-- Based on -- Minetest 0.4 mod: stairs -- See README.txt for licensing and other information. -- ADD CHECK FOR MOREBLOCKS/SKIP IF NOT FOUND CODE STUFF HERE snow_stairs = {} -- This is a little trick. Without it Minetest will complain -- "attempt to index global 'snow' (a nil value)" and -- refuse to load. So a value without definition "={}"is assigned to snow. -- Node will be called snow:stair_ function snow_stairs.register_stair(subname, recipeitem, groups, images, description, sounds) minetest.register_node("snow:stair_" .. subname, { description = description, drawtype = "nodebox", tiles = images, paramtype = "light", paramtype2 = "facedir", is_ground_content = true, groups = groups, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_snow_footstep", gain=0.25}, dig = {name="default_dig_crumbly", gain=0.4}, dug = {name="default_snow_footstep", gain=0.75}, place = {name="default_place_node", gain=1.0} }), node_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, {-0.5, 0, 0, 0.5, 0.5, 0.5}, }, }, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return itemstack end local p0 = pointed_thing.under local p1 = pointed_thing.above local param2 = 0 local placer_pos = placer:getpos() if placer_pos then local dir = { x = p1.x - placer_pos.x, y = p1.y - placer_pos.y, z = p1.z - placer_pos.z } param2 = minetest.dir_to_facedir(dir) end if p0.y-1 == p1.y then param2 = param2 + 20 if param2 == 21 then param2 = 23 elseif param2 == 23 then param2 = 21 end end return minetest.item_place(itemstack, placer, pointed_thing, param2) end, on_construct = function(pos) pos.y = pos.y - 1 if minetest.get_node(pos).name == "default:dirt_with_grass" -- Thinking in terms of layers, dirt_with_snow could also double as -- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04 or minetest.get_node(pos).name == "default:dirt" then minetest.set_node(pos, {name="default:dirt_with_snow"}) end end }) --[[ -- for replace ABM minetest.register_node("snow:stair_" .. subname.."upside_down", { replace_name = "snow:stair_" .. subname, groups = {slabs_replace=1}, }) --]] minetest.register_craft({ output = 'snow:stair_' .. subname .. ' 6', recipe = { {recipeitem, "", ""}, {recipeitem, recipeitem, ""}, {recipeitem, recipeitem, recipeitem}, }, }) -- Flipped recipe minetest.register_craft({ output = 'snow:stair_' .. subname .. ' 6', recipe = { {"", "", recipeitem}, {"", recipeitem, recipeitem}, {recipeitem, recipeitem, recipeitem}, }, }) end -- Node will be called snow:slab_ function snow_stairs.register_slab(subname, recipeitem, groups, images, description, sounds) minetest.register_node("snow:slab_" .. subname, { description = description, drawtype = "nodebox", tiles = images, paramtype = "light", paramtype2 = "facedir", is_ground_content = true, groups = groups, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_snow_footstep", gain=0.25}, dig = {name="default_dig_crumbly", gain=0.4}, dug = {name="default_snow_footstep", gain=0.75}, place = {name="default_place_node", gain=1.0} }), node_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, }, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return itemstack end -- If it's being placed on an another similar one, replace it with -- a full block local slabpos = nil local slabnode = nil local p0 = pointed_thing.under local p1 = pointed_thing.above local n0 = minetest.get_node(p0) local n1 = minetest.get_node(p1) local param2 = 0 local n0_is_upside_down = (n0.name == "snow:slab_" .. subname and n0.param2 >= 20) if n0.name == "snow:slab_" .. subname and not n0_is_upside_down and p0.y+1 == p1.y then slabpos = p0 slabnode = n0 elseif n1.name == "snow:slab_" .. subname then slabpos = p1 slabnode = n1 end if slabpos then -- Remove the slab at slabpos minetest.remove_node(slabpos) -- Make a fake stack of a single item and try to place it local fakestack = ItemStack(recipeitem) fakestack:set_count(itemstack:get_count()) pointed_thing.above = slabpos local success fakestack, success = minetest.item_place(fakestack, placer, pointed_thing) -- If the item was taken from the fake stack, decrement original if success then itemstack:set_count(fakestack:get_count()) -- Else put old node back else minetest.set_node(slabpos, slabnode) end