-- stairs/init.lua -- Minetest 0.4 mod: stairs -- See README.txt for licensing and other information. -- Global namespace for functions stairs = {} -- Load support for MT game translation. local S = minetest.get_translator("stairs") -- Same as S, but will be ignored by translation file update scripts local T = S -- Register aliases for new pine node names minetest.register_alias("stairs:stair_pinewood", "stairs:stair_pine_wood") minetest.register_alias("stairs:slab_pinewood", "stairs:slab_pine_wood") -- Get setting for replace ABM local replace = minetest.settings:get_bool("enable_stairs_replace_abm") local function rotate_and_place(itemstack, placer, pointed_thing) local p0 = pointed_thing.under local p1 = pointed_thing.above local param2 = 0 if placer then local placer_pos = placer:get_pos() if placer_pos then local diff = vector.subtract(p1, placer_pos) param2 = minetest.dir_to_facedir(diff) -- The player places a node on the side face of the node he is standing on if p0.y == p1.y and math.abs(diff.x) <= 0.5 and math.abs(diff.z) <= 0.5 and diff.y < 0 then -- reverse node direction param2 = (param2 + 2) % 4 end end local finepos = minetest.pointed_thing_to_face_pos(placer, pointed_thing) local fpos = finepos.y % 1 if p0.y - 1 == p1.y or (fpos > 0 and fpos < 0.5) or (fpos < -0.5 and fpos > -0.999999999) then param2 = param2 + 20 if param2 == 21 then param2 = 23 elseif param2 == 23 then param2 = 21 end end end return minetest.item_place(itemstack, placer, pointed_thing, param2) end local function warn_if_exists(nodename) if minetest.registered_nodes[nodename] then minetest.log("warning", "Overwriting stairs node: " .. nodename) end end -- get node settings to use for stairs local function get_node_vars(nodename) local def = minetest.registered_nodes[nodename] if def then return def.light_source, def.use_texture_alpha, def.sunlight_propagates end return nil, nil, nil end -- Register stair -- Node will be called stairs:stair_ function stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex) local light_source, texture_alpha, sunlight = get_node_vars(recipeitem) -- Set backface culling and world-aligned textures local stair_images = {} for i, image in ipairs(images) do if type(image) == "string" then stair_images[i] = { name = image, backface_culling = true, } if worldaligntex then stair_images[i].align_style = "world" end else stair_images[i] = table.copy(image) if stair_images[i].backface_culling == nil then stair_images[i].backface_culling = true end if worldaligntex and stair_images[i].align_style == nil then stair_images[i].align_style = "world" end end end local new_groups = table.copy(groups) new_groups.stair = 1 warn_if_exists("stairs:stair_" .. subname) minetest.register_node(":stairs:stair_" .. subname, { description = description, drawtype = "nodebox", tiles = stair_images, use_texture_alpha = texture_alpha, sunlight_propagates = sunlight, light_source = light_source, paramtype = "light", paramtype2 = "facedir", is_ground_content = false, groups = new_groups, sounds = sounds, node_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 0.0, 0.5}, {-0.5, 0.0, 0.0, 0.5, 0.5, 0.5}, }, }, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return itemstack end return rotate_and_place(itemstack, placer, pointed_thing) end, }) -- for replace ABM if replace then minetest.register_node(":stairs:stair_" .. subname .. "upside_down", { replace_name = "stairs:stair_" .. subname, groups = {slabs_replace = 1}, }) end if recipeitem then -- Recipe matches appearence in inventory minetest.register_craft({ output = "stairs:stair_" .. subname .. " 8", recipe = { {"", "", recipeitem}, {"", recipeitem, recipeitem}, {recipeitem, recipeitem, recipeitem}, }, }) -- Use stairs to craft full blocks again (1:1) minetest.register_craft({ output = recipeitem .. " 3", recipe = { {"stairs:stair_" .. subname, "stairs:stair_" .. subname}, {"stairs:stair_" .. subname, "stairs:stair_" .. subname}, }, }) -- Fuel local baseburntime = minetest.get_craft_result({ method = "fuel", width = 1, items = {recipeitem} }).time if baseburntime > 0 then minetest.register_craft({ type = "fuel", recipe = "stairs:stair_" .. subname, burntime = math.floor(baseburntime * 0.75), }) end end end -- Register slab -- Node will be called stairs:slab_ function stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex) local light_source, texture_alpha, sunlight = get_node_vars(recipeitem) -- Set world-aligned textures local slab_images = {} for i, image in ipairs(images) do if type(image) == "string" then slab_images[i] = { name = image, } if worldaligntex then slab_images[i].align_style = "world" end else slab_images[i] = table.copy(image) if worldaligntex and image.align_style == nil then slab_images[i].align_style = "world" end end end local new_groups = table.copy(groups) new_groups.slab = 1 warn_if_exists("stairs:slab_" .. subname) minetest.register_node(":stairs:slab_" .. subname, { description = description, drawtype = "nodebox", tiles = slab_images, use_texture_alpha = texture_alpha, sunlight_propagates = sunlight, light_source = light_source, paramtype = "light", paramtype2 = "facedir", is_ground_content = false, groups = new_groups, sounds = sounds, node_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, }, on_place = function(itemstack, placer, pointed_thing) local under = minetest.get_node(pointed_thing.under) local wield_item = itemstack:get_name() local player_name = placer and placer:get_player_name() or "" if under and under.name:find("^stairs:slab_") then -- place slab using under node orientation local dir = minetest.dir_to_facedir(vector.subtract( pointed_thing.above, pointed_thing.under), true) local p2 = under.param2 -- Placing a slab on an upside down slab should make it right-side up. if p2 >= 20 and dir == 8 then p2 = p2 - 20 -- same for the opposite case: slab below normal slab elseif p2 <= 3 and dir == 4 then p2 = p2 + 20 end -- else attempt to place node with proper param2 minetest.item_place_node(ItemStack(wield_item), placer, pointed_thing, p2) if not minetest.is_creative_enabled(player_name) then itemstack:take_item() end return itemstack else return rotate_and_place(itemstack, placer, pointed_thing) end end, }) -- for replace ABM if replace then minetest.register_node(":stairs:slab_" .. subname .. "upside_down", { replace_name = "stairs:slab_".. subname, groups = {slabs_replace = 1}, }) end if recipeitem then minetest.register_craft({ output = "stairs:slab_" .. subname .. " 6", recipe = { {recipeitem, recipeitem, recipeitem}, }, }) -- Use 2 slabs to craft a full block again (1:1) minetest.register_craft({ output = recipeitem, recipe = { {"stairs:slab_" .. subname}, {"stairs:slab_" .. subname}, }, }) -- Fuel local baseburntime = minetest.get_craft_result({ method = "fuel", width = 1, items = {recipeitem} }).time if baseburntime > 0 then minetest.register_craft({ type = "fuel", recipe = "stairs:slab_" .. subname, burntime = math.floor(baseburntime * 0.5), }) end end end -- Optionally replace old "upside_down" nodes with new param2 versions. -- Disabled by default. if replace then minetest.register_abm({ label = "Slab replace", nodenames = {"group:slabs_replace"}, interval = 16, chance = 1, action = function(pos, node) node.name = minetest.registered_nodes[node.name].replace_name node.param2 = node.param2 + 20 if node.param2 == 21 then node.param2 = 23 elseif node.param2 == 23 then node.param2 = 21 end minetest.set_node(pos, node) end, }) end -- Register inner stair -- Node will be called stairs:stair_inner_ function stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description) local light_source, texture_alpha, sunlight = get_node_vars(recipeitem) -- Set backface culling and world-aligned textures local stair_images = {} for i, image in ipairs(images) do if type(image) == "string" then stair_images[i] = { name = image, backface_culling = true, } if worldaligntex then stair_images[i].align_style = "world" end else stair_images[i] = table.copy(image) if stair_images[i].backface_culling == nil then stair_images[i].backface_culling = true end if worldaligntex and stair_images[i].align_style == nil then stair_images[i].align_style = "world" end end end local new_groups = table.copy(groups) new_groups.stair = 1 if full_description then description = full_description else description = "Inner " .. description end warn_if_exists("stairs:stair_inner_" .. subname) minetest.register_node(":stairs:stair_inner_" .. subname, { description = description, drawtype = "nodebox", tiles = stair_images, use_texture_alpha = texture_alpha, sunlight_propagates = sunlight, light_source = light_source, paramtype = "light", paramtype2 = "facedir", is_ground_content = false, groups = new_groups, sounds = sounds, node_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 0.0, 0.5}, {-0.5, 0.0, 0.0, 0.5, 0.5, 0.5}, {-0.5, 0.0, -0.5, 0.0, 0.5, 0.0}, }, }, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return itemstack end return rotate_and_place(itemstack, placer, pointed_thing) end, }) if recipeitem then minetest.register_craft({ output = "stairs:stair_inner_" .. subname .. " 7", recipe = { {"", recipeitem, ""}, {recipeitem, "", recipeitem}, {recipeitem, recipeitem, recipeitem}, }, }) -- Fuel local baseburntime = minetest.get_craft_result({ method = "fuel", width = 1, items = {recipeitem} }).time if baseburntime > 0 then minetest.register_craft({ type = "fuel", recipe = "stairs:stair_inner_" .. subname, burntime = math.floor(baseburntime * 0.875), }) end end end -- Register outer stair -- Node will be called stairs:stair_outer_ function stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description) local light_source, texture_alpha, sunlight = get_node_vars(recipeitem) -- Set backface culling and world-aligned textures local stair_images = {} for i, image in ipairs(images) do if type(image) == "string" then stair_images[i] = { name = image, backface_culling = true, } if worldaligntex then stair_images[i].align_style = "world" end else stair_images[i] = table.copy(image) if stair_images[i].backface_culling == nil then stair_images[i].backface_culling = true end if worldaligntex and stair_images[i].align_style == nil then stair_images[i].align_style = "world" end end end local new_groups = table.copy(groups) new_groups.stair = 1 if full_description then description = full_description else description = "Outer " .. description end warn_if_exists("stairs:stair_outer_" .. subname) minetest.register_node(":stairs:stair_outer_" .. subname, { description = description, drawtype = "nodebox", tiles = stair_images, use_texture_alpha = texture_alpha, sunlight_propagates = sunlight, light_source = light_source, paramtype = "light", paramtype2 = "facedir", is_ground_content = false, groups = new_groups, sounds = sounds, node_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 0.0, 0.5}, {-0.5, 0.0, 0.0, 0.0, 0.5, 0.5}, }, }, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return itemstack end return rotate_and_place(itemstack, placer, pointed_thing) end, }) if recipeitem then minetest.register_craft({ output = "stairs:stair_outer_" .. subname .. " 6", recipe = { {"", recipeitem, ""}, {recipeitem, recipeitem, recipeitem}, }, }) -- Fuel local baseburntime = minetest.get_craft_result({ method = "fuel", width = 1, items = {recipeitem} }).time