local barrel_formspec = 'size[8,9]'.. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. 'list[current_name;main;0,0.3;8,4;]'.. 'list[current_player;main;0,4.85;8,1;]'.. 'list[current_player;main;0,6.08;8,3;8]'.. default.get_hotbar_bg(0,4.85) minetest.register_node('survival:barrel', { description = 'Barrel', drawtype = 'mesh', mesh = 'survival_barrel.obj', tiles = {'survival_barrel.png'}, groups = {choppy=2,oddly_breakable_by_hand=2}, paramtype = 'light', paramtype2 = 'facedir', sounds = default.node_sound_wood_defaults(), on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string('formspec', barrel_formspec) meta:set_string('infotext', 'Barrel') local inv = meta:get_inventory() inv:set_size('main', 8*4) end, can_dig = function(pos,player) local meta = minetest.get_meta(pos); local inv = meta:get_inventory() return inv:is_empty('main') end, on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) minetest.log('action', player:get_player_name().. ' moves stuff in barrel at '..minetest.pos_to_string(pos)) end, on_metadata_inventory_put = function(pos, listname, index, stack, player) minetest.log('action', player:get_player_name().. ' moves stuff to barrel at '..minetest.pos_to_string(pos)) end, on_metadata_inventory_take = function(pos, listname, index, stack, player) minetest.log('action', player:get_player_name().. ' takes stuff from barrel at '..minetest.pos_to_string(pos)) end, }) minetest.override_item('default:dirt_with_grass',{ drop = { max_items = 2, items = { { items = {'survival:slug_raw'}, rarity = 30, }, { items = {'survival:cricket_raw'}, rarity = 30, }, { items = {'survival:worm_raw'}, rarity = 30, }, { items = {'survival:centipede_raw'}, rarity = 30, }, { items = {'survival:milipede_raw'}, rarity = 30, }, { items = {'default:dirt'}, }, }, }, }) --This will probably need to be a few nodes to show the states it can be in. minetest.register_node('survival:spigot', { description = 'spigot', drawtype = 'mesh', mesh = 'spigot.obj', tiles = {{name='default_wood.png'},{name='default_clay.png'}}, -- inventory_image = 'placeholder.png', groups = {choppy=2, dig_immediate=2,}, paramtype = 'light', paramtype2 = 'facedir', selection_box = { type = 'fixed', fixed = {-.35, -.2, 0, .35, .5, .5}, -- Right, Bottom, Back, Left, Top, Front }, collision_box = { type = 'fixed', fixed = {-.35, -.2, 0, .35, .5, .5}, -- Right, Bottom, Back, Left, Top, Front }, on_construct = function(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size('main', 8*4) inv:set_size('sap', 1) meta:set_string('formspec', 'size[8,9]'.. 'label[1,0;You need a bucket to collect sap.]' .. 'list[current_name;sap;1,1.5;1,1]'.. 'list[current_player;main;0,5;8,4;]') meta:set_string('infotext', 'Sap Spigot') end, on_timer = function(pos, elapsed) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local timer = minetest.get_node_timer(pos) if inv:contains_item('sap', 'bucket:bucket_empty') then --make sure the bucket is still there inv:set_stack('sap', 1,'survival:bucket_sap') meta:set_string('infotext', 'bucket filled with sap, please replace.') timer:stop() return end end, on_metadata_inventory_put = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local timer = minetest.get_node_timer(pos) if inv:contains_item('sap', 'bucket:bucket_empty') then timer:start(240) meta:set_string('infotext', 'gathering sap.. this could take a while.') end end, on_metadata_inventory_take = function(pos, listname, index, stack, player) local timer = minetest.get_node_timer(pos) local meta = minetest.get_meta(pos) meta:set_string('infotext', 'You need a bucket to collect sap.') end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) if listname == 'sap' then if stack:get_name() == ('bucket:bucket_empty') then return 1 else return 0 end end end, after_place_node = function(pos, placer, itemstack) local n = minetest.get_node(pos) --get the location of the placed node if not n or not n.param2 then minetest.remove_node(pos) return true end local dir = minetest.facedir_to_dir(n.param2) local p1 = {x=pos.x+dir.x, y=pos.y, z=pos.z+dir.z} --node placed on