Add a shit ton of gamepacks / mods for Edgy1

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Pentium44 2021-02-10 15:51:06 -08:00
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-------------------------------------------------------------------------------
Work in Progress 0.6.1 [04.02.2020]
New recipe for bucket is set
-------------------------------------------------------------------------------
Work in Progress 0.6 [04.02.2020]
DEL MOD:
craftguide - not compatible with Minetest 5.3.0
ADD MOD:
smart_inventory - new Inventory - instead od craftguide + sfinv
Mods updates
EDIT:
water_life - patch to support poison with hunger_ng
-------------------------------------------------------------------------------
Work in Progress 0.5.2 [12.12.2020]
bucket-lite, dynamic_liquid - better support
craftguide - last commit revert (forced 5.4 Version)
-------------------------------------------------------------------------------
Work in Progress 0.5.1 [06.12.2020]
Mods updates
- new bucket-lite version with more buckettypes
-------------------------------------------------------------------------------
Work in Progress 0.5 [04.12.2020]
Mods updated
Directory my_changes is removed
-------------------------------------------------------------------------------
Work in Progress 0.4.2 [29.11.2020]
EDIT:
- water_life - minetest.log test messages removed
-------------------------------------------------------------------------------
Work in Progress 0.4.1 [29.11.2020]
CHANGE MOD:
- hunger_ng - Temporary fix for effects (because of poison in water life)
- water_life - Temporary fix for poison (works with hunger_ng and is removed after death)
-------------------------------------------------------------------------------
Work in Progress 0.4 [20.11.2020]
ADD MOD:
- bucket-lite mod - liquid from bucket lows only 1 block
- minetest_tt + minetest_tt_base - Extended tooltips
- minetest_hbarmor - Armor HUD bar (no armor damage yet)
CHANGE MOD:
- cg_plus to craftguide because of lack of progressive mod
EDIT MOD:
- 3d_armor - temporary fix for armor damage by mobs
REMOVE MOD:
- advanced_npc - doesn't works correctly
Game settings are added (settingtypes.txt)
- hudbars_bar_type: Deside between progress-bar-like bar and classic (20 half-symbols).
- hunger_ng_hunger_bar_image: Image for satiation (hunger). Default changed to chicken legs.
- craftguide_progressive_mode: Progressive mod for crafting guide. Default is active.
- dynamic_liquid_water, dynamic_liquid_river_water, dynamic_liquid_lava: Dynamic water. Default is on for water and lava. Turn off (false) to get classic liquid behavior.
-------------------------------------------------------------------------------
Work in Progress 0.3 [11.11.2020]
- hbsprint update - repairs error if damage is disabled and try to sprint
-------------------------------------------------------------------------------
Work in progress 0.2.1 [08.11.2020]
- Configation update (minetest.conf) - because of problems with comments in the same line as setting
-------------------------------------------------------------------------------
Work in progress 0.2 [08.11.2020]
- Monsters added (Mod: mobs/mobs_monster)
-------------------------------------------------------------------------------
First Version WIP 0.1 [01.11.2020]
First release for Minetest Content DB
-------------------------------------------------------------------------------

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NO WARRANTY
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest possible use to the public, we recommend making it free software that everyone can redistribute and change. You can do so by permitting redistribution under these terms (or, alternatively, under the terms of the ordinary General Public License).
To apply these terms, attach the following notices to the library. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found.
one line to give the library's name and an idea of what it does.
Copyright (C) year name of author
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the library, if necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in
the library `Frob' (a library for tweaking knobs) written
by James Random Hacker.
signature of Ty Coon, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

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@ -0,0 +1,19 @@
License of my media (textures, sounds, ...)
-------------------------------------------
https://creativecommons.org/licenses/by-sa/3.0/
License of my source code
-------------------------
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
Licence of buildscripts
-----------------------
GPL-V3 - https://www.gnu.org/licenses/gpl-3.0.html
Thanks to bell07 - https://github.com/bell07/minetest-game-whynot
License of mods
-------------------------------
Diferrent - see mods licence
List of already included mods
Generated file: mod_sources.txt

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# A Planet Alive
Slovak:
Hra pre Minetest https://www.minetest.net/
Cieľom tejto hry je vytvorit živý svet s roznymi tvormi, osadnikmi, atď.
---
English:
Minetest Game https://www.minetest.net/
The goal of this game is to create a living game with diferent mobs, villagers, etc.

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#!/bin/bash
if [ -n "$2" ]; then
cd "$2" # update given directory only
else
cd "$(dirname $0)"/../../mods_src
fi
VERBOSE="$1"
GIT="git --no-pager"
GITPARAM="--color=always"
if [ "$VERBOSE" == "" ]; then
VERBOSE=0
fi
# 0: just update relevant infos
# 1 display "branch -vaa" + local changes
# 2 display log on current branch
# 3 display "remote -v"
find . -name ".git" -type d | while read repo; do
echo ''
echo '--------------------------------------'
echo "$(dirname "$repo")"
echo '--------------------------------------'
cd "$(dirname "$repo")"
# fetch all connected remotes
for repo in $(git remote); do
$GIT fetch "$repo" --prune
done
# Display repo status in different verbosity
if [ "$VERBOSE" -ge 1 ]; then
$GIT branch -vva $GITPARAM
fi
# create log range
currentbranch="$(git branch | grep '^*' | sed 's:\* ::g')"
remotebranch="$(git branch -avv | grep '^\*' | sed 's@.*\[@@g;s@[]:].*@@g' | grep -v '^\*')"
# print the log information
if [ "$VERBOSE" -ge 2 ]; then
if [ "$remotebranch" == "" ]; then
echo '!!!!! No remote branch for' $currentbranch '!!!!!!'
else
echo $currentbranch '=>' "$remotebranch"
$GIT log $currentbranch..$remotebranch
fi
if [ "$VERBOSE" -ge 3 ]; then
$GIT remote -v
fi
fi
# Now pull+merge
# git pull. (from man git-pull: git pull is shorthand for git fetch followed by git merge FETCH_HEAD.)
if [ ! "$remotebranch" == "" ]; then
$GIT merge "$remotebranch"
fi
# display local changes
if [ $VERBOSE -ge 1 ]; then
$GIT diff $GITPARAM #display local changes
fi
echo "last commit: $(git log -1 --format=%cd)"
cd - >/dev/null
done
#########################################
# Find all ".hg" and pull them
find . -name ".hg" -type d | while read repo; do
echo "$(dirname "$repo")"
cd "$(dirname "$repo")"
hg pull
cd - >/dev/null
done

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#!/bin/bash
LIB="$(realpath $(dirname $0))" # Absolute path
PROJ="$(dirname $LIB)" # Subgame dir (..)
SRC="$(dirname $PROJ)"/mods_src/ # mods sources (../..)
DST="$PROJ"/mods/ # Subgame mods
LOG="$PROJ"/mod_sources.txt
source "$LIB"/build-whynot.lib
cd "$SRC" # for proper resolving the '*'
## Sync minetest_game
mod_install minetest_game --exclude=farming --exclude=bucket --exclude=doors minetest_game/mods/*
# Install all other mods
mod_install blocks_functions
mod_install buildings
mod_install environment
mod_install flora
mod_install gui
mod_install lib_api
mod_install mobs
mod_install player --exclude=3d_armor/3d_armor_ip/ --exclude=3d_armor/3d_armor_ui/
mod_install special

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#!/bin/bash
LIB="$(realpath $(dirname $0))" # Absolute path
PROJ="$(dirname $LIB)" # Game dir (..)
SRC="$PROJ"/../my_changes/ # My changes dir
DST="$PROJ"/mods/ # Game mods dir
#echo $LIB
#echo $PROJ
#echo $SRC
#echo $DST
#copy files
MOD_PATH=("player/skinsdb" "gui/smart_inventory") #temporary not used: "minetest_game"
for MOD_INDEX in ${!MOD_PATH[*]}
do
SRC_DIR="$SRC${MOD_PATH[MOD_INDEX]}/"
DST_DIR="$DST${MOD_PATH[MOD_INDEX]}/"
echo "---------------------------------------------------------------"
echo "Syncing ${MOD_PATH[MOD_INDEX]} mod changes."
echo "$SRC_DIR --> $DST_DIR"
rsync -r -v --quiet $SRC_DIR $DST_DIR
echo "---------------------------------------------------------------"
done
#patch code
#MOD_PATH=("mobs/water_life" "buildings/doors" "player/3d_armor" "player/hbsprint" "player/hunger_ng")
#MOD_PATCH=("poison.patch" "doors_update.patch" "mob_damage.patch" "no_damage.patch" "effects.patch")
#MOD_PATH and MOD_PATCH arrays for later
MOD_PATH=( ) #pathes to the patches
MOD_PATCH=( ) #patch names
#MOD_PATCHES - all patches defined
#MOD_PATCHES - first is path and all patch names are separeted by ":"
#MOD_PATCHES=("mobs/water_life:poison.patch" "buildings/doors:doors_update.patch" "player/3d_armor:mob_damage.patch" "player/hbsprint:no_damage.patch" "player/hunger_ng:effects.patch")
MOD_PATCHES=("buildings/doors:doors_update.patch" "player/hbsprint:no_damage.patch" "environment/dynamic_liquid:bucket.patch" "mobs/water_life:poison.patch" "mobs/water_life:poison_hunger_ng.patch")
#MOD_PATCHES=( )
echo "---------------------------------------------------------------"
echo "DEFINED PATCHES"
echo
for PATCH_MOD in ${MOD_PATCHES[@]}; do
echo $PATCH_MOD
IFS=':' # : is set as delimiter
read -ra ADDR <<< "${PATCH_MOD}" # str is read into an array as tokens separated by IFS
for i in "${!ADDR[@]}"; do # access each element of array
#echo ${ADDR[i]}
#0 is patch, patch names are index 1 and greather
if [ $i -gt 0 ]; then
PATCH_INDEX=${#MOD_PATCH[@]}
MOD_PATH+=(${ADDR[0]})
MOD_PATCH+=(${ADDR[i]})
echo "$PATCH_INDEX: ${MOD_PATH[PATCH_INDEX]} / ${MOD_PATCH[PATCH_INDEX]}"
fi
done
echo
IFS=' ' # reset to default value after usage
done
echo "---------------------------------------------------------------"
#Use all patches
for MOD_INDEX in ${!MOD_PATH[*]}
do
SRC_DIR="$SRC${MOD_PATH[MOD_INDEX]}/"
DST_DIR="$DST${MOD_PATH[MOD_INDEX]}/"
echo "---------------------------------------------------------------"
echo "Apllying patch to ${MOD_PATH[MOD_INDEX]}."
echo
cd $DST_DIR
patch -p1 < "$SRC_DIR/${MOD_PATCH[MOD_INDEX]}"
echo "---------------------------------------------------------------"
done

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@ -0,0 +1,75 @@
GIT="git --no-pager"
GITPARAM="--color=always"
RSYNC="rsync -a --info=NAME --delete --exclude=.git --exclude=.gitignore"
export LC_ALL="C"
declare -a git_repositories
echo $git_repositories
function in_git_repositories {
for entry in "${git_repositories[@]}"; do
[[ "$entry" == "$1" ]] && echo "found";
done
}
function mod_install {
group=$1
shift
#echo $group
declare excluded
excluded_string=""
while (( "$#" )); do
if [ ${1:0:10} == '--exclude=' ]; then
excluded=(${excluded[@]} ${1#--exclude=*})
excluded_string="$excluded_string $1"
shift
else
break
fi
done
#echo "excluded files:" ${excluded[@]}
function in_excluded {
for entry in "${excluded[@]}"; do
[[ "$entry" == "$1" ]] && echo "found";
done
}
declare sync_list
if [ "$#" == "0" ]; then
sync_list=("$group"/*)
else
sync_list=(${@})
fi
#echo "sync_list:" ${sync_list[@]}
for mod in ${sync_list[@]}; do
#echo "mod:" $mod
if [ -d "$mod" ] && [ -z "$(in_excluded "$(basename $mod)")" ]; then
echo "Process repo $mod"
cd "$mod"
GIT_REPO="$(git remote -v | grep '\(fetch\)' )"
#echo "GIT REPO: $GIT_REPO"
if [ -z "$(in_git_repositories "$GIT_REPO")" ]; then
echo '' >> "$LOG"
echo "$GIT_REPO" >> "$LOG"
git branch -vv | grep '^[*]' >> "$LOG"
git_repositories=(${git_repositories[@]} "$GIT_REPO")
fi
echo "Mod: $mod" >> "$LOG"
cd - >/dev/null
$RSYNC $excluded_string "$SRC"/"$mod" "$DST"/"$group"/
fi
done
}
function set_package {
LOG="$DST"/"$1"/mod_sources.txt
cp "$DST"/build.sh "$DST"/"$1"/
rm "$LOG" 2>/dev/null
git_repositories=( )
}
rm "$LOG" 2>/dev/null

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@ -0,0 +1,41 @@
Don't use buildscripts, game is already build.
This is helping me to update the mods from their git sources.
You need upper directory mods_src, where all mods are cloned from git.
Something like:
- mods_src (Mod sources directory)
- my_changes (Directory with my changes - files and patches)
- a-planet-alive (Game directory - from git)
- buildscripts (build scripts directory)
- menu (game data, like pictures, ...)
- mods (Game mod directory)
- ...
Scripts are originally from "minetest-game-whynot" and they helped me, so I decided to let them here.
NOT NEEDED FOR GAME, CAN BE REMOVED.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Script info
-----------
Bash scripts
- default use on Linux
- WLS on Windows could work (not tested)
01_src-update.sh
****************
- get new date from git repository into the mods_src directory
02_build_pa.sh
**************
- copy all mods to game mods directory "./mods/"
- generates mod_sources.txt
03_my_updates.sh
****************
- copy my extra files to the mods (like extra textures, skins, ...)
- use my patches to the mods (tenporary solution, till implemented in the mods)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

View File

@ -0,0 +1,2 @@
name = A Planet Alive
min_minetest_version = 5.3

Binary file not shown.