if baseburntime > 0 then minetest.register_craft({ type = "fuel", recipe = "stairs:stair_outer_" .. subname, burntime = math.floor(baseburntime * 0.625), }) end end end -- Stair/slab registration function. -- Nodes will be called stairs:{stair,slab}_ function stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex, desc_stair_inner, desc_stair_outer) stairs.register_stair(subname, recipeitem, groups, images, desc_stair, sounds, worldaligntex) stairs.register_stair_inner(subname, recipeitem, groups, images, desc_stair, sounds, worldaligntex, desc_stair_inner) stairs.register_stair_outer(subname, recipeitem, groups, images, desc_stair, sounds, worldaligntex, desc_stair_outer) stairs.register_slab(subname, recipeitem, groups, images, desc_slab, sounds, worldaligntex) end -- Local function so we can apply translations local function my_register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex) stairs.register_stair(subname, recipeitem, groups, images, S(desc_stair), sounds, worldaligntex) stairs.register_stair_inner(subname, recipeitem, groups, images, "", sounds, worldaligntex, T("Inner " .. desc_stair)) stairs.register_stair_outer(subname, recipeitem, groups, images, "", sounds, worldaligntex, T("Outer " .. desc_stair)) stairs.register_slab(subname, recipeitem, groups, images, S(desc_slab), sounds, worldaligntex) end -- Register default stairs and slabs my_register_stair_and_slab( "wood", "default:wood", {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, {"default_wood.png"}, "Wooden Stair", "Wooden Slab", default.node_sound_wood_defaults(), false ) my_register_stair_and_slab( "junglewood", "default:junglewood", {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, {"default_junglewood.png"}, "Jungle Wood Stair", "Jungle Wood Slab", default.node_sound_wood_defaults(), false ) my_register_stair_and_slab( "pine_wood", "default:pine_wood", {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}, {"default_pine_wood.png"}, "Pine Wood Stair", "Pine Wood Slab", default.node_sound_wood_defaults(), false ) my_register_stair_and_slab( "acacia_wood", "default:acacia_wood", {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, {"default_acacia_wood.png"}, "Acacia Wood Stair", "Acacia Wood Slab", default.node_sound_wood_defaults(), false ) my_register_stair_and_slab( "aspen_wood", "default:aspen_wood", {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}, {"default_aspen_wood.png"}, "Aspen Wood Stair", "Aspen Wood Slab", default.node_sound_wood_defaults(), false ) my_register_stair_and_slab( "stone", "default:stone", {cracky = 3}, {"default_stone.png"}, "Stone Stair", "Stone Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "cobble", "default:cobble", {cracky = 3}, {"default_cobble.png"}, "Cobblestone Stair", "Cobblestone Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "mossycobble", "default:mossycobble", {cracky = 3}, {"default_mossycobble.png"}, "Mossy Cobblestone Stair", "Mossy Cobblestone Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "stonebrick", "default:stonebrick", {cracky = 2}, {"default_stone_brick.png"}, "Stone Brick Stair", "Stone Brick Slab", default.node_sound_stone_defaults(), false ) my_register_stair_and_slab( "stone_block", "default:stone_block", {cracky = 2}, {"default_stone_block.png"}, "Stone Block Stair", "Stone Block Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "desert_stone", "default:desert_stone", {cracky = 3}, {"default_desert_stone.png"}, "Desert Stone Stair", "Desert Stone Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "desert_cobble", "default:desert_cobble", {cracky = 3}, {"default_desert_cobble.png"}, "Desert Cobblestone Stair", "Desert Cobblestone Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "desert_stonebrick", "default:desert_stonebrick", {cracky = 2}, {"default_desert_stone_brick.png"}, "Desert Stone Brick Stair", "Desert Stone Brick Slab", default.node_sound_stone_defaults(), false ) my_register_stair_and_slab( "desert_stone_block", "default:desert_stone_block", {cracky = 2}, {"default_desert_stone_block.png"}, "Desert Stone Block Stair", "Desert Stone Block Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "sandstone", "default:sandstone", {crumbly = 1, cracky = 3}, {"default_sandstone.png"}, "Sandstone Stair", "Sandstone Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "sandstonebrick", "default:sandstonebrick", {cracky = 2}, {"default_sandstone_brick.png"}, "Sandstone Brick Stair", "Sandstone Brick Slab", default.node_sound_stone_defaults(), false ) my_register_stair_and_slab( "sandstone_block", "default:sandstone_block", {cracky = 2}, {"default_sandstone_block.png"}, "Sandstone Block Stair", "Sandstone Block Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "desert_sandstone", "default:desert_sandstone", {crumbly = 1, cracky = 3}, {"default_desert_sandstone.png"}, "Desert Sandstone Stair", "Desert Sandstone Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "desert_sandstone_brick", "default:desert_sandstone_brick", {cracky = 2}, {"default_desert_sandstone_brick.png"}, "Desert Sandstone Brick Stair", "Desert Sandstone Brick Slab", default.node_sound_stone_defaults(), false ) my_register_stair_and_slab( "desert_sandstone_block", "default:desert_sandstone_block", {cracky = 2}, {"default_desert_sandstone_block.png"}, "Desert Sandstone Block Stair", "Desert Sandstone Block Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "silver_sandstone", "default:silver_sandstone", {crumbly = 1, cracky = 3}, {"default_silver_sandstone.png"}, "Silver Sandstone Stair", "Silver Sandstone Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "silver_sandstone_brick", "default:silver_sandstone_brick", {cracky = 2}, {"default_silver_sandstone_brick.png"}, "Silver Sandstone Brick Stair", "Silver Sandstone Brick Slab", default.node_sound_stone_defaults(), false ) my_register_stair_and_slab( "silver_sandstone_block", "default:silver_sandstone_block", {cracky = 2}, {"default_silver_sandstone_block.png"}, "Silver Sandstone Block Stair", "Silver Sandstone Block Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "obsidian", "default:obsidian", {cracky = 1, level = 2}, {"default_obsidian.png"}, "Obsidian Stair", "Obsidian Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "obsidianbrick", "default:obsidianbrick", {cracky = 1, level = 2}, {"default_obsidian_brick.png"}, "Obsidian Brick Stair", "Obsidian Brick Slab", default.node_sound_stone_defaults(), false ) my_register_stair_and_slab( "obsidian_block", "default:obsidian_block", {cracky = 1, level = 2}, {"default_obsidian_block.png"}, "Obsidian Block Stair", "Obsidian Block Slab", default.node_sound_stone_defaults(), true ) my_register_stair_and_slab( "brick", "default:brick", {cracky = 3}, {"default_brick.png"}, "Brick Stair", "Brick Slab", default.node_sound_stone_defaults(), false ) my_register_stair_and_slab( "steelblock", "default:steelblock", {cracky = 1, level = 2}, {"default_steel_block.png"}, "Steel Block Stair", "Steel Block Slab", default.node_sound_metal_defaults(), true ) my_register_stair_and_slab( "tinblock", "default:tinblock", {cracky = 1, level = 2}, {"default_tin_block.png"}, "Tin Block Stair", "Tin Block Slab", default.node_sound_metal_defaults(), true ) my_register_stair_and_slab( "copperblock", "default:copperblock", {cracky = 1, level = 2}, {"default_copper_block.png"}, "Copper Block Stair", "Copper Block Slab", default.node_sound_metal_defaults(), true ) my_register_stair_and_slab( "bronzeblock", "default:bronzeblock", {cracky = 1, level = 