return itemstack end -- Upside down slabs if p0.y-1 == p1.y then -- Turn into full block if pointing at a existing slab if n0_is_upside_down then -- Remove the slab at the position of the slab minetest.remove_node(p0) -- Make a fake stack of a single item and try to place it local fakestack = ItemStack(recipeitem) fakestack:set_count(itemstack:get_count()) pointed_thing.above = p0 local success fakestack, success = minetest.item_place(fakestack, placer, pointed_thing) -- If the item was taken from the fake stack, decrement original if success then itemstack:set_count(fakestack:get_count()) -- Else put old node back else minetest.set_node(p0, n0) end return itemstack end -- Place upside down slab param2 = 20 end -- If pointing at the side of a upside down slab if n0_is_upside_down and p0.y+1 ~= p1.y then param2 = 20 end return minetest.item_place(itemstack, placer, pointed_thing, param2) end, on_construct = function(pos) pos.y = pos.y - 1 if minetest.get_node(pos).name == "default:dirt_with_grass" -- Thinking in terms of layers, dirt_with_snow could also double as -- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04 or minetest.get_node(pos).name == "default:dirt" then minetest.set_node(pos, {name="default:dirt_with_snow"}) end end }) --[[ -- for replace ABM minetest.register_node("snow:slab_" .. subname.."upside_down", { replace_name = "snow:slab_"..subname, groups = {slabs_replace=1}, }) --]] minetest.register_craft({ output = 'snow:slab_' .. subname .. ' 6', recipe = { {recipeitem, recipeitem, recipeitem}, }, }) end --[[ -- Replace old "upside_down" nodes with new param2 versions minetest.register_abm({ nodenames = {"group:slabs_replace"}, interval = 1, 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, }) --]] -- Snow stairs and slabs require extra definitions because of their extra -- features (freezing, melting, and how they change dirt and dirt_with_grass). ~ LazyJ -- Nodes will be called snow:{stair,slab}_ function snow_stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, freezemelt, liquidtype, paramtype, sunlight_propagates) snow_stairs.register_stair(subname, recipeitem, groups, images, desc_stair, freezemelt, liquidtype, paramtype, sunlight_propagates) snow_stairs.register_slab(subname, recipeitem, groups, images, desc_slab, freezemelt, liquidtype, paramtype, sunlight_propagates) end list_of_snow_stuff = { --{"row[1] = first item in row", -- "row[2] = second item in row", -- "row[3] = third item in row", and so on, and so on...}, ~ LazyJ {"ice", "default:ice", "default_ice.png", "Ice Stairs", "Ice Slabs"}, {"snowblock", "default:snowblock", "default_snow.png", "Snowblock Stairs", "Snowblock Slabs"}, {"snow_cobble", "snow:snow_cobble", "snow_snow_cobble.png", "Snow Cobble Stairs", "Snow Cobble Slabs"}, {"snow_brick", "snow:snow_brick", "snow_snow_brick.png", "Snow Brick Stair", "Snow Brick Slab"}, } for _, row in ipairs(list_of_snow_stuff) do local snow_subname = row[1] local snow_recipeitem = row[2] local snow_images = row[3] local snow_desc_stair = row[4] local snow_desc_slab = row[5] snow_stairs.register_stair_and_slab(snow_subname, snow_recipeitem, {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1}, {snow_images}, snow_desc_stair, snow_desc_slab, "default:water_source", "none", "light", true ) end -- End the "list of snow stuff" part of the above section. ~ LazyJ -- Snow stairs and slabs should be easier to break than the more dense and -- manufactured, other snow-type nodes in the list above. ~ lazyJ minetest.override_item("snow:stair_snowblock", { groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1}, }) minetest.override_item("snow:slab_snowblock", { groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1}, }) -- Everything above is made of snow and uses snow sounds, ice, however, should sound more like glass -- and be harder to dig. ~ LazyJ minetest.override_item("snow:stair_ice", { groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1}, use_texture_alpha = true, sounds = default.node_sound_glass_defaults(), }) minetest.override_item("snow:slab_ice", { groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1}, use_texture_alpha = true, sounds = default.node_sound_glass_defaults(), })