After

Width:  |  Height:  |  Size: 38 KiB

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@ -0,0 +1,65 @@
# This is a game specific minetest.conf file, do not edit
#Minetest Game Settings
#----------------------
disable_fire = false
enable_tnt = true
# Smartinventory Settings - currently not used
#------------------------
smart_inventory_shaped_groups =
smart_inventory_friendly_group_names = true
smart_inventory_workbench_mode = false
#3D Armor
#--------
#armor_water_protect = false
#activates torch damage as well
#armor_fire_protect = true
#Hudbars and hunger_ng
#---------------------
hudbars_autohide_stamina = true
hudbars_alignment_pattern = zigzag
hudbars_bar_type = progress_bar
hunger_ng_use_hunger_bar = false
hudbars_sorting = health=0, hungernghudbar=1, armor=2, breath=4, stamina=3
#hunger_ng
#Default satioation image
hunger_ng_hunger_bar_image = petz_roasted_chicken_legs.png
#hbsprint
#--------
sprint_speed = 2
sprint_jump = 1.2
sprint_stamina_drain = 1
sprint_stamina_heal = 1.5
sprint_stamina_standing = 2
#dynamic_liquid
#--------------
dynamic_liquid_water = true
dynamic_liquid_lava = true
dynamic_liquid_river_water = false
#false to reduce fooding, when block inserted into water
dynamic_liquid_displace_liquid = false
#obsidian will fall when created
dynamic_liquid_displace_liquid = true
#bucket-lite
#flowing water range from bucket
bucket_water_flowing_range = 1
bucket_lava_flowing_range = 1
bucket_use_clasic_recipe = false
#craftguide
#progresive mod and visible in sfinv gui
craftguide_progressive_mode = true
craftguide_sfinv_only = true
#water_life
#water_life_newplayerbonus = 0

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@ -0,0 +1,196 @@
origin https://github.com/minetest/minetest_game.git (fetch)
* stable-5 cb2c416 [origin/stable-5] Merge remote-tracking branch 'origin/stable-5' into HEAD
Mod: minetest_game/mods/beds
Mod: minetest_game/mods/binoculars
Mod: minetest_game/mods/boats
Mod: minetest_game/mods/bones
Mod: minetest_game/mods/butterflies
Mod: minetest_game/mods/carts
Mod: minetest_game/mods/creative
Mod: minetest_game/mods/default
Mod: minetest_game/mods/dungeon_loot
Mod: minetest_game/mods/dye
Mod: minetest_game/mods/env_sounds
Mod: minetest_game/mods/fire
Mod: minetest_game/mods/fireflies
Mod: minetest_game/mods/flowers
Mod: minetest_game/mods/game_commands
Mod: minetest_game/mods/give_initial_stuff
Mod: minetest_game/mods/map
Mod: minetest_game/mods/player_api
Mod: minetest_game/mods/screwdriver
Mod: minetest_game/mods/sethome
Mod: minetest_game/mods/sfinv
Mod: minetest_game/mods/spawn
Mod: minetest_game/mods/stairs
Mod: minetest_game/mods/tnt
Mod: minetest_game/mods/vessels
Mod: minetest_game/mods/walls
Mod: minetest_game/mods/weather
Mod: minetest_game/mods/wool
Mod: minetest_game/mods/xpanes
origin https://github.com/sirrobzeroone/comboblock (fetch)
* master ac04448 [origin/master] Add Spanish and Russian
Mod: blocks_functions/comboblock
origin git@github.com:Sokomine/bell.git (fetch)
* master 6b2eaa6 [origin/master] added depends.txt
Mod: buildings/bell
origin https://github.com/Sokomine/cottages (fetch)
* master 8cfaaed [origin/master] added listring to shelf
Mod: buildings/cottages
origin https://bitbucket.org/sorcerykid/doors.git (fetch)
* master 37b695f [origin/master] Build 02
Mod: buildings/doors
origin https://github.com/Sokomine/handle_schematics (fetch)
* master 0c5bfbe [origin/master] added mapgen dependencies for MCL2 for right order
Mod: buildings/handle_schematics
origin https://codeberg.org/Hamlet/hidden_doors.git (fetch)
* master 3a8b98d [origin/master] Fix darkage slab recipes by orbea.
Mod: buildings/hidden_doors
origin https://github.com/Sokomine/mg_villages (fetch)
* master 69ac3f2 [origin/master] pass pr on to grow_trees for mg mapgen
Mod: buildings/mg_villages
origin git@github.com:minetest-mods/ts_doors.git (fetch)
* master 2e8dd2d [origin/master] Add basic_materials to optional dependencies.
Mod: buildings/ts_doors
origin git@gitlab.com:daretmavi/bucket-lite.git (fetch)
* master 03a1ebf [origin/master] Merge branch 'devel' into 'master'
Mod: environment/bucket-lite
origin https://github.com/minetest-mods/dynamic_liquid (fetch)
* master 186d874 [origin/master] fill in missing translations with Google Translate
Mod: environment/dynamic_liquid
origin https://notabug.org/tenplus1/farming (fetch)
* master 79035d0 [origin/master] added extra compatibility for crops spawning on older v6 maps
Mod: flora/farming
origin https://repo.or.cz/minetest_hbarmor.git (fetch)
* master 93d994c [origin/master] Version 1.0.0
Mod: gui/minetest_hbarmor
origin https://repo.or.cz/minetest_hudbars.git (fetch)
* master 0684bac [origin/master] Version 2.3.1
Mod: gui/minetest_hudbars
origin git://repo.or.cz/minetest_show_wielded_item.git (fetch)
* master 83f1997 [origin/master] Add z_index to HUD definition
Mod: gui/minetest_show_wielded_item
origin https://repo.or.cz/minetest_tt_base.git (fetch)
* master d560fac [origin/master] Version 1.0.0
Mod: gui/minetest_tt_base
origin https://github.com/minetest-mods/smart_inventory.git (fetch)
* master f790cc8 [origin/master] search items / groups in translated strings
Mod: gui/smart_inventory
origin https://github.com/appgurueu/cmdlib (fetch)
* master 2709571 [origin/master] Fix missing parameters error format
Mod: lib_api/cmdlib
origin https://bitbucket.org/sorcerykid/config.git (fetch)
* master a6d0493 [origin/master] Build 05
Mod: lib_api/config
origin https://repo.or.cz/minetest_tt.git (fetch)
* master e38bd27 [origin/master] Version 1.0.0
Mod: lib_api/minetest_tt
origin https://github.com/TheTermos/mobkit (fetch)
* master ddea141 [origin/master] Merge pull request #33 from berengma/master
Mod: lib_api/mobkit
origin https://notabug.org/tenplus1/mobs_redo (fetch)
* master c158e84 [origin/master] stop grown child mobs sinking into blocks below
Mod: lib_api/mobs_redo
origin https://github.com/appgurueu/modlib (fetch)
* master b9483fb [origin/master] Add objects_inside_- radius and area iterators
Mod: lib_api/modlib
origin git@github.com:runsy/rcbows.git (fetch)
* master 0b9366b [origin/master] fixes
Mod: lib_api/rcbows
origin git@github.com:minetest-mods/ts_workshop.git (fetch)
* master fa836aa [origin/master] Switch from minetest.after to node timers
Mod: lib_api/ts_workshop
origin https://github.com/berengma/aerotest (fetch)
* master c60a500 [origin/master] lagfree
Mod: mobs/aerotest
origin https://github.com/FreeLikeGNU/goblins.git (fetch)
* master dd48144 [origin/master] fix #13
Mod: mobs/goblins
origin https://codeberg.org/Hamlet/mobs_ghost_redo (fetch)
* master ac9c013 [origin/master] v0.7.0
Mod: mobs/mobs_ghost_redo
origin https://codeberg.org/Hamlet/mobs_humans (fetch)
* master 673a63c [origin/master] Delete LICENSE.txt
Mod: mobs/mobs_humans
origin https://notabug.org/TenPlus1/mobs_monster.git (fetch)
* master 9835105 [origin/master] fix typo in mod.conf
Mod: mobs/mobs_monster
origin https://github.com/runsy/petz (fetch)
* master 2080c8f [origin/master] pony cimarron
Mod: mobs/petz
origin https://github.com/berengma/water_life (fetch)
* master 17c4289 [origin/master] Merge pull request #69 from berengma/staticIsTrue
Mod: mobs/water_life
origin https://github.com/minetest-mods/3d_armor (fetch)
* master e7abacc [origin/master] Add armor set and armor set bonus setting (#41)
Mod: player/3d_armor
origin https://github.com/appgurueu/character_anim (fetch)
* master 34751e6 [origin/master] Fix global warnings if strictness is enabled
Mod: player/character_anim
origin https://github.com/minetest-mods/emote (fetch)
* master 3c39a8c [origin/master] Default: writable interface used.
Mod: player/emote
origin git@github.com:runsy/farbows.git (fetch)
* master d919bbf [origin/master] fixes
Mod: player/farbows
origin https://github.com/minetest-mods/hbsprint/ (fetch)
* master 1fe580a [origin/master] Don't drain hunger for players with fast privilege (#29)
Mod: player/hbsprint
origin https://gitlab.com/4w/hunger_ng.git (fetch)
* master bd5dcad [origin/master] make hunger effects player attributes
Mod: player/hunger_ng
origin https://github.com/minetest-mods/skinsdb.git (fetch)
* master da6905f [origin/master] Mention i3 support (#55)
Mod: player/skinsdb
origin https://github.com/stujones11/wield3d.git (fetch)
* master 668ea26 [origin/master] Fix stale entity clean-up and disable static saving
Mod: player/wield3d
origin https://github.com/minetest-mods/wielded_light.git (fetch)
* master 60b31d3 [origin/master] fix mt-5.4 compatibility Closes #7
Mod: player/wielded_light
origin git@github.com:pyrollo/display_modpack.git (fetch)
* master f5bd6d1 [origin/master] Delete .gitmodules
Mod: special/display_modpack