2}, {"default_bronze_block.png"}, "Bronze Block Stair", "Bronze Block Slab", default.node_sound_metal_defaults(), true ) my_register_stair_and_slab( "goldblock", "default:goldblock", {cracky = 1}, {"default_gold_block.png"}, "Gold Block Stair", "Gold Block Slab", default.node_sound_metal_defaults(), true ) my_register_stair_and_slab( "ice", "default:ice", {cracky = 3, cools_lava = 1, slippery = 3}, {"default_ice.png"}, "Ice Stair", "Ice Slab", default.node_sound_ice_defaults(), true ) my_register_stair_and_slab( "snowblock", "default:snowblock", {crumbly = 3, cools_lava = 1, snowy = 1}, {"default_snow.png"}, "Snow Block Stair", "Snow Block Slab", default.node_sound_snow_defaults(), true ) -- Glass stair nodes need to be registered individually to utilize specialized textures. stairs.register_stair( "glass", "default:glass", {cracky = 3, oddly_breakable_by_hand = 3}, {"stairs_glass_split.png", "default_glass.png", "stairs_glass_stairside.png^[transformFX", "stairs_glass_stairside.png", "default_glass.png", "stairs_glass_split.png"}, S("Glass Stair"), default.node_sound_glass_defaults(), false ) stairs.register_slab( "glass", "default:glass", {cracky = 3, oddly_breakable_by_hand = 3}, {"default_glass.png", "default_glass.png", "stairs_glass_split.png"}, S("Glass Slab"), default.node_sound_glass_defaults(), false ) stairs.register_stair_inner( "glass", "default:glass", {cracky = 3, oddly_breakable_by_hand = 3}, {"stairs_glass_stairside.png^[transformR270", "default_glass.png", "stairs_glass_stairside.png^[transformFX", "default_glass.png", "default_glass.png", "stairs_glass_stairside.png"}, "", default.node_sound_glass_defaults(), false, S("Inner Glass Stair") ) stairs.register_stair_outer( "glass", "default:glass", {cracky = 3, oddly_breakable_by_hand = 3}, {"stairs_glass_stairside.png^[transformR90", "default_glass.png", "stairs_glass_outer_stairside.png", "stairs_glass_stairside.png", "stairs_glass_stairside.png^[transformR90","stairs_glass_outer_stairside.png"}, "", default.node_sound_glass_defaults(), false, S("Outer Glass Stair") ) stairs.register_stair( "obsidian_glass", "default:obsidian_glass", {cracky = 3}, {"stairs_obsidian_glass_split.png", "default_obsidian_glass.png", "stairs_obsidian_glass_stairside.png^[transformFX", "stairs_obsidian_glass_stairside.png", "default_obsidian_glass.png", "stairs_obsidian_glass_split.png"}, S("Obsidian Glass Stair"), default.node_sound_glass_defaults(), false ) stairs.register_slab( "obsidian_glass", "default:obsidian_glass", {cracky = 3}, {"default_obsidian_glass.png", "default_obsidian_glass.png", "stairs_obsidian_glass_split.png"}, S("Obsidian Glass Slab"), default.node_sound_glass_defaults(), false ) stairs.register_stair_inner( "obsidian_glass", "default:obsidian_glass", {cracky = 3}, {"stairs_obsidian_glass_stairside.png^[transformR270", "default_obsidian_glass.png", "stairs_obsidian_glass_stairside.png^[transformFX", "default_obsidian_glass.png", "default_obsidian_glass.png", "stairs_obsidian_glass_stairside.png"}, "", default.node_sound_glass_defaults(), false, S("Inner Obsidian Glass Stair") ) stairs.register_stair_outer( "obsidian_glass", "default:obsidian_glass", {cracky = 3}, {"stairs_obsidian_glass_stairside.png^[transformR90", "default_obsidian_glass.png", "stairs_obsidian_glass_outer_stairside.png", "stairs_obsidian_glass_stairside.png", "stairs_obsidian_glass_stairside.png^[transformR90","stairs_obsidian_glass_outer_stairside.png"}, "", default.node_sound_glass_defaults(), false, S("Outer Obsidian Glass Stair") ) -- Dummy calls to S() to allow translation scripts to detect the strings. -- To update this add this code to my_register_stair_and_slab: -- for _,x in ipairs({"","Inner ","Outer "}) do print(("S(%q)"):format(x..desc_stair)) end -- print(("S(%q)"):format(desc_slab)) --[[ S("Wooden Stair") S("Inner Wooden Stair") S("Outer Wooden Stair") S("Wooden Slab") S("Jungle Wood Stair") S("Inner Jungle Wood Stair") S("Outer Jungle Wood Stair") S("Jungle Wood Slab") S("Pine Wood Stair") S("Inner Pine Wood Stair") S("Outer Pine Wood Stair") S("Pine Wood Slab") S("Acacia Wood Stair") S("Inner Acacia Wood Stair") S("Outer Acacia Wood Stair") S("Acacia Wood Slab") S("Aspen Wood Stair") S("Inner Aspen Wood Stair") S("Outer Aspen Wood Stair") S("Aspen Wood Slab") S("Stone Stair") S("Inner Stone Stair") S("Outer Stone Stair") S("Stone Slab") S("Cobblestone Stair") S("Inner Cobblestone Stair") S("Outer Cobblestone Stair") S("Cobblestone Slab") S("Mossy Cobblestone Stair") S("Inner Mossy Cobblestone Stair") S("Outer Mossy Cobblestone Stair") S("Mossy Cobblestone Slab") S("Stone Brick Stair") S("Inner Stone Brick Stair") S("Outer Stone Brick Stair") S("Stone Brick Slab") S("Stone Block Stair") S("Inner Stone Block Stair") S("Outer Stone Block Stair") S("Stone Block Slab") S("Desert Stone Stair") S("Inner Desert Stone Stair") S("Outer Desert Stone Stair") S("Desert Stone Slab") S("Desert Cobblestone Stair") S("Inner Desert Cobblestone Stair") S("Outer Desert Cobblestone Stair") S("Desert Cobblestone Slab") S("Desert Stone Brick Stair") S("Inner Desert Stone Brick Stair") S("Outer Desert Stone Brick Stair") S("Desert Stone Brick Slab") S("Desert Stone Block Stair") S("Inner Desert Stone Block Stair") S("Outer Desert Stone Block Stair") S("Desert Stone Block Slab") S("Sandstone Stair") S("Inner Sandstone Stair") S("Outer Sandstone Stair") S("Sandstone Slab") S("Sandstone Brick Stair") S("Inner Sandstone Brick Stair") S("Outer Sandstone Brick Stair") S("Sandstone Brick Slab") S("Sandstone Block Stair") S("Inner Sandstone Block Stair") S("Outer Sandstone Block Stair") S("Sandstone Block Slab") S("Desert Sandstone Stair") S("Inner Desert Sandstone Stair") S("Outer Desert Sandstone Stair") S("Desert Sandstone Slab") S("Desert Sandstone Brick Stair") S("Inner Desert Sandstone Brick Stair") S("Outer Desert Sandstone Brick Stair") S("Desert Sandstone Brick Slab") S("Desert Sandstone Block Stair") S("Inner Desert Sandstone Block Stair") S("Outer Desert Sandstone Block Stair") S("Desert Sandstone Block Slab") S("Silver Sandstone Stair") S("Inner Silver Sandstone Stair") S("Outer Silver Sandstone Stair") S("Silver Sandstone Slab") S("Silver Sandstone Brick Stair") S("Inner Silver Sandstone Brick Stair") S("Outer Silver Sandstone Brick Stair") S("Silver Sandstone Brick Slab") S("Silver Sandstone Block Stair") S("Inner Silver Sandstone Block Stair") S("Outer Silver Sandstone Block Stair") S("Silver Sandstone Block Slab") S("Obsidian Stair") S("Inner Obsidian Stair") S("Outer Obsidian Stair") S("Obsidian Slab") S("Obsidian Brick Stair") S("Inner Obsidian Brick Stair") S("Outer Obsidian Brick Stair") S("Obsidian Brick Slab") S("Obsidian Block Stair") S("Inner Obsidian Block Stair") S("Outer Obsidian Block Stair") S("Obsidian Block Slab") S("Brick Stair") S("Inner Brick Stair") S("Outer Brick Stair") S("Brick Slab") S("Steel Block Stair") S("Inner Steel Block Stair") S("Outer Steel Block Stair") S("Steel Block Slab") S("Tin Block Stair") S("Inner Tin Block Stair") S("Outer Tin Block Stair") S("Tin Block Slab") S("Copper Block Stair") S("Inner Copper Block Stair") S("Outer Copper Block Stair") S("Copper Block Slab") S("Bronze Block Stair") S("Inner Bronze Block Stair") S("Outer Bronze Block Stair") S("Bronze Block Slab") S("Gold Block Stair") S("Inner Gold Block Stair") S("Outer Gold Block Stair") S("Gold Block Slab") S("Ice Stair") S("Inner Ice Stair") S("Outer Ice Stair") S("Ice Slab") S("Snow Block Stair") S("Inner Snow Block Stair") S("Outer Snow Block Stair") S("Snow Block Slab") --]]