finish the 'base part'
this code is untested with any kind of node, and what not.
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17
init.lua
17
init.lua
@ -3,9 +3,10 @@
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-- This is a prototype; feel free to add things, or change things to fit.
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-- This is a prototype; feel free to add things, or change things to fit.
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-- Licence; LGPL
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-- Licence; LGPL
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dofile(minetest.get_modpath("PATH_OF_MOD").."/nodes.lua") -- This file is where the 'blocks' of the game can be found.
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dofile(minetest.get_modpath("PATH_OF_MOD").."/crafting.lua") -- This file contains all of the definitions of the crafting, like so many wood makes a tool, or stick.
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dofile(minetest.get_modpath("PATH_OF_MOD").."/crafting.lua") -- This file contains all of the definitions of the crafting, like so many wood makes a tool, or stick.
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dofile(minetest.get_modpath("PATH_OF_MOD").."/tools.lua") -- This is where your pickaxes. shovels, axes and swords can be found.
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dofile(minetest.get_modpath("PATH_OF_MOD").."/tools.lua") -- This is where your pickaxes. shovels, axes and swords can be found.
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-- Removing these two lines and files is a BAD IDEA. The other parts to the thing won't work; e.g. crafting or your tools will not work.
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PATH_OF_MOD =
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PATH_OF_MOD =
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@ -14,13 +15,21 @@ PATH_OF_MOD =
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MASTER_MODNAME =
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MASTER_MODNAME =
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-- Place your mod name above this line, IT MUST BE THE SAME AS THE FOLDER.
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-- Place your mod name above this line, IT MUST BE THE SAME AS THE FOLDER.
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function basic_node(groups, texture. description, nodename, sound)
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minetest.register_node("modname" .. nodename, {
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description = description,
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tiles = texture,
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is_ground_content = true,
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groups = groups,
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sounds = default.node_sound_ .. sound .. _defaults(),
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})
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function un_natural_node(groups, texture. description, nodename, drawtype, sound)
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function basic_node(groups, texture. description, nodename, drawtype)
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minetest.register_node("modname" .. nodename, {
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minetest.register_node("modname" .. nodename, {
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description = description,
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description = description,
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drawtype = drawtype,
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drawtype = drawtype,
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tiles = texture,
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tiles = texture,
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is_ground_content = true,
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is_ground_content = true,
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groups = groups,
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groups = groups,
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sounds = default.node_sound_ .. sound .. _defaults(),
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})
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