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-------------------------------------------------------------------------------------
-- _________ ___. __________.__ __ --
-- \_ ___ \ ____ _____\_ |__ ____\______ \ | ____ ____ | | __ --
-- / \ \/ / _ \ / \| __ \ / _ \| | _/ | / _ \_/ ___\| |/ / --
-- \ \___( <_> ) Y Y \ \_\ ( <_> ) | \ |_( <_> ) \___| < --
-- \______ /\____/|__|_| /___ /\____/|______ /____/\____/ \___ >__|_ \ --
-- \/ \/ \/ \/ \/ \/ --
-- --
-- Orginally written/created by Pithydon/Pithy --
-- Version 5.3.0.1 --
-- first 3 numbers version of minetest created for, --
-- last digit mod version for MT version --
-------------------------------------------------------------------------------------
----------------------------
-- Settings --
----------------------------
local S = minetest.get_translator(minetest.get_current_modname())
local cs = tonumber(minetest.settings:get("comboblock_scale")) or 16
local node_count = 0
----------------------------
-- Functions --
----------------------------
--=======================================================================--
--=======================================================================--
-- standard rotate and place function from stairs mod MT v5.2.0 to
-- maintain standard stairs behaviour for slab placement (LGPLv2.1)
-- Start LGPLv2.1 code block see license.txt
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
param2 = minetest.dir_to_facedir(vector.subtract(p1, placer_pos))
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
-- End of LGPLv2.1 code block see license.txt
--=======================================================================--
--=======================================================================--
-- group retrieval function by blert2112 minetest forum
local function registered_nodes_by_group(groupname)
local result = {}
for name, def in pairs(minetest.registered_nodes) do
node_count = node_count + 1
if def.groups[groupname] then
result[#result+1] = name
end
end
return result
end
-- Add "^[lowpart:50:" and resize to all image names against source node for V2 (bottoms)
function add_lowpart(tiles)
local name_split = string.split(tiles.name,"^")
local new_name = ""
local i = 1
while i <= #name_split do
if string.sub(name_split[i],1,1) == "[" then
if name_split[i] =="[transformR90" then -- remove the rotate 90's
new_name = new_name.."^[transformR180FY"..name_split[i]
else
new_name = new_name.."^"..name_split[i] -- catch coloring etc
end
else
new_name = new_name..
"^[lowpart:50:"..name_split[i].. -- overlay lower 50%
"\\^[resize\\:"..cs.."x"..cs -- resize image to comboblock scale
end
i=i+1
end
return new_name -- Output Single image eg ^[lowpart:50:default_cobble.png
end -- Output Two or more image eg ^[lowpart:50:default_cobble.png^[lowpart:50:cracked_cobble.png
-- place slab against side of node
function side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
local tar_node_name = node.name -- node offset by +1/-1 along relevant axis of clicked node
local pla_node_name = itemstack:get_name() -- node the player wants to place
local pla_is_glass = string.find(string.lower(tostring(itemstack:get_name())), "glass")
local node_is_slab = minetest.registered_nodes[node.name].groups.slab -- is node (relative)infront clicked slab
local node_is_glass = string.find(string.lower(tostring(node.name)), "glass") -- is node (relative)infront clicked glass
local node_is_flora = minetest.get_item_group(node.name, "flora") -- is node (relative)infront clicked flora
if node_is_slab == 1 and -- Clicked a Slab
(node.param2 >= 20 and node.param2 <= 23) and -- top slab (@ top of node space)
node_is_glass and -- node is glass
pla_is_glass then -- placing item is glass
minetest.swap_node(nepos, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_is_slab == 1 and -- Clicked a Slab
(node.param2 >= 20 and node.param2 <= 23) and -- top slab (@ top of node space)
not node_is_glass and -- node is not glass
not pla_is_glass then -- placing item is not glass
minetest.swap_node(nepos, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_is_slab == 1 and -- Clicked a Slab
node.param2 <= 19 and -- bottom slab (@ bottom of node space)
node_is_glass and -- node is glass
pla_is_glass then -- placing item is glass
minetest.swap_node(nepos, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_is_slab == 1 and -- Clicked a Slab
node.param2 <= 19 and -- bottom slab (@ bottom of node space)
not node_is_glass and -- node is not glass
not pla_is_glass then -- placing item is not glass
minetest.swap_node(nepos, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_is_slab == nil and -- Clicked not a slab
tar_node_name == "air" then -- Node to side is air
rotate_and_place(itemstack, placer, pointed_thing) -- do stairs mod place function
elseif node_is_slab == nil and -- Clicked not a slab
node_is_flora > 0 then -- Node to side is air
rotate_and_place(itemstack, placer, pointed_thing) -- do stairs mod place function
--Below here feedback to player you cant mix glass slabs and none glass slabs so they know this is feature
elseif node_is_slab == 1 and -- Clicked a Slab
(node.param2 >= 0 and node.param2 <= 23) and -- Any slab in any orientation (redundant check?)
node_is_glass and -- node is glass
not pla_is_glass then -- placing item is not glass
minetest.chat_send_player(placer:get_player_name(), err_mix)
elseif node_is_slab == 1 and -- Clicked a Slab
(node.param2 >= 0 and node.param2 <= 23) and -- Any slab in any orientation (redundant check?)
not node_is_glass and -- node is not glass
pla_is_glass then -- placing item is not glass
minetest.chat_send_player(placer:get_player_name(), err_mix)
-- Last error catch to account for the unknown/unexpected
else
minetest.chat_send_player(placer:get_player_name(), err_un)
end
end
----------------------------
-- Main Code --
----------------------------
-- moreblocks code part borrowed from Linuxdirk MT forums
-- Im directly updating these on the fly not using override_item
-- Not the best practice and maybe slower - review later
local mblocks = minetest.get_modpath("moreblocks") -- used to establish if moreblocks is loaded
if mblocks ~= nil then
minetest.debug("moreblocks present")
for name, def in pairs(minetest.registered_nodes) do
local slab_name = string.sub (def.description, -6)
if slab_name == "(8/16)" then -- The only way Ive found of identifying moreblocks half slabs
def.groups.slab = 1 -- Add any slabs in moreblocks that are 8/16 to the slab group
for index,_ in pairs (def.tiles)do -- Part borrowed from Linuxdirk
if type(def.tiles[index]) == 'table' then
def.tiles[index].align_style = 'world'
else
def.tiles[index] = {
name = def.tiles[index],
align_style = 'world'
}
end
end
--[[for k,v in pairs (def.tiles)do -- debug loop
minetest.debug("name"..tostring(def.tiles[k].name).." align:"..def.tiles[tonumber(k)].align_style)
end]]--
end
end
end
-- creates an index of any node name in the group "slab"
local slab_index = registered_nodes_by_group("slab")
for k,v1 in pairs(slab_index) do
if node_count > 32668 then
minetest.debug("WARNING:Comboblock - Max nodes registered: '"..v1.."' slab combos not registered")
else
local v1_def = minetest.registered_nodes[v1] -- Makes a copy of the relevant node settings
local v1_groups = table.copy(v1_def.groups) -- Takes the above and places the groups into its own seperate copy
v1_groups.not_in_creative_inventory = 1
v1_groups.slab = nil
local v1_tiles = table.copy(v1_def.tiles) -- The first group of tiles ie v1
--[[for k,v in pairs(v1_tiles) do -- Bunch of debug I(S01) added to get my head around data structure.
minetest.debug("k",tostring(k)," v", tostring(v))
minetest.debug ("direct:",v1_tiles[k].name)
for k2, v2 in pairs(v) do
minetest.debug("k2",tostring(k2),"v2",tostring(v2))
end
end ]]--
if not v1_tiles[2] then -- This bit checks if we have an image name
v1_tiles[2] = v1_tiles[1] -- for each side of the node, if it dosen't it
end -- copies the previous one in
if not v1_tiles[3] then -- 1 = Top, 2 = Bottom, 3-6 = Sides
v1_tiles[3] = v1_tiles[2]
end
if not v1_tiles[4] then
v1_tiles[4] = v1_tiles[3]
end
if not v1_tiles[5] then
v1_tiles[5] = v1_tiles[4]
elseif mblocks ~= nil then
v1_tiles[5].name = v1_tiles[5].name:gsub("%^%[transformR90", "") -- v1 R90 not needed as applied at V2 stage needed for moreblocks
end
if not v1_tiles[6] then
v1_tiles[6] = v1_tiles[5]
elseif mblocks ~= nil then
v1_tiles[6].name = v1_tiles[6].name:gsub("%^%[transformR90", "") -- v1 R90 not needed as applied at V2 stage needed for moreblocks
end
for _,v2 in pairs(slab_index) do
local v2_def = minetest.registered_nodes[v2] -- this creates a second copy of all slabs and is identical to v1
local v2_tiles = table.copy(v2_def.tiles)
if not v2_tiles[2] then
v2_tiles[2] = v2_tiles[1]
end
if not v2_tiles[3] then
v2_tiles[3] = table.copy(v2_tiles[2]) -- must be table copy do not use "="
v2_tiles[3].name = add_lowpart(v2_tiles[3]) -- only need to do this once as 4,5,6 are basically copy of 3
else
v2_tiles[3].name= add_lowpart(v2_tiles[3]) -- If node has images specified for each slot have to add string to the front of those
end
if not v2_tiles[4] then
v2_tiles[4] = v2_tiles[3]
else
v2_tiles[4].name= add_lowpart(v2_tiles[4])
end
if not v2_tiles[5] then
v2_tiles[5] = v2_tiles[4]
else
v2_tiles[5].name= add_lowpart(v2_tiles[5])
end
if not v2_tiles[6] then
v2_tiles[6] = v2_tiles[5]
else
v2_tiles[6].name= add_lowpart(v2_tiles[6])
end
-- Register nodes --
-- Very strange behaviour with orginal mod when placing glass and normal slabs ontop of each other.
-- Removed the ability to place glass slabs on non-glass slabs.
-- Original Behaviour summary:
-- Normal slab on glass slab - slab appears as top slab with some strange graphic overlay, Unknown why - guess drawtype conflict with graphic
-- Glass slab on normal slab - slab appears as top glass slab ie full glass block, Unknown why - guess drawtype conflict with graphic
-- For example of above place "glass" slab on "obsidian glass" slab and vice versa this seemed minimal issue so left this combo okay
-- Glass slab on Glass slab - black box inside this is due to orginal code having drawtype = normal for glassslab on glassslab combo
local v1_is_glass = string.find(string.lower(tostring(v1)), "glass") -- Slabs dont use drawtype "glasslike" in stairs due to nodebox requirement,
local v2_is_glass = string.find(string.lower(tostring(v2)), "glass") -- so using name string match but this pretty unreliable.
-- returns value nil if not otherwise returns integar see lua string.find
if v1_is_glass and v2_is_glass then -- glass_glass nodes so drawtype = glasslike
minetest.register_node("comboblock:"..v1:split(":")[2].."_onc_"..v2:split(":")[2], { -- registering the new combo nodes
description = v1_def.description.." on "..v2_def.description,
tiles = {v1_tiles[1].name.."^[resize:"..cs.."x"..cs,
v2_tiles[2].name.."^[resize:"..cs.."x"..cs,
v1_tiles[3].name.."^[resize:"..cs.."x"..cs..v2_tiles[3].name, -- Stairs registers it's tiles slightly differently now
v1_tiles[4].name.."^[resize:"..cs.."x"..cs..v2_tiles[4].name, -- in a nested table structure and now makes use of
v1_tiles[5].name.."^[resize:"..cs.."x"..cs..v2_tiles[5].name, -- align_style = "world" for most slabs....I think
v1_tiles[6].name.."^[resize:"..cs.."x"..cs..v2_tiles[6].name
},
paramtype = "light",
paramtype2 = "facedir",
drawtype = "glasslike",
sounds = v1_def.sounds,
groups = v1_groups,
drop = v1,
after_destruct = function(pos, oldnode)
minetest.set_node(pos, {name = v2, param2 = oldnode.param2})
end
})
elseif v1_is_glass or v2_is_glass then
-- minetest.debug("nothing")
-- Can't have a nodetype as half "glasslike" and half "normal" :(
else
-- normal nodes
--minetest.debug (v1_tiles[1].name.." "..v2_tiles[1].name)
minetest.register_node("comboblock:"..v1:split(":")[2].."_onc_"..v2:split(":")[2], { -- registering the new combo nodes
description = v1_def.description.." on "..v2_def.description,
tiles = {v1_tiles[1].name.."^[resize:"..cs.."x"..cs,
v2_tiles[2].name.."^[resize:"..cs.."x"..cs,
v1_tiles[3].name.."^[resize:"..cs.."x"..cs..v2_tiles[3].name, -- Stairs registers it's tiles slightly differently now
v1_tiles[4].name.."^[resize:"..cs.."x"..cs..v2_tiles[4].name, -- in a nested table structure and now makes use of
v1_tiles[5].name.."^[resize:"..cs.."x"..cs..v2_tiles[5].name, -- align_style = "world" for most slabs....I think
v1_tiles[6].name.."^[resize:"..cs.."x"..cs..v2_tiles[6].name
},
paramtype = "light",
paramtype2 = "facedir",
drawtype = "normal",
sounds = v1_def.sounds,
groups = v1_groups,
drop = v1,
after_destruct = function(pos, oldnode)
minetest.set_node(pos, {name = v2, param2 = oldnode.param2})
end,
--[[on_rightclick = function(pos, node, player, itemstack, pointed_thing)
local exact_pos = minetest.pointed_thing_to_face_pos(placer,pointed_thing)
local fpos = exact_pos.y % 1
minetest.chat_send_all(node.param2.." "..fpos)
end]]--
})
end
end
-- Override all slabs registered on_place function
minetest.override_item(v1, {
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local pos1 = pointed_thing.above
local exact_pos = minetest.pointed_thing_to_face_pos(placer,pointed_thing)
local fpos = exact_pos.y % 1
local pparam2 = minetest.dir_to_facedir(vector.subtract(pos,pos1))
local placer_pos = placer:get_pos()
local player_n = placer:get_player_name()
local err_mix = S("Hmmmm... that wont work I can't mix glass slabs and none glass slabs")-- error txt for mixing glass/not glass
local err_un = S("Hmmmm... The slab wont fit there, somethings in the way") -- error txt for unknown/unexpected
local pla_is_glass = string.find(string.lower(tostring(itemstack:get_name())), "glass") -- itemstack item glass slab (trying to place item)
local node_c = minetest.get_node({x=pos.x, y=pos.y, z=pos.z}) -- node clicked
local node_c_isslab = minetest.registered_nodes[node_c.name].groups.slab -- is node clicked in slab group
if fpos == 0.5 then -- clicked a flat top or bottom surface
local node_c_is_glass = string.find(string.lower(tostring(node_c.name)), "glass") -- is node clicked glass
local node_a = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}) -- node above clicked node
local node_a_isslab = minetest.registered_nodes[node_a.name].groups.slab -- is node above in slab group
local node_a_is_glass = string.find(string.lower(tostring(node_a.name)), "glass") -- is node above glass
local node_a_is_flora = minetest.get_item_group(node_a.name, "flora") -- is node above flora
local node_b = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}) -- node below clicked node
local node_b_isslab = minetest.registered_nodes[node_b.name].groups.slab -- is node below in slab group
local node_b_is_glass = string.find(string.lower(tostring(node_b.name)), "glass") -- is node below glass
local node_b_is_flora = minetest.get_item_group(node_b.name, "flora") -- is node below flora
local t_b = exact_pos.y - pos.y -- work out if clicked bottom or top side of slab
--[[Clicked Top Surface]]--
if t_b > 0 then -- Top Surface
if node_c_isslab == 1 and -- Clicked a Slab
not node_c_is_glass and -- Clicked not glass slab
not pla_is_glass and -- Placing Slab not Glass
node_c.param2 <= 3 then -- Clicked bottom slab (slab in bottom of node)
local tar_node_name = node_c.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
node_c_is_glass and -- Clicked glass slab
pla_is_glass and -- Placing slab glass
node_c.param2 <= 3 then -- Clicked bottom slab
local tar_node_name = node_c.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node manual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a.name == "air" then -- Node above is air
local param2 = pparam2
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_is_flora > 0 then -- Node above is flora
local param2 = pparam2
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed
(node_a.param2 >= 20 and node_a.param2 <= 23) and -- Node above is placed Horizontal @ top
not node_a_is_glass and -- Node above not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed
(node_a.param2 >= 4 and node_a.param2 <= 19) and -- Node above is not placed Horizontal
not node_a_is_glass and -- Node above not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_a.param2})
itemstack:take_item(1)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed
(node_a.param2 >= 20 and node_a.param2 <= 23) and -- Node above is placed Horizontal @ top
node_a_is_glass and -- Node above glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed
(node_a.param2 >= 4 and node_a.param2 <= 19) and -- Node above is not placed Horizontal
node_a_is_glass and -- Node above glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_a.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_a_isslab == 1 and -- Node above is a slab assumed
(node_a.param2 >= 20 and node_a.param2 <= 23) and -- Node above is placed Horizontal @ top
not node_a_is_glass and -- Node above not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_a_isslab == 1 and -- Node above is a slab assumed @ top
(node_a.param2 >= 4 and node_a.param2 <= 19) and -- Node above is not placed Horizontal
not node_a_is_glass and -- Node above not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_a.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_a_isslab == 1 and -- Node above is a slab assumed @ top
(node_a.param2 >= 20 and node_a.param2 <= 23) and -- Node above is placed Horizontal
node_a_is_glass and -- Node above glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_a_isslab == 1 and -- Node above is a slab assumed @ top
(node_a.param2 >= 4 and node_a.param2 <= 19) and -- Node above is not placed Horizontal
node_a_is_glass and -- Node above glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_a.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_a.name == "air" then -- Node above is air
local param2 = pparam2
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == nil and -- Clicked not a slab
node_a_is_flora > 0 then -- Node above is flora - allows build on grass/flowers etc
local param2 = pparam2
minetest.item_place(itemstack, placer, pointed_thing, param2)
--Below here Feedback to player you cant mix glass slabs and none glass slabs so they know this is feature
--Seperated for easy reading (turn to function later above/below almost identical)
elseif node_c_isslab == 1 and -- Clicked a Slab
node_c_is_glass and -- Clicked glass slab
not pla_is_glass and -- Placing not slab glass
node_c.param2 <= 3 then -- Clicked bottom slab
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab (reverse of above)
not node_c_is_glass and -- Clicked not glass slab
pla_is_glass and -- Placing slab glass
node_c.param2 <= 3 then -- Clicked bottom slab
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed @ top
node_a_is_glass and -- Node above glass slab
not pla_is_glass then -- Placing not glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab (reverse of the above)
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed @ top
not node_a_is_glass and -- Node above not glass slab
pla_is_glass then -- Placing glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == nil and -- clicked not slab
node_a_isslab == 1 and -- Node above is another slab assumed @ top
node_a_is_glass and -- Node above glass slab
not pla_is_glass then -- Placing not glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == nil and -- Clicked not Slab (reverse of the above)
node_a_isslab == 1 and -- Node above is another slab assumed @ top
not node_a_is_glass and -- Node above glass slab
pla_is_glass then -- Placing not glass
minetest.chat_send_player(player_n, err_mix)
-- Last error catch to account for the unknown/unexpected
else
minetest.chat_send_player(player_n, err_un)
end
--[[Clicked Bottom Surface]]--
elseif t_b < 0 then -- Bottom Surface
if node_c_isslab == 1 and -- Clicked a Slab
not node_c_is_glass and -- Clicked not glass slab
not pla_is_glass and -- Placing Slab not glass
(node_c.param2 >= 20 and node_c.param2 <= 23) then -- top slab (slab in top of node)
local tar_node_name = node_c.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node manual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
not node_c_is_glass and -- Clicked glass slab
not pla_is_glass and -- Placing Slab glass
(node_c.param2 >= 20 and node_c.param2 <= 23) then -- top slab (slab in top of node)
local tar_node_name = node_c.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node manual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b.name == "air" then -- Node below is air
local param2 = pparam2+20
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_is_flora > 0 then -- Node below is flora
local param2 = pparam2+20
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
(node_b.param2 >= 0 and node_b.param2 <= 3) and -- Node below is placed Horizontal
not node_b_is_glass and -- Node below not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node manual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
(node_b.param2 >= 4 and node_b.param2 <= 19) and -- Node below is not placed Horizontal
not node_b_is_glass and -- Node below not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_b.param2})
itemstack:take_item(1) -- Nil callbacks on swap node manual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
(node_b.param2 >= 0 and node_b.param2 <= 3) and -- Node below is placed Horizontal
node_b_is_glass and -- Node below glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
(node_b.param2 >= 4 and node_b.param2 <= 19) and -- Node below is placed not Horizontal
node_b_is_glass and -- Node below glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_b.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_b_isslab == 1 and -- Node below is a slab assumed @ bottom
(node_b.param2 >= 0 and node_b.param2 <= 3) and -- Node below is placed Horizontal
not node_b_is_glass and -- Node below not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_b_isslab == 1 and -- Node below is a slab assumed @ bottom
(node_b.param2 >= 4 and node_b.param2 <= 19) and -- Node below is placed not Horizontal
not node_b_is_glass and -- Node below not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_b.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_b_isslab == 1 and -- Node below is a slab assumed @ bottom
(node_b.param2 >= 0 and node_b.param2 <= 3) and -- Node below is placed Horizontal
node_b_is_glass and -- Node below glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_b_isslab == 1 and -- Node below is a slab assumed @ bottom
(node_b.param2 >= 4 and node_b.param2 <= 19) and -- Node below is not placed Horizontal
node_b_is_glass and -- Node below glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_b.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_b.name == "air" then -- Node below is air
local param2 = pparam2+20
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == nil and -- Clicked not a slab
node_b_is_flora > 0 then -- Node below is flora
local param2 = pparam2+20
minetest.item_place(itemstack, placer, pointed_thing, param2)
--Below here Feedback to player you cant mix glass slabs and none glass slabs so they know this is feature
--Seperated for easy reading (turn to function later above/below almost identical)
elseif node_c_isslab == 1 and -- Clicked a Slab
node_c_is_glass and -- Clicked glass slab
not pla_is_glass and -- Placing not slab glass
(node_c.param2 >= 20 and node_c.param2 <= 23) then -- Clicked top slab in node
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab (reverse of above)
not node_c_is_glass and -- Clicked not glass slab
pla_is_glass and -- Placing slab glass
(node_c.param2 >= 20 and node_c.param2 <= 23) then -- Clicked top slab
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
node_b_is_glass and -- Node below glass slab
not pla_is_glass then -- Placing not glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab (reverse of the above)
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
not node_a_is_glass and -- Node below not glass slab
pla_is_glass then -- Placing glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == nil and -- clicked not slab
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
node_b_is_glass and -- Node below glass slab
not pla_is_glass then -- Placing not glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == nil and -- Clicked not Slab (reverse of the above)
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
not node_a_is_glass and -- Node below not glass slab
pla_is_glass then -- Placing glass
minetest.chat_send_player(player_n, err_mix)
-- Last error catch to account for the unknown/unexpected
else
minetest.chat_send_player(player_n, err_un)
end
end
else -- clicked a node side somewhere
if pparam2 == 0 and -- -z side
(node_c.param2 >= 8 and node_c.param2 <= 11) and -- from this direction must be standing vertical at back of node
node_c_isslab == 1 then -- Node clicked is slab (removes conflict with full node)
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z})
local nepos = {x=pos.x, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 0 then -- -z side
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z-1})
local nepos = {x=pos.x, y=pos.y, z=pos.z-1}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 1 and -- -x side
(node_c.param2 >= 16 and node_c.param2 <= 19) and -- from this direction must be standing vertical at back of node
node_c_isslab == 1 then -- Node clicked is slab (removes conflict with full node)
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z})
local nepos = {x=pos.x, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 1 then -- -x side
local node = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z})
local nepos = {x=pos.x-1, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 2 and -- +z side
(node_c.param2 >= 4 and node_c.param2 <= 7) and -- from this direction must be standing vertical at back of node
node_c_isslab == 1 then -- Node clicked is slab (removes conflict with full node)
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z})
local nepos = {x=pos.x, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 2 then -- +z side
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z+1})
local nepos = {x=pos.x, y=pos.y, z=pos.z+1}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 3 and -- +x side
(node_c.param2 >= 12 and node_c.param2 <= 15) and -- from this direction must be standing vertical at back of node
node_c_isslab == 1 then -- Node clicked is slab (removes conflict with full node)
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z})
local nepos = {x=pos.x, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 3 then -- +x side
local node = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z})
local nepos = {x=pos.x+1, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
else -- Last error catch to account for the unknown/unexpected
minetest.chat_send_player(player_n, err_un)
end
end
if not creative.is_enabled_for(placer:get_player_name()) then
return itemstack
end
end
})
node_count = node_count+1
end
end