local p2 = {x=pos.x+dir.x, y=pos.y+1, z=pos.z+dir.z} --node above previous local p3 = {x=pos.x+dir.x, y=pos.y-1, z=pos.z+dir.z} --node below first local n2 = minetest.get_node_or_nil(p1) local n3 = minetest.get_node_or_nil(p2) local n4 = minetest.get_node_or_nil(p3) if n2.name and n3.name and n4.name ~= 'default:tree' then minetest.remove_node(pos) return true --TODO make the spigot place only one node above the ground. end end, }) minetest.register_node('survival:sleeping_bag', { description = 'sleeping bag', drawtype = 'mesh', mesh = 'survival_sleeping_bag.obj', tiles = {'wool_white.png'}, groups = {choppy=2, snappy=3,}, paramtype = 'light', paramtype2 = 'facedir', selection_box = { type = 'fixed', fixed = {-0.5, -0.5, -0.5, 0.5, -0.2, 1.5}, -- Right, Bottom, Back, Left, Top, Front }, collision_box = { type = 'fixed', fixed = {-0.5, -0.5, -0.5, 0.5, -0.2, 1.5}, }, after_place_node = function(pos, placer, itemstack) local n = minetest.get_node_or_nil(pos) --get the location of the placed node if not n or not n.param2 then minetest.remove_node(pos) --??? return true end local dir = minetest.facedir_to_dir(n.param2) --figure out what direction the node is facing local p = {x=pos.x+dir.x, y=pos.y, z=pos.z+dir.z} --position local n2 = minetest.get_node_or_nil(p) --what node is next in line after the node we placed? local def = minetest.registered_items[n2.name] or nil if not n2 or not def or not def.buildable_to then --remove the node if it shouldn't be placeable. minetest.remove_node(pos) return true end end, on_rightclick = function(pos, node, clicker) beds.on_rightclick(pos, clicker) end, }) minetest.register_node('survival:leafy_bed', { description = 'bed of leaves', drawtype = 'mesh', mesh = 'survival_leafy_bed.obj', tiles = {'default_grass.png^default_jungleleaves.png'}, groups = {choppy=2, snappy=3,}, drop = { max_items = 4, items = { { items = {'survival:slug_raw'}, rarity = 60, }, { items = {'default:stick 4'}, rarity = 10, }, { items = {'default:stick 3'}, rarity = 10, }, { items = {'default:leaves 3'}, rarity = 10, }, { items = {'default:leaves 1'}, }, }, }, paramtype = 'light', paramtype2 = 'facedir', selection_box = { type = 'fixed', fixed = {-0.5, -0.5, -0.5, 0.5, -0.2, 1.5}, -- Right, Bottom, Back, Left, Top, Front }, collision_box = { type = 'fixed', fixed = {-0.5, -0.5, -0.5, 0.5, -0.2, 1.5}, -- Right, Bottom, Back, Left, Top, Front }, after_place_node = function(pos, placer, itemstack) local n = minetest.get_node_or_nil(pos) --get the location of the placed node if not n or not n.param2 then minetest.remove_node(pos) return true end local dir = minetest.facedir_to_dir(n.param2) --figure out what direction the node is facing local p = {x=pos.x+dir.x, y=pos.y, z=pos.z+dir.z} local n2 = minetest.get_node_or_nil(p) local def = minetest.registered_items[n2.name] or nil if not n2 or not def or not def.buildable_to then --remove the node if it shouldn't be placeable. minetest.remove_node(pos) return true end end, on_rightclick = function(pos, node, clicker) beds.on_rightclick(pos, clicker) end, }) minetest.register_node('survival:sand_with_food', { description = 'Sand', tiles = {'default_sand.png'}, is_ground_content = true, groups = {crumbly=3, falling_node=1, sand=1, not_in_creative_inventory=1}, sounds = default.node_sound_sand_defaults(), drop = { max_items = 2, items = { { items = {'survival:oyster_raw'}, rarity = 2, }, { items = {'survival:mussel_raw'}, rarity = 2, }, { items = {'default:sand'}, }, }, }, }) minetest.register_node('survival:well_bottom', { description = 'well bottom', drawtype = 'mesh', mesh = 'survival_well_bottom.obj', tiles = {'default_cobble.png'}, groups = {cracky=3, stone=2}, paramtype = 'light', paramtype2 = 'facedir', sounds = default.node_sound_stone_defaults(), selection_box = { type = 'fixed', fixed = {-0.6, -0.5, -0.6, 0.6, .3, .6}, -- Right, Bottom, Back, Left, Top, Front }, after_place_node = function(pos, placer, itemstack) local n = minetest.get_node(pos) if not n or not n.param2 then minetest.remove_node(pos) return true end local dir = minetest.facedir_to_dir(n.param2) local b1 = {x=pos.x, y=pos.y-1, z=pos.z} local b2 = {x=pos.x, y=pos.y-2, z=pos.z} local b3 = {x=pos.x-dir.x, y=pos.y, z=pos.z-dir.z} local n1 = minetest.get_node_or_nil(b1) local n2 = minetest.get_node_or_nil(b2) local n3 = minetest.get_node_or_nil(b3) local def = minetest.registered_items[n2.name] or nil if not n1 and n2 or not def.buildable_to then --not really sure if this is the best code, but it works. minetest.remove_node(pos) return true end if n3.name ~= 'default:dirt_with_grass' then if n3.name ~= 'default:dirt' then minetest.remove_node(pos) return true end end minetest.set_node(pos,{name = 'air'}) minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z},{name = 'survival:well_bottom', param2=n.param2}) end, }) minetest.register_node('survival:well_top', { description = 'well top', drawtype = 'mesh', mesh = 'survival_well_top.obj', tiles = {'default_wood.png'}, groups = {choppy=2,oddly_breakable_by_hand=2, attached_node=1}, paramtype = 'light', paramtype2 = 'facedir', selection_box = { type = 'fixed', fixed = {-0.6, -0.6, -0.6, 0.6, .4, .6}, -- Right, Bottom, Back, Left, Top, Front }, after_place_node = function(pos, placer, itemstack) local n = minetest.get_node(pos) if not n or not n.param2 then minetest.remove_node(pos) return true end local p = {x=pos.x, y=pos.y-1, z=pos.z} local p2 = {x=pos.x, y=pos.y-2, z=pos.z} local n2 = minetest.get_node_or_nil(p) local n3 = minetest.get_node_or_nil(p2) if n3.name ~= 'air' or n2.name ~= 'survival:well_bottom' then minetest.remove_node(pos) return true end end, on_construct = function(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size('main', 8*4) inv:set_size('pail', 1) meta:set_string('formspec', 'size[8,6]'.. 'label[2,.5;You need something to gather water in.]' .. 'list[current_name;pail;1,.5;1,1]'.. 'list[current_player;main;0,2;8,4;]') meta:set_string('infotext', 'Well') end, on_timer = function(pos, elapsed) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local timer = minetest.get_node_timer(pos) if inv:contains_item('pail', 'bucket:bucket_empty') then --make sure the bucket is still there inv:set_stack('pail', 1,'bucket:bucket_water') timer:stop() return elseif inv:contains_item('pail', 'thirsty:steel_canteen') then --make sure the canteen is still there inv:set_stack('pail', 1,({name='thirsty:steel_canteen', wear=1,})) timer:stop() return elseif inv:contains_item('pail', 'thirsty:bronze_canteen') then --make sure the canteen is still there inv:set_stack('pail', 1,({name='thirsty:bronze_canteen', wear=1,})) timer:stop() return end end, on_metadata_inventory_put = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local timer = minetest.get_node_timer(pos) if inv:contains_item('pail', 'bucket:bucket_empty') then timer:start(7) elseif inv:contains_item('pail', 'thirsty:steel_canteen') then timer:start(6) elseif inv:contains_item('pail', 'thirsty:bronze_canteen') then timer:start(10) end end, on_metadata_inventory_take = function(pos, listname, index, stack, player) local chance = math.random(1,2) if chance == 2 then -- Let's change the formspec' local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size('main', 8*4) inv:set_size('pail', 0) meta:set_string('formspec', 'size[8,6]'.. 'label[2,.5;This well has dried up!]' .. 'list[current_player;main;0,2;8,4;]') meta:set_string('infotext', 'Dead Well') -- Now let's fill the well with dirt, so it has to be dug again. for i=2,4 do minetest.set_node({x=pos.x, y=pos.y-i, z=pos.z},{name = 'default:dirt'}) end end end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) if listname == 'pail' then if stack:get_name() == ('bucket:bucket_empty') then return 1 elseif stack:get_name() == ('thirsty:steel_canteen') then return 1 elseif stack:get_name() == ('thirsty:bronze_canteen') then return 1 else return 0 end end end, }) minetest.register_node('survival:stone_with_salt', { description = 'Salt Ore', tiles = {'default_stone.png^survival_salt_ore.png'}, is_ground_content = true, groups = {cracky=3}, drop = 'survival:salt_lump', sounds = default.node_sound_stone_defaults(), })