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.register_node(":default:dirt_with_grass", { description = "Dirt with Grass", tiles = {"default_grass.png", "default_dirt.png", "default_dirt.png^default_grass_side.png"}, is_ground_content = true, groups = {crumbly=3,soil=1}, soil = { base = "default:dirt_with_grass", dry = "farming:soil", wet = "farming:soil_wet" }, 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'}, }, }, }, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_grass_footstep", gain=0.25}, }), }) --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 timer = minetest.get_node_timer(pos) local meta = minetest.env: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.env: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.env: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.env:get_meta(pos) meta:set_string('infotext', 'You need a bucket to collect sap.') 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}, -- 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} --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) local health = clicker:get_hp() --should only damage if you sleep clicker:set_hp(health-.5) --ya, like that last comment said. 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 }, }) 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 dir = minetest.facedir_to_dir(n.param2) local p = {x=pos.x, y=pos.y-1, z=pos.z} local n2 = minetest.get_node_or_nil(p) if n2.name ~= 'survival:well_bottom' then minetest.remove_node(pos) return true end end, })