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@ -0,0 +1,66 @@
-------------------------------------------------------------------------------------
-- _________ ___. __________.__ __ --
-- \_ ___ \ ____ _____\_ |__ ____\______ \ | ____ ____ | | __ --
-- / \ \/ / _ \ / \| __ \ / _ \| | _/ | / _ \_/ ___\| |/ / --
-- \ \___( <_> ) Y Y \ \_\ ( <_> ) | \ |_( <_> ) \___| < --
-- \______ /\____/|__|_| /___ /\____/|______ /____/\____/ \___ >__|_ \ --
-- \/ \/ \/ \/ \/ \/ --
-------------------------------------------------------------------------------------
Comboblock is licensed under unlicence except for the function
"rotate and place" which has been copied unchanged from the Stairs mod
inside the Minetest Game and is under LGPL 2.1
To the best of my understanding this dosen't create a conflict between
these two licence as I am treating the function "rotate and place" as
a shared library component as per LGPL 2.1. However Im no legal expert
so happy to adjust if needed.
license:
=======================================================================
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to <http://unlicense.org>
=======================================================================
=======================================================================
=======================================================================
The Function "rotate and place" found in the stairs mod of the minetest game
has been included unaltered and is under the below LGPL 2.1 Licence. This function
has been clearly labelled inside init.lua
GNU Lesser General Public License, version 2.1
Copyright (C) 2011-2017 Kahrl <kahrl@gmx.net>
Copyright (C) 2011-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2012-2017 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html

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@ -0,0 +1,3 @@
# textdomain: comboblock
Hmmmm... that wont work I can't mix glass slabs and none glass slabs=Hmmmm ... das wird nicht funktionieren Ich kann keine Glasplatten und keine Glasplatten mischen
Hmmmm... The slab wont fit there, somethings in the way=Hmmmm ... Die Platte passt dort nicht, etwas im Weg

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@ -0,0 +1,3 @@
# textdomain: comboblock
Hmmmm... that wont work I can't mix glass slabs and none glass slabs=Hmmmm... eso no funcionará No puedo mezclar losas de vidrio y ninguna losa de vidrio
Hmmmm... The slab wont fit there, somethings in the way=Hmmmm... La losa no encaja allí, hay algo en el camino

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@ -0,0 +1,3 @@
# textdomain: comboblock
Hmmmm... that wont work I can't mix glass slabs and none glass slabs=Хмммм ... это не сработает, я не могу смешивать стеклянные плиты и никакие стеклянные плиты
Hmmmm... The slab wont fit there, somethings in the way=Хммм... Плита там не влезет, кое-что мешает

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@ -0,0 +1,3 @@
# textdomain: comboblock
Hmmmm... that wont work I can't mix glass slabs and none glass slabs=Hmmmm ... toto nebude fungovať, nie je možné miešať sklenené a ostatné stupienky
Hmmmm... The slab wont fit there, somethings in the way=Hmmmm ... stupienok tam nepasuje, niečo mu zavadzia

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@ -0,0 +1,4 @@
name = comboblock
description = Allows the stacking of slabs vertically
depends = stairs
optional_depends = farming, cracked_castle, moreblocks, jonez

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@ -0,0 +1,87 @@
-------------------------------------------------------------------------------------
|| ||
-------------------------------------------------------------------------------------
-- _________ ___. __________.__ __ --
-- \_ ___ \ ____ _____\_ |__ ____\______ \ | ____ ____ | | __ --
-- / \ \/ / _ \ / \| __ \ / _ \| | _/ | / _ \_/ ___\| |/ / --
-- \ \___( <_> ) Y Y \ \_\ ( <_> ) | \ |_( <_> ) \___| < --
-- \______ /\____/|__|_| /___ /\____/|______ /____/\____/ \___ >__|_ \ --
-- \/ \/ \/ \/ \/ \/ --
-- ___ _ __ __ --
-- | _ \___ __ _ __| | | \/ |___ --
-- | / -_) _` / _` | | |\/| / -_) --
-- |_|_\___\__,_\__,_| |_| |_\___| --
-------------------------------------------------------------------------------------
|| Orginally written/created by Pithydon/Pithy ||
|| updated by Sirrobzeroone ||
-------------------------------------------------------------------------------------
------------------------------- Mod Folder Name -------------------------------------
The mod folder should only be called comboblock. Github on download will add a "-"
then something:
For releases download it'll add the release number to the end eg comboblock-5.2.0.1
For straight download it'll add the word master eg comboblock-master
Rename the folder to be just comboblock
---------------------- Set Base/Default Texture Pack Scale --------------------------
By default comboblock is configured to the correct resolution for the base minetest
game texture resolution - 16x16px. This means any mods that use a higher resolution that
include slabs will have the slabs resized to 16x16 when used in combo with another slab.
Note: when used on there own the Slab resolution will be unchanged.
If you have installed and enabled a texture pack that has a higher resoltuion you'll need
to adjust the comboblock scale setting udner settings to the correct value.
From the main minetest screen:
~ "Settings" tab
~ "All Settings" button
~ "Mods" scroll to bottom of list
~ Expand "Mods"
~ Expand "Comboblock"
~ Double click "Scale Textures to"
~ Change value to texture pack resolution eg 32,64,128 etc
~ Save and close settings
You'll know if you have this configured incorrectly as comboblock blocks will behave in
intresting ways.
-------------------------------- Version Number -------------------------------------
Comboblock has been given a version number that helps align it to the version of minetest
it was developed against. It dosen't mean it wont work with an older or new version of
minetest. BUt if possible grab the release number that most closely matches the version of
minetest you are using. It is very unlikely that the Comboblock updated version will work with
any version of Minetest before version 5.0.
The first 3 numbers in the version number are the version of minetest it was created
against/for the last digit is the mod version.
Check the releases tab for specific old version releases. Feel free to download from the main
git repository but consider that it could be under development and broken in someway.
So always best to download from the releases tab.
-------------------------------- Known Issues -------------------------------------
I'll try and keep this updated but check git as I'll try and keep them updated there.
Issue 1 - Glass and Non-Glass slabs can't be stacked togther. this is an engine limitation
and if allowed results in some strange display behaviour when viewed in game.
Issue 2 - If you rotate a comboblock with a screwdriver type tool (lots out there), the block
will always retain the properties of the block that was ontop. I haven't been able
to work out a fix yet as Im trying to avoid changing the screwdriver(s) code.
------------------------------------ Thanks ----------------------------------------
Big thanks to Pithy for writting the orginal mod and the help from various people on the
MT forum boards even if they probably don't know they have helped:
blert2112, Linuxdirk, Krock, Rubenwardy, Pampogokiraly, Joe7575, Sorcerykid, Daretmavi
And of course the Coredevs and Celeron55 for designing/keeping the engine running
Hope this mod is useful and not to buggy
Sirrobzeroone

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# Size to up or down scale textures to, normally done in multiples of 16. Default = 16
comboblock_scale (Scale Textures to) int 16

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description = """
Mods changing block behavior
comboblock - enables stocking slabs
"""

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Bell that rings every hour as many times as the hour counts (1-12 times)
Works like a church bell.
The positions of placed bells are saved. Thus, each bell can ring independently of the load status of the area the bell is in.
You can ring a bell manually.
There is also a small bell (looks like the normal one) that can be crafted from gold blocks. Unlike the normal bell, this craftable one won't ring automaticly and has a much smaller hear distance.
If you actually want to use this mod, you need to create a folder sounds/ in it (on the same level as textures/) and put sound files named bell_bell.ogg (for the large, uncraftable bell) and bell_small.ogg (for the craftable one) into the folder.
License: GPLv3

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default?

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-- bell_positions are saved through server restart
-- bells ring every hour
-- they ring as many times as a bell ought to
bell = {};
bell.RING_INTERVAL = 3600; --60*60; -- ring each hour
bell.BELL_SAVE_FILE = minetest.get_worldpath().."/bell_positions.data";
local bell_positions = {};
bell.save_bell_positions = function( player )
str = minetest.serialize( ({ bell_data = bell_positions}) );
local file, err = io.open( bell.BELL_SAVE_FILE, "wb");
if (err ~= nil) then
if( player ) then
minetest.chat_send_player(player:get_player_name(), "Error: Could not save bell data");
end
return
end
file:write( str );
file:flush();
file:close();
--minetest.chat_send_all("Wrote data to savefile "..tostring( bell.BELL_SAVE_FILE ));
end
bell.restore_bell_data = function()
local bell_position_table;
local file, err = io.open(bell.BELL_SAVE_FILE, "rb");
if (err ~= nil) then
print("Error: Could not open bell data savefile (ignore this message on first start)");
return
end
local str = file:read();
file:close();
local bell_positions_table = minetest.deserialize( str );
if( bell_positions_table and bell_positions_table.bell_data ) then
bell_positions = bell_positions_table.bell_data;
print("[bell] Read positions of bells from savefile.");
end
end
-- actually ring the bell
bell.ring_bell_once = function()
for i,v in ipairs( bell_positions ) do
-- print("Ringing bell at "..tostring( minetest.pos_to_string( v )));
minetest.sound_play( "bell_bell",
{ pos = v, gain = 1.5, max_hear_distance = 300,});
end
end
bell.ring_bell = function()
-- figure out if this is the right time to ring
local sekunde = tonumber( os.date( "%S"));
local minute = tonumber( os.date( "%M"));
local stunde = tonumber( os.date( "%I")); -- in 12h-format (a bell that rings 24x at once would not survive long...)
local delay = bell.RING_INTERVAL;
--print("[bells]It is now H:"..tostring( stunde ).." M:"..tostring(minute).." S:"..tostring( sekunde ));
--local datum = os.date( "Stunde:%l Minute:%M Sekunde:%S");
--print('[bells] ringing bells at '..tostring( datum ))
delay = bell.RING_INTERVAL - sekunde - (minute*60);
-- make sure the bell rings the next hour
minetest.after( delay, bell.ring_bell );
-- if no bells are around then don't ring
if( bell_positions == nil or #bell_positions < 1 ) then
return;
end
if( sekunde > 10 ) then
-- print("[bells] Too late. Waiting for "..tostring( delay ).." seconds.");
return;
end
-- ring the bell for each hour once
for i=1,stunde do
minetest.after( (i-1)*5, bell.ring_bell_once );
end
end
-- first call (after the server has been started)
minetest.after( 10, bell.ring_bell );
-- read data about bell positions
bell.restore_bell_data();
minetest.register_node("bell:bell", {
description = "bell",
node_placement_prediction = "",
tiles = {"bell_bell.png"},
paramtype = "light",
is_ground_content = true,
inventory_image = 'bell_bell.png',
wield_image = 'bell_bell.png',
stack_max = 1,
drawtype = "plantlike",
on_punch = function (pos,node,puncher)
minetest.sound_play( "bell_bell",
{ pos = pos, gain = 1.5, max_hear_distance = 300,});
minetest.chat_send_all(puncher:get_player_name().." has rung the bell!")
end,
after_place_node = function(pos, placer)
if( placer ~= nil ) then
minetest.chat_send_all(placer:get_player_name().." has placed a new bell at "..tostring( minetest.pos_to_string( pos )));
end
-- remember that there is a bell at that position
table.insert( bell_positions, pos );
bell.save_bell_positions( placer );
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
if( digger ~= nil ) then
minetest.chat_send_all(digger:get_player_name().." has removed the bell at "..tostring( minetest.pos_to_string( pos )));
end
local found = 0;
-- actually remove the bell from the list
for i,v in ipairs( bell_positions ) do
if( v ~= nil and v.x == pos.x and v.y == pos.y and v.z == pos.z ) then
found = i;
end
end
-- actually remove the bell
if( found > 0 ) then
table.remove( bell_positions, found );
bell.save_bell_positions( digger );
end
end,
groups = {cracky=2},
})
minetest.register_node("bell:bell_small", {
description = "small bell",
node_placement_prediction = "",
tiles = {"bell_bell.png"},
paramtype = "light",
is_ground_content = true,
inventory_image = 'bell_bell.png',
wield_image = 'bell_bell.png',
stack_max = 1,
drawtype = "plantlike",
on_punch = function (pos,node,puncher)
minetest.sound_play( "bell_small",
{ pos = pos, gain = 1.5, max_hear_distance = 60,});
end,
groups = {cracky=2},
})
minetest.register_craft({
output = "bell:bell_small",
recipe = {
{"", "default:goldblock", "" },
{"default:goldblock", "default:goldblock", "default:goldblock"},
{"default:goldblock", "", "default:goldblock"},
},
})

