood', 'stairs:slab_', 'wood', 'default:fence_','wood', 'NONE','' );
-- https://github.com/Novatux/mg
-- trees from nores mapgen
replacements_wood.add_wood_type( {'savanna', 'pine' },'mg:', '','wood','', 'tree', '','leaves', '','sapling',
'stairs:stair_','wood', 'stairs:slab_','wood', 'NONE','', 'NONE','');
-- https://github.com/VanessaE/moretrees
-- minus the jungletree (already in default)
local moretrees_treelist = {"beech","apple_tree","oak","sequoia","birch","palm","spruce","pine","willow","acacia","rubber_tree","fir" };
replacements_wood.add_wood_type( moretrees_treelist, 'moretrees:', '', '_planks', '','_trunk', '','_leaves','','_sapling',
'moretrees:stair_','_planks', 'moretrees:slab_','_planks', 'NONE','', 'NONE','');
-- https://github.com/tenplus1/ethereal
-- ethereal does not have a common naming convention for leaves
replacements_wood.add_wood_type( {'acacia','redwood'},'ethereal:', '','_wood', '','_trunk', '','_leaves', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','', 'ethereal:','gate');
-- frost has another sapling type...
replacements_wood.add_wood_type( {'frost'}, 'ethereal:', '','_wood', '','_trunk', '','_leaves', '','_tree_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','wood', 'ethereal:','woodgate' );
-- those tree types do not use typ_leaves, but typleaves instead...
replacements_wood.add_wood_type( {'yellow'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_tree_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','wood', 'ethereal:','gate' );
-- banana has a diffrent fence type....
replacements_wood.add_wood_type( {'banana'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_tree_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
-- palm has another name for the sapling again...
replacements_wood.add_wood_type( {'palm'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
-- the leaves are called willow_twig here...
replacements_wood.add_wood_type( {'willow'}, 'ethereal:', '','_wood', '','_trunk', '','_twig', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
-- mushroom has its own name; it works quite well as a wood replacement; the red cap is used as leaves
-- the stairs are also called slightly diffrently (end in _trunk instead of _wood)
replacements_wood.add_wood_type( {'mushroom'}, 'ethereal:', '','_pore', '','_trunk', '','', '','_sapling',
'stairs:stair_','_trunk', 'stairs:slab_','_trunk', 'ethereal:fence_', '', 'ethereal:','gate' );
-- https://github.com/VanessaE/realtest_game
local realtest_trees = {'ash','aspen','birch','maple','chestnut','pine','spruce'};
replacements_wood.add_wood_type( realtest_trees, 'trees:', '','_planks', '','_log', '','_leaves', '','_sapling',
'trees:','_planks_stair', 'trees:','_planks_slab', 'fences:','_fence', 'NONE','' );
-- https://github.com/Gael-de-Sailly/Forest
local forest_trees = {'oak','birch','willow','fir','mirabelle','cherry','plum','beech','ginkgo','lavender'};
replacements_wood.add_wood_type( forest_trees, 'forest:', '', '_wood', '','_tree', '','_leaves', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'NONE','', 'NONE','' );
-- https://github.com/bas080/trees
replacements_wood.add_wood_type( {'mangrove','palm','conifer'},'trees:', 'wood_','', 'tree_','', 'leaves_','', 'sapling_','',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'NONE','', 'NONE','' );
end
-- actually construct the data structure once
replacements_wood.construct_wood_type_list();