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<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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@ -0,0 +1,93 @@
Contains nodes for building medieval houses.
This used to be part of my random_buildings modpack, found under
https://github.com/Sokomine/random_buildings
It is now its own mod as all other mods in the modpack have been
superseded by newer versions.
For more information about this mod, please refer to
https://forum.minetest.net/viewtopic.php?id=5120
The thread introduces the nodes, shows crafting receipes and provides a place
to discuss about the mod.
Special functions:
* Window shutters use an abm to automaticly close at night and open at day.
* The treshing place can be used to seperate harvested wheat into wheat seeds
and straw. The straw is useful for roofing purposes, straw bales etc.
* The handmill turns wheat seeds into flour.
* With anvil and hammer, tools can be repaired.
* The barrels do not yet have any further functionality. They may be used for
brewing in the future. Until then, punching makes them rotate and switch from
standing to lying on the ground.
Liscence of this mod: GPLv3
Autor: Sokomine
---
--- Textures and media:
---
VanessaE (CC-by-SA 3.0):
cottages_waonwheel.png
cottages_homedecor_shingles_asphalt.png
cottages_homedecor_shingles_terracotta.png
cottages_homedecor_shingles_wood.png
cottages_sleepingmat.png
cottages_barrel.png
CC-by-SA; done by GloopMaster (CC-by-SA):
glooptest_tool_steelhammer.png
badger436 (created for this mod; CC BY-SA 3.0):
cottages_feldweg.png
Some textures are taken from
https://github.com/minetest/minetest_game
and renamed (default_NAME.png -> cottages_NAME.png)
Cisoun's WTFPL texture pack:
cottages_stone.png (for anvil and handmill)
cottages_wool.png
Zeg9 (CC BY-SA 3.0):
cottages_steel_block.png (for steel hatch and stovepipie)
MasterGollum (WTFPL, darkage mod):
cottages_darkage_straw_bale.png
cottages_darkage_straw.png
cottages_reet.png (straw texture changed in color)
Sokomine (CC-by-SA 3.0):
cottages_glass_pane.png (modification of default_glass.png)
cottages_loam.png (part of a real loam wall)
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
cottages_clay.png (washing place, stairs and slab)
From the supplied minimal game:
cottages_minimal_wood.png
PilzAdam (WTFPL; default and beds mod):
cottages_junglewood.png
cottages_beds_bed_side.png
cottages_beds_bed_side_top_l.png
cottages_beds_bed_side_top_r.png
cottages_beds_bed_top_bottom.png
cottages_beds_bed_top_top.png
Bas080 (CC; see https://forum.minetest.net/viewtopic.php?t=2344)
cottages_rope.png
Derived from Universal schema.jpg by Stefanie Lindener, which can be found here: http://de.wikipedia.org/w/index.php?title=Datei:Universal_schema.jpg&filetimestamp=20060510110309& The texture is CC-by-sa 2.0/de.
cottages_slate.png
Textures not provided but used (need to be supplied by a default mod):
default_wood.png
default_tree.png
default_dirt.png
default_grass_side.png
default_chest_top.png
default_chest_side.png
default_chest_front.png
default_stick.png
farming_wheat.png

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@ -0,0 +1,104 @@
-- some games may not have the default nodes;
-- change this so that craft receipes work!
-- used for: anvil, hammer, barrel, steel hatch, stove pipe, wagon wheel, handmill.
cottages.craftitem_steel = "default:steel_ingot";
-- used for: hammer, wood+steel hatch, fence gate, bed, table, bench, shelf,
-- washing place, wagon wheel, glass pane, flat wood, handmill,
-- operating the treshing floor.
cottages.craftitem_stick = "group:stick";
-- used for: treshing floor, handmill, slate roof, vertical slate
cottages.craftitem_stone = "default:stone";
-- used for: window shutter, half door, half door inverted, fence gate,
-- bed, bench, shelf, roof connector, vertical slate
cottages.craftitem_wood = "group:wood";
-- used for: half door
cottages.craftitem_door = "doors:door_wood";
-- used for: small fence
cottages.craftitem_fence = "default:fence_wood";
-- used for: bed (head+foot), wool for tents
cottages.craftitem_wool = "wool:white";
-- used for: washing place, loam
cottages.craftitem_clay = "default:clay";
-- used for: wagon wheel
cottages.craftitem_iron = "default:iron_lump";
-- used for: dirt road, brown roof (if no homedecor is installed)
cottages.craftitem_dirt = "default:dirt";
-- used for: loam
cottages.craftitem_sand = "default:sand";
-- used for: glass pane
cottages.craftitem_glass = "default:glass";
-- used for: reet roof, reet block
cottages.craftitem_papyrus = "default:papyrus";
-- used for: black roof (if no homedecor is installed)
cottages.craftitem_coal_lump = "default:coal_lump";
-- used for: red roof (if no homedecor is installed)
cottages.craftitem_clay_brick = "default:clay_brick";
-- used for: treshing floor
cottages.craftitem_junglewood = "default:junglewood";
cottages.craftitem_chest_locked = "default:chest_locked";
-- used for: hatch, table
cottages.craftitem_slab_wood = "stairs:slab_wood";
-- texture used for fence gate and bed posts
cottages.texture_furniture = "default_wood.png";
-- texture for the side of roof nodes
cottages.texture_roof_sides = "default_wood.png";
-- if the default wood node does not exist, use an alternate wood texture
-- (which is also used for furnitures and doors in this mod)
if( not( minetest.registered_nodes['default:wood'])) then
cottages.texture_roof_sides = "cottages_minimal_wood.png";
cottages.texture_furniture = "cottages_minimal_wood.png";
end
cottages.texture_chest = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"};
-- the treshing floor produces wheat seeds
cottages.craftitem_seed_wheat = "farming:seed_wheat";
cottages.texture_wheat_seed = "farming_wheat_seed.png";
cottages.texture_stick = "default_stick.png";
-- texture for roofs where the tree bark is the main roof texture
cottages.textures_roof_wood = "default_tree.png";
if( not( minetest.registered_nodes["default:tree"])) then
-- realtest has diffrent barks; the spruce one seems to be the most fitting
if( minetest.registered_nodes["trees:spruce_log" ]) then
cottages.textures_roof_wood = "trees_spruce_trunk.png";
-- this is also an indicator that we are dealing with realtest;
cottages.craftitem_steel = "metals:pig_iron_ingot";
-- stone exists, but is hard to obtain; chiseled stone is more suitable
cottages.craftitem_stone = "default:stone_flat";
-- there are far more diffrent wood tpyes
cottages.craftitem_wood = "group:planks";
cottages.craftitem_door = "doors:door_birch";
cottages.craftitem_fence = "group:fence";
cottages.craftitem_clay = "grounds:clay_lump";
cottages.craftitem_iron = "group:plank"; -- iron lumps would be too specific
cottages.craftitem_coal_lump = "minerals:charcoal";
cottages.craftitem_junglewood = "trees:chestnut_planks";
cottages.craftitem_slab_wood = "group:plank";
cottages.texture_chest = { "spruce_chest_top.png", "spruce_chest_top.png", "spruce_chest_side.png",
"spruce_chest_side.png", "spruce_chest_side.png", "spruce_chest_front.png"};
-- wheat is called spelt in RealTest
cottages.craftitem_seed_wheat = 'farming:seed_spelt';
cottages.texture_wheat_seed = 'farming_spelt_seed.png';
cottages.texture_stick = 'trees_maple_stick.png';
else
-- does not look so well in this case as it's no bark; but what else shall we do?
cottages.textures_roof_wood = "cottages_minimal_wood.png";
end
end
if( minetest.get_modpath("moreblocks")
and minetest.registered_nodes[ "moreblocks:slab_wood" ]) then
cottages.craftitem_slab_wood = "moreblocks:slab_wood";
end
if( not( minetest.registered_nodes["wool:white"])) then
cottages.craftitem_wool = "cottages:wool";
end

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@ -0,0 +1,40 @@
minetest.register_alias("random_buildings:roof", "cottages:roof_wood");
minetest.register_alias("random_buildings:roof_connector", "cottages:roof_connector_wood");
minetest.register_alias("random_buildings:roof_flat", "cottages:roof_flat_wood");
minetest.register_alias("random_buildings:roof_wood", "cottages:roof_wood");
minetest.register_alias("random_buildings:roof_connector_wood", "cottages:roof_connector_wood");
minetest.register_alias("random_buildings:roof_flat_wood", "cottages:roof_flat_wood");
minetest.register_alias("random_buildings:roof_straw", "cottages:roof_straw");
minetest.register_alias("random_buildings:roof_connector_straw", "cottages:roof_connector_straw");
minetest.register_alias("random_buildings:roof_flat_straw", "cottages:roof_flat_straw");
minetest.register_alias("random_buildings:barrel", "cottages:barrel");
minetest.register_alias("random_buildings:barrel_open", "cottages:barrel_open");
minetest.register_alias("random_buildings:barrel_lying", "cottages:barrel_lying");
minetest.register_alias("random_buildings:barrel_lying_open", "cottages:barrel_lying_open");
minetest.register_alias("random_buildings:tub", "cottages:tub");
minetest.register_alias("random_buildings:window_shutter_open", "cottages:window_shutter_open");
minetest.register_alias("random_buildings:window_shutter_closed", "cottages:window_shutter_closed");
minetest.register_alias("random_buildings:half_door", "cottages:half_door");
minetest.register_alias("random_buildings:half_door_inverted", "cottages:half_door_inverted");
minetest.register_alias("random_buildings:gate_closed", "cottages:gate_closed");
minetest.register_alias("random_buildings:gate_open", "cottages:gate_open");
minetest.register_alias("random_buildings:bed_foot", "cottages:bed_foot");
minetest.register_alias("random_buildings:bed_head", "cottages:bed_head");
minetest.register_alias("random_buildings:sleeping_mat", "cottages:sleeping_mat");
minetest.register_alias("random_buildings:loam", "cottages:loam");
minetest.register_alias("random_buildings:bench", "cottages:bench");
minetest.register_alias("random_buildings:table", "cottages:table");
minetest.register_alias("random_buildings:shelf", "cottages:shelf");
minetest.register_alias("random_buildings:stovepipe", "cottages:stovepipe");
minetest.register_alias("random_buildings:washing", "cottages:washing");
minetest.register_alias("random_buildings:wagon_wheel", "cottages:wagon_wheel");
minetest.register_alias("random_buildings:feldweg", "cottages:feldweg");
minetest.register_alias("random_buildings:straw_ground", "cottages:straw_ground");
minetest.register_alias("random_buildings:glass_pane", "cottages:glass_pane");
minetest.register_alias("random_buildings:straw_mat", "cottages:straw_mat");
minetest.register_alias("random_buildings:straw_bale", "cottages:straw_bale");
minetest.register_alias("random_buildings:straw", "cottages:straw");
minetest.register_alias("random_buildings:chest_private", "cottages:chest_private");
minetest.register_alias("random_buildings:chest_work", "cottages:chest_work");
minetest.register_alias("random_buildings:chest_storage", "cottages:chest_storage");

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@ -0,0 +1,8 @@
default?
farming?
stairs?
homedecor?
intllib?
trees?
wool?
moreblocks?

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@ -0,0 +1,42 @@
local S = cottages.S
--- if no owner is set, all players may use the node; else only the owner
cottages.player_can_use = function( meta, player )
if( not( player) or not( meta )) then
return false;
end
local pname = player:get_player_name();
local owner = meta:get_string('owner' );
local public = meta:get_string('public')
if( not(owner) or owner=="" or owner==pname or public=="public") then
return true;
end
return false;
end
-- call this in on_receive_fields and add suitable buttons in order
-- to switch between public and private use
cottages.switch_public = function(pos, formname, fields, sender, name_of_the_thing)
-- switch between public and private
local meta = minetest.get_meta(pos)
local public = meta:get_string("public")
local owner = meta:get_string("owner")
if( sender and sender:get_player_name() == owner and fields.public) then
if( public ~= "public") then
meta:set_string("public", "public")
meta:set_string("infotext",
S("Public "..name_of_the_thing.." (owned by %s)"):format(owner))
minetest.chat_send_player(owner,
S("Your "..name_of_the_thing.." can now be used by other players as well."))
else
meta:set_string("public", "")
meta:set_string("infotext",
S("Private "..name_of_the_thing.." (owned by %s)"):format(owner))
minetest.chat_send_player(owner,
S("Your "..name_of_the_thing.." can only be used by yourself."))
end
return true
end
end

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@ -0,0 +1,105 @@
-- Version: 2.2
-- Autor: Sokomine
-- License: GPLv3
--
-- Modified:
-- 11.03.19 Adjustments for MT 5.x
-- cottages_feldweg_mode is now a setting in minetest.conf
-- 27.07.15 Moved into its own repository.
-- Made sure textures and craft receipe indigrents are available or can be replaced.
-- Took care of "unregistered globals" warnings.
-- 23.01.14 Added conversion receipes in case of installed castle-mod (has its own anvil)
-- 23.01.14 Added hammer and anvil as decoration and for repairing tools.
-- Added hatches (wood and steel).
-- Changed the texture of the fence/handrail.
-- 17.01.13 Added alternate receipe for fences in case of interference due to xfences
-- 14.01.13 Added alternate receipes for roof parts in case homedecor is not installed.
-- Added receipe for stove pipe, tub and barrel.
-- Added stairs/slabs for dirt road, loam and clay
-- Added fence_small, fence_corner and fence_end, which are useful as handrails and fences
-- If two or more window shutters are placed above each other, they will now all close/open simultaneously.
-- Added threshing floor.
-- Added hand-driven mill.
cottages = {}
-- Boilerplate to support localized strings if intllib mod is installed.
if minetest.get_modpath( "intllib" ) and intllib then
cottages.S = intllib.Getter()
else
cottages.S = function(s) return s end
end
cottages.sounds = {}
-- MineClone2 needs special treatment; default is only needed for
-- crafting materials and sounds (less important)
if( not( minetest.get_modpath("default"))) then
default = {};
cottages.sounds.wood = nil
cottages.sounds.dirt = nil
cottages.sounds.leaves = nil
cottages.sounds.stone = nil
else
cottages.sounds.wood = default.node_sound_wood_defaults()
cottages.sounds.dirt = default.node_sound_dirt_defaults()
cottages.sounds.stone = default.node_sound_stone_defaults()
cottages.sounds.leaves = default.node_sound_leaves_defaults()
end
-- the straw from default comes with stairs as well and might replace
-- cottages:roof_connector_straw and cottages:roof_flat_straw
-- however, that does not look very good
if( false and minetest.registered_nodes["farming:straw"]) then
cottages.straw_texture = "farming_straw.png"
cottages.use_farming_straw_stairs = true
else
cottages.straw_texture = "cottages_darkage_straw.png"
end
--cottages.config_use_mesh_barrel = false;
--cottages.config_use_mesh_handmill = true;
-- set alternate crafting materials and textures where needed
-- (i.e. in combination with realtest)
dofile(minetest.get_modpath("cottages").."/adaptions.lua");
-- add to this table what you want the handmill to convert;
-- add a stack size if you want a higher yield
cottages.handmill_product = {};
cottages.handmill_product[ cottages.craftitem_seed_wheat ] = 'farming:flour 1';
--[[ some examples:
cottages.handmill_product[ 'default:cobble' ] = 'default:gravel';
cottages.handmill_product[ 'default:gravel' ] = 'default:sand';
cottages.handmill_product[ 'default:sand' ] = 'default:dirt 2';
cottages.handmill_product[ 'flowers:rose' ] = 'dye:red 6';
cottages.handmill_product[ 'default:cactus' ] = 'dye:green 6';
cottages.handmill_product[ 'default:coal_lump'] = 'dye:black 6';
--]]
-- process that many inputs per turn
cottages.handmill_max_per_turn = 20;
cottages.handmill_min_per_turn = 0;
dofile(minetest.get_modpath("cottages").."/functions.lua");
-- uncomment parts you do not want
dofile(minetest.get_modpath("cottages").."/nodes_furniture.lua");
dofile(minetest.get_modpath("cottages").."/nodes_historic.lua");
dofile(minetest.get_modpath("cottages").."/nodes_feldweg.lua");
-- allows to dig hay and straw fast
dofile(minetest.get_modpath("cottages").."/nodes_pitchfork.lua");
dofile(minetest.get_modpath("cottages").."/nodes_straw.lua");
dofile(minetest.get_modpath("cottages").."/nodes_hay.lua");
dofile(minetest.get_modpath("cottages").."/nodes_anvil.lua");
dofile(minetest.get_modpath("cottages").."/nodes_doorlike.lua");
dofile(minetest.get_modpath("cottages").."/nodes_fences.lua");
dofile(minetest.get_modpath("cottages").."/nodes_roof.lua");
dofile(minetest.get_modpath("cottages").."/nodes_barrel.lua");
dofile(minetest.get_modpath("cottages").."/nodes_mining.lua");
dofile(minetest.get_modpath("cottages").."/nodes_water.lua");
--dofile(minetest.get_modpath("cottages").."/nodes_chests.lua");
-- this is only required and useful if you run versions of the random_buildings mod where the nodes where defined inside that mod
dofile(minetest.get_modpath("cottages").."/alias.lua");
-- variable no longer needed
cottages.S = nil;

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@ -0,0 +1,157 @@
# Translation by Xanthin
### alias.lua ###
### init.lua ###
### nodes_anvil.lua ###
Steel hammer for repairing tools on the anvil = Stahlhammer um Werkzeuge auf dem Amboss zu reparieren
anvil = Amboss
Anvil = Amboss
The workpiece slot is for damaged tools only. = Das Werkstueckfeld gilt nur fuer beschaedigtes Werkzeug.
Your tool has been repaired successfully. = Dein Werkzeug wurde erfolgreich repariert.
Your workpiece improves. = Dein Werkstueck verbessert sich.
Anvil (owned by %s) = Amboss (gehoert %s)
Workpiece: = Werkstueck
Optional = Moegliche
storage for = Aufbewahrung fuer
your hammer = deinen Hammer
Owner: %s = Besitzer: %s
Punch anvil with hammer to = Schlage mit dem Hammer auf den Amboss um
repair tool in workpiece-slot. = das Werkzeug im Werkstueckfeld zu reparieren.
### nodes_barrel.lua ###
Pour: = Eingiessen
Fill: = Ausgiessen
barrel (closed) = Fass (geschlossen)
barrel (open) = Fass (offen)
barrel (closed), lying somewhere = Liegendes Fass (geschlossen)
barrel (opened), lying somewhere = Liegendes Fass (offen)
tub = Bottich
### nodes_chests.lua ###
private NPC chest = Private NSC-Truhe
chest for work utils and kitchens = NSC-Truhe fuer Arbeitsutensilien und Kuechen
storage chest = NSC-Lagertruhe
### nodes_doorlike.lua ###
opened window shutters = Offene Fensterlaeden
closed window shutters = Geschlossene Fensterlaeden
half door = Kloentuer
half door inverted = Umgekehrte Kloentuer
closed fence gate = Geschlossenes Zauntor
opened fence gate = Offenes Zauntor
wooden hatch = Holzfalltuer
metal hatch = Metallfalltuer
### nodes_fences.lua ###
small fence = Kleiner Zaun
small fence corner = Kleiner Zaun (Ecke)
small fence end = Kleiner Zaun (Ende)
### nodes_furniture.lua ###
Bed (foot region) = Bett (Fussende)
Bed (head region) = Bett (Kopfende)
sleeping mat = Schlafmatte
simple wooden bench = Einfache Holzbank
table = Tisch
open storage shelf = Offenes Lagerregal
open storage shelf (in use) = Offenes Lagerregal (in Gebrauch)
open storage shelf (empty) = Offenes Lagerregal (leer)
stovepipe = Ofenrohr
washing place = Waschplatz
Sorry. This washing place is out of water. Please place it above water! = Entschuldige, dieser Waschplatz hat kein Wasser mehr. Bitte platziere ihn ueber Wasser!
You feel much cleaner after some washing. = Nach einer kleinen Waesche fuehlst du dich nun sauberer.
### nodes_historic.lua ###
wagon wheel = Wagenrad
dirt road = Feldweg
loam = Lehm
Dirt Road Stairs = Feldwegtreppe
Dirt Road, half height = Feldwegstufe
Loam Stairs = Lehmtreppe
Loam Slab = Lehmstufe
Clay Stairs = Tontreppe
Clay Slab = Tonstufe
straw ground for animals = Strohboden fuer Tiere
simple glass pane = Einfache Fensterscheibe
### nodes_roof.lua ###
Roof straw = Strohdach
Roof wood = Holzdach
Roof black = Schwarzes Dach
Roof red = Rotes Dach
Roof brown = Braunes Dach
Roof reet = Reetdach
Roof slate = Schieferdach
Roof connector straw = Strohdachverbinder
Roof connector wood = Holzdachverbinder
Roof connector black = Schwarzer Dachverbinder
Roof connector red = Roter Dachverbinder
Roof connector brown = Brauner Dachverbinder
Roof connector reet = Reet-Dachverbinder
Roof connector slate = Schiefer-Dachverbinder
Roof (flat) straw = Strohdach (flach)
Roof (flat) wood = Holzdach (flach)
Roof (flat) black = Schwarzes Dach (flach)
Roof (flat) red = Rotes Dach (flach)
Roof (flat) brown = Braunes Dach (flach)
Roof (flat) reet = Reetdach (flach)
Roof (flat) slate = Schieferdach (flach)
Vertical Slate = Vertikaler Schiefer
Reet for thatching = Reet
### nodes_straw.lua ###
layer of straw = Strohschicht
straw bale = Strohballen
straw = Stroh
threshing floor = Dreschboden
Threshing floor = Dreschboden
Threshing floor (owned by %s) = Dreschboden (gehoert %s)
Public threshing floor (owned by %s) = Öffentlicher Dreschboden (gehoert %s)
Private threshing floor (owned by %s) = Privater Dreschboden (gehoert %s)
Harvested wheat: = Geernteter Weizen
Straw: = Stroh
Seeds: = Koerner
Owner: %s = Besitzer: %s
Punch threshing floor with a stick = Schlage mit einem Stock auf den Dreschboden
to get straw and seeds from wheat. = um Stroh und Koerner vom Weizen zu bekommen.
You have threshed %s wheat (%s are left). = Du hast %s Weizenaehren gedroschen (%s bleiben uebrig).
You have threshed the last %s wheat. = Du hast die letzten %s Weizenaehren gedroschen.
mill, powered by punching = Muehle, durch Schlagen antreiben
Mill, powered by punching = Muehle, durch Schlagen antreiben
Mill, powered by punching (owned by %s) = Muehle, durch Schlagen antreiben (gehoert %s)
Public mill, powered by punching (owned by %s) = Öffentliche Muehle, durch Schlagen antreiben (gehoert %s)
Private mill, powered by punching (owned by %s) = Private Muehle, durch Schlagen antreiben (gehoert %s)
Wheat seeds: = Weizenkoerner
Flour: = Mehl
Mill = Muehle
Owner: %s = Besitzer: %s
Punch this hand-driven mill = Schlage auf diese handbetriebene Muehle
to convert wheat seeds into flour. = um Weizenkoerner in Mehl umzuwandeln.
You have grinded %s wheat seeds (%s are left). = Du hast %s Weizenkoerner gemahlen (%s bleiben uebrig).
You have grinded the last %s wheat seeds. = Du hast die letzten %s Weizenkoerner gemahlen.
Your threshing floor can now be used by other players as well. = Dein Dreschboden kann jetzt auch von anderen Spielern benutzt werden.
Your mill, powered by punching can now be used by other players as well. = Deine Mühle kann jetzt auch von anderen Spielern benutzt werden.
Your threshing floor can only be used by yourself. = Dein Dreschboden kann jetzt nur noch von dir selbst benutzt werden.
Your mill, powered by punching can only be used by yourself. = Deine Mühle kann jetzt nur noch von dir selbst benutzt werden.
Public? = Oeffentlich?
Public tree trunk well = Oeffentlicher Baumstammbrunnen
Public tree trunk well (owned by %s) = Oeffentlicher Baumstammbrunnen (gehoert %s)
Private tree trunk well (owned by %s) = Privater Baumstammbrunnen (gehoert %s)
This tree trunk well is owned by %s. You can't use it. = Dieser Baumstammbrunnen gehoert %s. Du kannst ihn leider nicht benutzen.
Sorry. You have no room for the bucket. Please free some space in your inventory first! = Du hast leider keinen Platz mehr fuer den Eimer. Bitte schaffe erst ein wenig Platz!
Your tree trunk well can now be used by other players as well. = Dein Baumstammbrunnen kann jetzt auch von anderen Spielern benutzt werdn.
Your tree trunk well can only be used by yourself. = Dein Baumstammbrunnen kann jetzt nur noch von dir selbst benutzt werdn.
pitchfork (dig dirt with grass to get hay, place with right-click) = Heugabel (grabe Erde mit Grass um Heu zu bekommen; Rechts-Klick zum Platzieren)
pitchfork (for hay and straw) = Heugabel (fuer Heu und Stroh)
Some hay = Etwas Heu
Hay = Heu
Hay bale = Heuballen

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@ -0,0 +1,155 @@
# Template
### alias.lua ###
### init.lua ###
### nodes_anvil.lua ###
Steel hammer for repairing tools on the anvil =
anvil =
Anvil =
The workpiece slot is for damaged tools only. =
Your tool has been repaired successfully. =
Your workpiece improves. =
Anvil (owned by %s) =
Workpiece: =
Optional =
storage for =
your hammer =
Owner: %s =
Punch anvil with hammer to =
repair tool in workpiece-slot. =
### nodes_barrel.lua ###
Pour: =
Fill: =
barrel (closed) =
barrel (open) =
barrel (closed), lying somewhere =
barrel (opened), lying somewhere =
tub =
### nodes_chests.lua ###
private NPC chest =
chest for work utils and kitchens =
storage chest =
### nodes_doorlike.lua ###
opened window shutters =
closed window shutters =
half door =
half door inverted =
closed fence gate =
opened fence gate =
wooden hatch =
metal hatch =
### nodes_fences.lua ###
small fence =
small fence corner =
small fence end =
### nodes_furniture.lua ###
Bed (foot region) =
Bed (head region) =
sleeping mat =
simple wooden bench =
table =
open storage shelf =
open storage shelf (in use) =
open storage shelf (empty) =
stovepipe =
washing place =
Sorry. This washing place is out of water. Please place it above water! =
You feel much cleaner after some washing. =
### nodes_historic.lua ###
wagon wheel =
dirt road =
loam =
Dirt Road Stairs =
Dirt Road, half height =
Loam Stairs =
Loam Slab =
Clay Stairs =
Clay Slab =
straw ground for animals =
simple glass pane =
### nodes_roof.lua ###
Roof straw =
Roof wood =
Roof black =
Roof red =
Roof brown =
Roof reet =
Roof slate =
Roof connector straw =
Roof connector wood =
Roof connector black =
Roof connector red =
Roof connector brown =
Roof connector reet =
Roof connector slate =
Roof (flat) straw =
Roof (flat) wood =
Roof (flat) black =
Roof (flat) red =
Roof (flat) brown =
Roof (flat) reet =
Roof (flat) slate =
Vertical Slate =
Reet for thatching =
### nodes_straw.lua ###
layer of straw =
straw bale =
straw =
threshing floor =
Threshing floor =
Threshing floor (owned by %s) =
Public threshing floor (owned by %s) =
Private threshing floor (owned by %s) =
Harvested wheat: =
Straw: =
Seeds: =
Owner: %s =
Punch threshing floor with a stick =
to get straw and seeds from wheat. =
You have threshed %s wheat (%s are left). =
You have threshed the last %s wheat. =
mill, powered by punching =
Mill, powered by punching =
Mill, powered by punching (owned by %s) =
Public mill, powered by punching (owned by %s) =
Private mill, powered by punching (owned by %s) =
Wheat seeds: =
Flour: =
Mill =
Owner: %s =
Punch this hand-driven mill =
to convert wheat seeds into flour. =
You have grinded %s wheat seeds (%s are left). =
You have grinded the last %s wheat seeds. =
Your threshing floor can now be used by other players as well. =
Your mill, powered by punching can now be used by other players as well. =
Your threshing floor can only be used by yourself. =
Your mill, powered by punching can only be used by yourself. =
Public? =
Public tree trunk well =
Public tree trunk well (owned by %s) =
This tree trunk well is owned by %s. You can't use it. =
Sorry. You have no room for the bucket. Please free some space in your inventory first! =
Your tree trunk well can now be used by other players as well. =
Your tree trunk well can only be used by yourself. =
pitchfork (dig dirt with grass to get hay, place with right-click) =
pitchfork (for hay and straw) =
Some hay =
Hay =
Hay bale =

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@ -0,0 +1,543 @@
# Blender v2.69 (sub 0) OBJ File: 'barrel.blend'
# www.blender.org
o Cylinder
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View File

@ -0,0 +1,453 @@
# Blender v2.69 (sub 0) OBJ File: 'barrel-closed.blend'
# www.blender.org
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# www.blender.org
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View File

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# www.blender.org
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View File

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# www.blender.org
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# www.blender.org
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View File

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# www.blender.org
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View File

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# www.blender.org
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# www.blender.org
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v -0.250000 0.413592 -0.500000
v -0.375000 0.500000 0.500000
v 0.375000 0.500000 -0.500000
v 0.125000 0.500000 0.500000
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v -0.125000 0.500000 0.500000
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v -0.250000 0.413592 0.000000
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vt 1.000000 1.000000
vt 0.875000 1.000000
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vt 0.899350 0.625000
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vt 0.646210 0.875000
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g Cube_Cube_ends
s off
f 4/1 20/2 21/3
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f 12/4 16/5 21/3
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f 3/9 7/10 21/3
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g Cube_Cube_sides
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f 3/1 2/9 6/10 7/11
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g Cube_Cube_bottom
f 8/9 7/10 6/11 5/1
g Cube_Cube_top_grass
f 24/16 42/5 2/1
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f 13/22 9/23 35/24
f 11/20 19/25 36/26
f 9/23 17/27 37/28
f 15/19 38/29 37/28
f 38/29 15/19 34/21
f 39/30 13/22 35/24
f 34/21 11/20 36/26
f 35/24 9/23 37/28
f 17/27 15/19 37/28
f 19/25 2/1 36/26
f 20/31 4/10 27/32
f 45/17 27/32 1/11
f 3/9 24/16 2/1
f 2/1 30/33 36/26
f 2/1 42/5 30/33
f 3/9 14/34 24/16
f 33/18 1/11 39/30
f 27/32 4/10 1/11
f 1/11 13/22 39/30
g Cube_Cube_top_grass_blend
f 27/35 23/36 12/37 20/38
f 22/39 24/40 14/41 10/42
f 45/43 41/44 23/36
f 40/45 42/46 24/40
f 38/47 34/48 28/49
f 39/50 35/51 29/52
f 34/53 36/54 30/55
f 35/51 37/56 31/57
f 38/47 32/58 31/57
f 33/59 29/52 41/60
f 28/49 30/61 42/62
f 27/35 45/43 23/36
f 22/39 40/45 24/40
f 32/58 38/47 28/49
f 33/59 39/50 29/52
f 28/49 34/48 30/61
f 29/52 35/51 31/57
f 37/56 38/47 31/57
f 45/63 33/59 41/60
f 40/64 28/49 42/62
g Cube_Cube_road
f 26/65 22/66 10/67 18/68
f 23/69 25/70 16/71 12/72
f 26/65 18/68 16/71 25/70
f 44/73 40/74 22/66
f 41/75 43/76 25/70
f 44/73 26/65 25/70
f 32/77 28/78 40/74
f 29/79 31/80 43/76
f 32/77 44/73 43/76
f 26/65 44/73 22/66
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f 44/73 32/77 40/74
f 41/75 29/79 43/76
f 31/80 32/77 43/76

View File

@ -0,0 +1,84 @@
# Blender v2.72 (sub 0) OBJ File: 'feldweg_slope.blend'
# www.blender.org
o Cube
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v -0.500000 0.500000 0.500000
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v 0.125000 0.375000 0.500000
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vt 1.000000 1.000000
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vt 1.000000 0.875000
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vt 0.375000 0.875000
vt 0.250000 0.913592
vt 0.125000 1.000000
vt 0.000000 1.000000
vt 0.000000 0.000000
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vt 0.000000 0.875000
vt 0.000000 0.187500
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vt 1.000000 0.375000
vt 0.000000 0.375000
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vt 1.000000 0.500000
vt 0.000000 0.500000
g Cube_Cube_road_ends
s off
f 4/1 20/2 21/3
f 6/4 2/1 19/2 11/5 15/6
f 20/2 12/5 21/3
f 12/5 16/6 21/3
f 16/6 18/7 21/3
f 18/7 10/8 21/3
f 10/8 14/9 21/3
f 14/9 3/10 21/3
f 3/10 7/11 21/3
f 7/11 8/12 21/3
f 8/12 4/1 21/3
f 1/10 5/13 17/7 9/8 13/9
g Cube_Cube_road_ends_default_grass_side.png
f 6/14 7/15 2/16
f 2/11 7/12 3/1
f 4/10 8/11 1/12
f 5/17 1/15 8/16
g Cube_Cube_bottom
f 8/10 7/11 6/12 5/1
g Cube_Cube_top_grass
f 19/4 2/1 3/10 14/13
f 1/12 13/18 20/19 4/11
g Cube_Cube_road
f 15/20 11/21 10/22 18/23
f 9/24 17/25 16/26 12/27
f 15/20 18/23 16/26 17/25
g Cube_Cube_road-grass_blend
f 13/28 9/20 12/23 20/29
f 11/21 19/4 14/13 10/22

View File

@ -0,0 +1,108 @@
# Blender v2.72 (sub 0) OBJ File: 'feldweg_slope_long.blend'
# www.blender.org
o Cube
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v -0.500000 -0.500000 -1.500000
v -0.500000 0.500000 0.500000
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v 0.500000 -0.625000 -1.500000
v -0.500000 -0.625000 -1.500000
v -0.500000 -0.500000 0.500000
v 0.500000 -0.500000 0.500000
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v 0.250000 0.413592 0.500000
v 0.375000 -0.500000 -1.500000
v -0.375000 0.500000 0.500000
v -0.125000 -0.625000 -1.500000
v 0.125000 0.375000 0.500000
v 0.125000 -0.625000 -1.500000
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v -0.375000 0.000000 -0.500000
v 0.125000 -0.125000 -0.500000
v -0.500000 -0.500000 -0.500000
v -0.125000 -0.125000 -0.500000
vt 1.000000 1.000000
vt 0.875000 1.000000
vt 0.500000 0.494678
vt 1.000000 0.875000
vt 0.750000 0.913592
vt 0.625000 0.875000
vt 0.375000 0.875000
vt 0.250000 0.913592
vt 0.125000 1.000000
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vt 0.000000 0.750000
vt 0.000000 0.625000
vt 1.000000 0.375000
vt 0.000000 0.375000
g Cube_Cube_road_ends
s off
f 4/1 20/2 21/3
f 6/4 2/1 19/2 11/5 15/6
f 20/2 12/5 21/3
f 12/5 16/6 21/3
f 16/6 18/7 21/3
f 18/7 10/8 21/3
f 10/8 14/9 21/3
f 14/9 3/10 21/3
f 3/10 7/11 21/3
f 7/11 8/12 21/3
f 8/12 4/1 21/3
f 1/10 5/13 17/7 9/8 13/9
g Cube_Cube_road_ends_default_grass_side.png
f 27/14 7/15 32/16
f 32/11 7/12 3/1 29/17
f 28/17 25/11 1/12
f 5/18 1/15 25/16 23/14
f 2/11 32/12 29/19
f 23/20 25/15 8/16
f 6/21 27/20 32/15 2/16
f 4/10 8/11 25/12 28/19
g Cube_Cube_bottom
f 8/11 7/12 27/1 23/10
f 23/11 27/12 6/1 5/10
g Cube_Cube_top_grass
f 30/4 29/1 3/10 14/13
f 28/12 24/22 20/23 4/11
f 1/12 13/22 24/23 28/11
f 19/4 2/1 29/10 30/13
g Cube_Cube_road
f 15/24 11/25 22/26 33/27
f 26/20 31/28 16/29 12/14
f 33/24 18/27 16/29 31/28
f 33/24 22/25 10/26 18/27
f 9/20 17/28 31/29 26/14
f 15/24 33/27 31/29 17/28
g Cube_Cube_road-grass_blend
f 24/19 26/24 12/27 20/17
f 11/25 19/4 30/13 22/26
f 22/25 30/4 14/13 10/26
f 13/19 9/24 26/27 24/17

View File

@ -0,0 +1,303 @@
---------------------------------------------------------------------------------------
-- simple anvil that can be used to repair tools
---------------------------------------------------------------------------------------
-- * can be used to repair tools
-- * the hammer gets dammaged a bit at each repair step
---------------------------------------------------------------------------------------
-- License of the hammer picture: CC-by-SA; done by GloopMaster; source:
-- https://github.com/GloopMaster/glooptest/blob/master/glooptest/textures/glooptest_tool_steelhammer.png
local S = cottages.S
-- the hammer for the anvil
minetest.register_tool("cottages:hammer", {
description = S("Steel hammer for repairing tools on the anvil"),
image = "glooptest_tool_steelhammer.png",
inventory_image = "glooptest_tool_steelhammer.png",
tool_capabilities = {
full_punch_interval = 0.8,
max_drop_level=1,
groupcaps={
-- about equal to a stone pick (it's not intended as a tool)
cracky={times={[2]=2.00, [3]=1.20}, uses=30, maxlevel=1},
},
damage_groups = {fleshy=6},
}
})
local cottages_anvil_formspec =
"size[8,8]"..
"image[7,3;1,1;glooptest_tool_steelhammer.png]"..
-- "list[current_name;sample;0,0.5;1,1;]"..
"list[current_name;input;2.5,1.5;1,1;]"..
-- "list[current_name;material;5,0;3,3;]"..
"list[current_name;hammer;5,3;1,1;]"..
-- "label[0.0,0.0;Sample:]"..
-- "label[0.0,1.0;(Receipe)]"..
"label[2.5,1.0;"..S("Workpiece:").."]"..
-- "label[6.0,-0.5;Materials:]"..
"label[6.0,2.7;"..S("Optional").."]"..
"label[6.0,3.0;"..S("storage for").."]"..
"label[6.0,3.3;"..S("your hammer").."]"..
"label[0,-0.5;"..S("Anvil").."]"..
"label[0,3.0;"..S("Punch anvil with hammer to").."]"..
"label[0,3.3;"..S("repair tool in workpiece-slot.").."]"..
"list[current_player;main;0,4;8,4;]";
minetest.register_node("cottages:anvil", {
drawtype = "nodebox",
description = S("anvil"),
tiles = {"cottages_stone.png"}, -- TODO default_steel_block.png, default_obsidian.png are also nice
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky=2},
-- the nodebox model comes from realtest
node_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2},
}
},
on_construct = function(pos)
local meta = minetest.get_meta(pos);
meta:set_string("infotext", S("Anvil"));
local inv = meta:get_inventory();
inv:set_size("input", 1);
-- inv:set_size("material", 9);
-- inv:set_size("sample", 1);
inv:set_size("hammer", 1);
meta:set_string("formspec", cottages_anvil_formspec );
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos);
meta:set_string("owner", placer:get_player_name() or "");
meta:set_string("infotext", S("Anvil (owned by %s)"):format((meta:get_string("owner") or "")));
meta:set_string("formspec",
cottages_anvil_formspec,
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]");
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local owner = meta:get_string('owner');
if( not( inv:is_empty("input"))
-- or not( inv:is_empty("material"))
-- or not( inv:is_empty("sample"))
or not( inv:is_empty("hammer"))
or not( player )
or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then
return false;
end
return true;
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' ) and from_list~="input") then
return 0
end
return count;
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' ) and listname~="input") then
return 0;
end
if( listname=='hammer' and stack and stack:get_name() ~= 'cottages:hammer') then
return 0;
end
if( listname=='input'
and( stack:get_wear() == 0
or stack:get_name() == "technic:water_can"
or stack:get_name() == "technic:lava_can" )) then
minetest.chat_send_player( player:get_player_name(),
S('The workpiece slot is for damaged tools only.'));
return 0;
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' ) and listname~="input") then
return 0
end
return stack:get_count()
end,
on_punch = function(pos, node, puncher)
if( not( pos ) or not( node ) or not( puncher )) then
return;
end
-- only punching with the hammer is supposed to work
local wielded = puncher:get_wielded_item();
if( not( wielded ) or not( wielded:get_name() ) or wielded:get_name() ~= 'cottages:hammer') then
return;
end
local name = puncher:get_player_name();
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local input = inv:get_stack('input',1);
-- only tools can be repaired
if( not( input )
or input:is_empty()
or input:get_name() == "technic:water_can"
or input:get_name() == "technic:lava_can" ) then
meta:set_string("formspec",
cottages_anvil_formspec,
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]");
return;
end
-- 65535 is max damage
local damage_state = 40-math.floor(input:get_wear()/1638);
local tool_name = input:get_name();
local hud_image = "";
if( tool_name
and minetest.registered_items[ tool_name ] ) then
if( minetest.registered_items[ tool_name ].inventory_image ) then
hud_image = minetest.registered_items[ tool_name ].inventory_image;
elseif( minetest.registered_items[ tool_name ].textures
and type(minetest.registered_items[ tool_name ].textures)=='table') then
hud_image = minetest.registered_items[ tool_name ].textures[1];
elseif( minetest.registered_items[ tool_name ].textures
and type(minetest.registered_items[ tool_name ].textures)=='string') then
hud_image = minetest.registered_items[ tool_name ].textures;
end
end
local hud1 = puncher:hud_add({
hud_elem_type = "image",
scale = {x = 15, y = 15},
text = hud_image,
position = {x = 0.5, y = 0.5},
alignment = {x = 0, y = 0}
});
local hud2 = nil;
local hud3 = nil;
if( input:get_wear()>0 ) then
hud2 = puncher:hud_add({
hud_elem_type = "statbar",
text = "default_cloud.png^[colorize:#ff0000:256",
number = 40,
direction = 0, -- left to right
position = {x=0.5, y=0.65},
alignment = {x = 0, y = 0},
offset = {x = -320, y = 0},
size = {x=32, y=32},
})
hud3 = puncher:hud_add({
hud_elem_type = "statbar",
text = "default_cloud.png^[colorize:#00ff00:256",
number = damage_state,
direction = 0, -- left to right
position = {x=0.5, y=0.65},
alignment = {x = 0, y = 0},
offset = {x = -320, y = 0},
size = {x=32, y=32},
});
end
minetest.after(2, function()
if( puncher ) then
puncher:hud_remove(hud1);
puncher:hud_remove(hud2);
puncher:hud_remove(hud3);
end
end)
-- tell the player when the job is done
if( input:get_wear() == 0 ) then
-- minetest.chat_send_player( puncher:get_player_name(),
-- S('Your tool has been repaired successfully.'));
return;
end
-- do the actual repair
input:add_wear( -5000 ); -- equals to what technic toolshop does in 5 seconds
inv:set_stack("input", 1, input)
-- damage the hammer slightly
wielded:add_wear( 100 );
puncher:set_wielded_item( wielded );
-- do not spam too much
-- if( math.random( 1,5 )==1 ) then
-- minetest.chat_send_player( puncher:get_player_name(),
-- S('Your workpiece improves.'));
-- end
end,
is_ground_content = false,
})
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:anvil",
recipe = {
{cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel},
{'', cottages.craftitem_steel,'' },
{cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel} },
})
-- the castle-mod has an anvil as well - with the same receipe. convert the two into each other
if ( minetest.get_modpath("castle") ~= nil ) then
minetest.register_craft({
output = "cottages:anvil",
recipe = {
{'castle:anvil'},
},
})
minetest.register_craft({
output = "castle:anvil",
recipe = {
{'cottages:anvil'},
},
})
end
minetest.register_craft({
output = "cottages:hammer",
recipe = {
{cottages.craftitem_steel},
{'cottages:anvil'},
{cottages.craftitem_stick} }
})

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@ -0,0 +1,214 @@
---------------------------------------------------------------------
-- a barrel and a tub - plus a function that makes 'round' objects
---------------------------------------------------------------------
-- IMPORTANT NOTE: The barrel requires a lot of nodeboxes. That may be
-- too much for weak hardware!
---------------------------------------------------------------------
-- Functionality: right-click to open/close a barrel;
-- punch a barrel to change between vertical/horizontal
---------------------------------------------------------------------
-- Changelog:
-- 24.03.13 Can no longer be opended/closed on rightclick because that is now used for a formspec;
-- instead, it can be filled with liquids.
-- Filled barrels will always be closed, while empty barrels will always be open.
-- pipes: table with the following entries for each pipe-part:
-- f: radius factor; if 1, it will have a radius of half a nodebox and fill the entire nodebox
-- h1, h2: height at witch the nodebox shall start and end; usually -0.5 and 0.5 for a full nodebox
-- b: make a horizontal part/shelf
-- horizontal: if 1, then x and y coordinates will be swapped
-- TODO: option so that it works without nodeboxes
local S = cottages.S
barrel = {};
-- prepare formspec
barrel.on_construct = function( pos )
local meta = minetest.get_meta(pos);
local percent = math.random( 1, 100 ); -- TODO: show real filling
meta:set_string( 'formspec',
"size[8,9]"..
"image[2.6,2;2,3;default_sandstone.png^[lowpart:"..
(100-percent)..":default_desert_stone.png]".. -- TODO: better images
"label[2.2,0;"..S("Pour:").."]"..
"list[current_name;input;3,0.5;1,1;]"..
"label[5,3.3;"..S("Fill:").."]"..
"list[current_name;output;5,3.8;1,1;]"..
"list[current_player;main;0,5;8,4;]");
meta:set_string( 'liquid_type', '' ); -- which liquid is in the barrel?
meta:set_int( 'liquid_level', 0 ); -- how much of the liquid is in there?
local inv = meta:get_inventory()
inv:set_size("input", 1); -- to fill in new liquid
inv:set_size("output", 1); -- to extract liquid
end
-- can only be digged if there are no more vessels/buckets in any of the slots
-- TODO: allow digging of a filled barrel? this would disallow stacking of them
barrel.can_dig = function( pos, player )
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return ( inv:is_empty('input')
and inv:is_empty('output'));
end
-- the barrel received input; either a new liquid that is to be poured in or a vessel that is to be filled
barrel.on_metadata_inventory_put = function( pos, listname, index, stack, player )
end
-- right-click to open/close barrel; punch to switch between horizontal/vertical position
minetest.register_node("cottages:barrel", {
description = S("barrel (closed)"),
paramtype = "light",
drawtype = "mesh",
mesh = "cottages_barrel_closed.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
},
drop = "cottages:barrel",
-- on_rightclick = function(pos, node, puncher)
-- minetest.add_node(pos, {name = "cottages:barrel_open", param2 = node.param2})
-- end,
-- TODO: on_rightclick is no longer available - maybe open if empty and closed if full?
on_punch = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = node.param2})
end,
on_construct = function( pos )
return barrel.on_construct( pos );
end,
can_dig = function(pos,player)
return barrel.can_dig( pos, player );
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
return barrel.on_metadata_inventory_put( pos, listname, index, stack, player );
end,
is_ground_content = false,
})
-- this barrel is opened at the top
minetest.register_node("cottages:barrel_open", {
description = S("barrel (open)"),
paramtype = "light",
drawtype = "mesh",
mesh = "cottages_barrel.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1,
},
drop = "cottages:barrel",
-- on_rightclick = function(pos, node, puncher)
-- minetest.add_node(pos, {name = "cottages:barrel", param2 = node.param2})
-- end,
on_punch = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = node.param2})
end,
is_ground_content = false,
})
-- horizontal barrel
minetest.register_node("cottages:barrel_lying", {
description = S("barrel (closed), lying somewhere"),
paramtype = "light",
paramtype2 = "facedir",
drawtype = "mesh",
mesh = "cottages_barrel_closed_lying.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1,
},
drop = "cottages:barrel",
on_rightclick = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = node.param2})
end,
on_punch = function(pos, node, puncher)
if( node.param2 < 4 ) then
minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = (node.param2+1)})
else
minetest.add_node(pos, {name = "cottages:barrel", param2 = 0})
end
end,
is_ground_content = false,
})
-- horizontal barrel, open
minetest.register_node("cottages:barrel_lying_open", {
description = S("barrel (opened), lying somewhere"),
paramtype = "light",
paramtype2 = "facedir",
drawtype = "mesh",
mesh = "cottages_barrel_lying.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1,
},
drop = "cottages:barrel",
on_rightclick = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = node.param2})
end,
on_punch = function(pos, node, puncher)
if( node.param2 < 4 ) then
minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = (node.param2+1)})
else
minetest.add_node(pos, {name = "cottages:barrel_open", param2 = 0})
end
end,
is_ground_content = false,
})
-- let's hope "tub" is the correct english word for "bottich"
minetest.register_node("cottages:tub", {
description = S("tub"),
paramtype = "light",
drawtype = "mesh",
mesh = "cottages_tub.obj",
tiles = {"cottages_barrel.png" },
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5,-0.1, 0.5},
}},
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5,-0.1, 0.5},
}},
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
},
is_ground_content = false,
})
minetest.register_craft({
output = "cottages:barrel",
recipe = {
{cottages.craftitem_wood, "", cottages.craftitem_wood },
{cottages.craftitem_steel, "", cottages.craftitem_steel},
{cottages.craftitem_wood, cottages.craftitem_wood, cottages.craftitem_wood },
},
})
minetest.register_craft({
output = "cottages:tub 2",
recipe = {
{"cottages:barrel"},
},
})
minetest.register_craft({
output = "cottages:barrel",
recipe = {
{"cottages:tub"},
{"cottages:tub"},
},
})

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@ -0,0 +1,61 @@
-- TODO: make these chests as chests and indicate that they are owned by npc
-- TODO: add bags (not for carrying around but for decoration)
-- Boilerplate to support localized strings if intllib mod is installed.
local S = cottages.S
cottages_chests = {}
-- uses default.chest_formspec for now
cottages_chests.on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec",default.chest_formspec)
-- meta:set_string("infotext", "Chest")
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
end
cottages_chests.can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main")
end
-- the chests do not need receipes since they are only placeholders and not intended to be built by players
-- (they are later on supposed to be filled with diffrent items by fill_chest.lua)
minetest.register_node("cottages:chest_private", {
description = S("private NPC chest"),
infotext = "chest containing the possesions of one of the inhabitants",
tiles = cottages.texture_chest,
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
on_construct = cottages_chests.on_construct,
can_dig = cottages_chests.can_dig,
is_ground_content = false,
})
minetest.register_node("cottages:chest_work", {
description = S("chest for work utils and kitchens"),
infotext = "everything the inhabitant needs for his work",
tiles = cottages.texture_chest,
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
on_construct = cottages_chests.on_construct,
can_dig = cottages_chests.can_dig,
is_ground_content = false,
})
minetest.register_node("cottages:chest_storage", {
description = S("storage chest"),
infotext = "stored food reserves",
tiles = cottages.texture_chest,
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
on_construct = cottages_chests.on_construct,
can_dig = cottages_chests.can_dig,
is_ground_content = false,
})

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@ -0,0 +1,437 @@
-----------------------------------------------------------------------------------------------------------
-- These nodes are all like doors in a way:
-- * window shutters (they open on right-click and when it turns day; they close at night)
-- * a half-door where the top part can be opened seperately from the bottom part
-- * a gate that drops to the floor when opened
--
-----------------------------------------------------------------------------------------------------------
-- IMPORTANT NOTICE: If you have a very slow computer, it might be wise to increase the rate at which the
-- abm that opens/closes the window shutters is called. Anything less than 10 minutes
-- (600 seconds) ought to be ok.
-----------------------------------------------------------------------------------------------------------
local S = cottages.S
-----------------------------------------------------------------------------------------------------------
-- small window shutters for single-node-windows; they open at day and close at night if the abm is working
-----------------------------------------------------------------------------------------------------------
-- propagate shutting/closing of window shutters to window shutters below/above this one
cottages_window_sutter_operate = function( pos, old_node_state_name, new_node_state_name )
local offsets = {-1,1,-2,2,-3,3};
local stop_up = 0;
local stop_down = 0;
for i,v in ipairs(offsets) do
local node = minetest.get_node_or_nil( {x=pos.x, y=(pos.y+v), z=pos.z } );
if( node and node.name and node.name==old_node_state_name
and ( (v > 0 and stop_up == 0 )
or (v < 0 and stop_down == 0 ))) then
minetest.swap_node({x=pos.x, y=(pos.y+v), z=pos.z }, {name = new_node_state_name, param2 = node.param2})
-- found a diffrent node - no need to search further up
elseif( v > 0 and stop_up == 0 ) then
stop_up = 1;
elseif( v < 0 and stop_down == 0 ) then
stop_down = 1;
end
end
end
-- window shutters - they cover half a node to each side
minetest.register_node("cottages:window_shutter_open", {
description = S("opened window shutters"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
-- larger than one node but slightly smaller than a half node so that wallmounted torches pose no problem
node_box = {
type = "fixed",
fixed = {
{-0.90, -0.5, 0.4, -0.45, 0.5, 0.5},
{ 0.45, -0.5, 0.4, 0.9, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.9, -0.5, 0.4, 0.9, 0.5, 0.5},
},
},
on_rightclick = function(pos, node, puncher)
minetest.swap_node(pos, {name = "cottages:window_shutter_closed", param2 = node.param2})
cottages_window_sutter_operate( pos, "cottages:window_shutter_open", "cottages:window_shutter_closed" );
end,
is_ground_content = false,
})
minetest.register_node("cottages:window_shutter_closed", {
description = S("closed window shutters"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,not_in_creative_inventory=1},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4, -0.05, 0.5, 0.5},
{ 0.05, -0.5, 0.4, 0.5, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4, 0.5, 0.5, 0.5},
},
},
on_rightclick = function(pos, node, puncher)
minetest.swap_node(pos, {name = "cottages:window_shutter_open", param2 = node.param2})
cottages_window_sutter_operate( pos, "cottages:window_shutter_closed", "cottages:window_shutter_open" );
end,
is_ground_content = false,
drop = "cottages:window_shutter_open",
})
-- open shutters in the morning
minetest.register_abm({
nodenames = {"cottages:window_shutter_closed"},
interval = 20, -- change this to 600 if your machine is too slow
chance = 3, -- not all people wake up at the same time!
action = function(pos)
-- at this time, sleeping in a bed is not possible
if( not(minetest.get_timeofday() < 0.2 or minetest.get_timeofday() > 0.805)) then
local old_node = minetest.get_node( pos );
minetest.swap_node(pos, {name = "cottages:window_shutter_open", param2 = old_node.param2})
cottages_window_sutter_operate( pos, "cottages:window_shutter_closed", "cottages:window_shutter_open" );
end
end
})
-- close them at night
minetest.register_abm({
nodenames = {"cottages:window_shutter_open"},
interval = 20, -- change this to 600 if your machine is too slow
chance = 2,
action = function(pos)
-- same time at which sleeping is allowed in beds
if( minetest.get_timeofday() < 0.2 or minetest.get_timeofday() > 0.805) then
local old_node = minetest.get_node( pos );
minetest.swap_node(pos, {name = "cottages:window_shutter_closed", param2 = old_node.param2})
cottages_window_sutter_operate( pos, "cottages:window_shutter_open", "cottages:window_shutter_closed" );
end
end
})
------------------------------------------------------------------------------------------------------------------------------
-- a half door; can be combined to a full door where the upper part can be operated seperately; usually found in barns/stables
------------------------------------------------------------------------------------------------------------------------------
minetest.register_node("cottages:half_door", {
description = S("half door"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4, 0.48, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4, 0.48, 0.5, 0.5},
},
},
on_rightclick = function(pos, node, puncher)
local node2 = minetest.get_node( {x=pos.x,y=(pos.y+1),z=pos.z});
local param2 = node.param2;
if( param2%4 == 1) then param2 = param2+1; --2;
elseif( param2%4 == 2) then param2 = param2-1; --1;
elseif( param2%4 == 3) then param2 = param2-3; --0;
elseif( param2%4 == 0) then param2 = param2+3; --3;
end;
minetest.swap_node(pos, {name = "cottages:half_door", param2 = param2})
-- if the node above consists of a door of the same type, open it as well
-- Note: doors beneath this one are not opened! It is a special feature of these doors that they can be opend partly
if( node2 ~= nil and node2.name == node.name and node2.param2==node.param2) then
minetest.swap_node( {x=pos.x,y=(pos.y+1),z=pos.z}, {name = "cottages:half_door", param2 = param2})
end
end,
is_ground_content = false,
})
minetest.register_node("cottages:half_door_inverted", {
description = S("half door inverted"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.48, 0.5, -0.4},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.48, 0.5, -0.4},
},
},
on_rightclick = function(pos, node, puncher)
local node2 = minetest.get_node( {x=pos.x,y=(pos.y+1),z=pos.z});
local param2 = node.param2;
if( param2%4 == 1) then param2 = param2-1; --0;
elseif( param2%4 == 0) then param2 = param2+1; --1;
elseif( param2%4 == 2) then param2 = param2+1; --3;
elseif( param2%4 == 3) then param2 = param2-1; --2;
end;
minetest.swap_node(pos, {name = "cottages:half_door_inverted", param2 = param2})
-- open upper parts of this door (if there are any)
if( node2 ~= nil and node2.name == node.name and node2.param2==node.param2) then
minetest.swap_node( {x=pos.x,y=(pos.y+1),z=pos.z}, {name = "cottages:half_door_inverted", param2 = param2})
end
end,
is_ground_content = false,
})
------------------------------------------------------------------------------------------------------------------------------
-- this gate for fences solves the "where to store the opened gate" problem by dropping it to the floor in optened state
------------------------------------------------------------------------------------------------------------------------------
minetest.register_node("cottages:gate_closed", {
description = S("closed fence gate"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {cottages.texture_furniture},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.85, -0.25, -0.02, 0.85, -0.05, 0.02},
{ -0.85, 0.15, -0.02, 0.85, 0.35, 0.02},
{ -0.80, -0.05, -0.02, -0.60, 0.15, 0.02},
{ 0.60, -0.05, -0.02, 0.80, 0.15, 0.02},
{ -0.15, -0.05, -0.02, 0.15, 0.15, 0.02},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.85, -0.25, -0.1, 0.85, 0.35, 0.1},
},
},
on_rightclick = function(pos, node, puncher)
minetest.swap_node(pos, {name = "cottages:gate_open", param2 = node.param2})
end,
is_ground_content = false,
})
minetest.register_node("cottages:gate_open", {
description = S("opened fence gate"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {cottages.texture_furniture},
paramtype = "light",
paramtype2 = "facedir",
drop = "cottages:gate_closed",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,not_in_creative_inventory=1},
node_box = {
type = "fixed",
fixed = {
{ -0.85, -0.5, -0.25, 0.85, -0.46, -0.05},
{ -0.85, -0.5, 0.15, 0.85, -0.46, 0.35},
{ -0.80, -0.5, -0.05, -0.60, -0.46, 0.15},
{ 0.60, -0.5, -0.05, 0.80, -0.46, 0.15},
{ -0.15, -0.5, -0.05, 0.15, -0.46, 0.15},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.85, -0.5, -0.25, 0.85, -0.3, 0.35},
},
},
on_rightclick = function(pos, node, puncher)
minetest.swap_node(pos, {name = "cottages:gate_closed", param2 = node.param2})
end,
is_ground_content = false,
drop = "cottages:gate_closed",
})
-----------------------------------------------------------------------------------------------------------
-- a hatch; nodebox definition taken from realtest
-----------------------------------------------------------------------------------------------------------
-- hatches rotate around their axis
-- old facedir: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,16,17,18,19,20,21,22,23
new_facedirs = { 10,19, 4,13, 2,18,22,14,20,16, 0,12,11, 3, 7,21, 9,23, 5, 1, 8,15, 6,17};
cottages.register_hatch = function( nodename, description, texture, receipe_item )
minetest.register_node( nodename, {
description = S(description), -- not that there are any other...
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = { texture },
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.49, -0.55, -0.49, -0.3, -0.45, 0.45},
-- {-0.5, -0.55, 0.3, 0.3, -0.45, 0.5},
{0.3, -0.55, -0.3, 0.49, -0.45, 0.45},
{0.49, -0.55, -0.49, -0.3, -0.45, -0.3},
{-0.075, -0.55, -0.3, 0.075, -0.45, 0.3},
{-0.3, -0.55, -0.075, -0.075, -0.45, 0.075},
{0.075, -0.55, -0.075, 0.3, -0.45, 0.075},
{-0.3, -0.55, 0.3, 0.3, -0.45, 0.45},
-- hinges
{-0.45,-0.530, 0.45, -0.15,-0.470, 0.525},
{ 0.15,-0.530, 0.45, 0.45,-0.470, 0.525},
-- handle
{-0.05,-0.60,-0.35, 0.05,-0.40,-0.45},
},
},
selection_box = {
type = "fixed",
fixed = {-0.5, -0.55, -0.5, 0.5, -0.45, 0.5},
},
on_rightclick = function(pos, node, puncher)
minetest.swap_node(pos, {name = node.name, param2 = new_facedirs[ node.param2+1 ]})
end,
is_ground_content = false,
on_place = minetest.rotate_node,
})
minetest.register_craft({
output = nodename,
recipe = {
{ '', '', receipe_item },
{ receipe_item, cottages.craftitem_stick, '' },
{ '', '', '' },
}
})
end
-- further alternate hatch materials: wood, tree, copper_block
cottages.register_hatch( 'cottages:hatch_wood', 'wooden hatch', 'cottages_minimal_wood.png', cottages.craftitem_slab_wood );
cottages.register_hatch( 'cottages:hatch_steel', 'metal hatch', 'cottages_steel_block.png', cottages.craftitem_steel );
-----------------------------------------------------------------------------------------------------------
-- and now the crafting receipes:
-----------------------------------------------------------------------------------------------------------
-- transform opend and closed shutters into each other for convenience
minetest.register_craft({
output = "cottages:window_shutter_open",
recipe = {
{"cottages:window_shutter_closed" },
}
})
minetest.register_craft({
output = "cottages:window_shutter_closed",
recipe = {
{"cottages:window_shutter_open" },
}
})
minetest.register_craft({
output = "cottages:window_shutter_open",
recipe = {
{cottages.craftitem_wood, "", cottages.craftitem_wood },
}
})
-- transform one half door into another
minetest.register_craft({
output = "cottages:half_door",
recipe = {
{"cottages:half_door_inverted" },
}
})
minetest.register_craft({
output = "cottages:half_door_inverted",
recipe = {
{"cottages:half_door" },
}
})
minetest.register_craft({
output = "cottages:half_door 2",
recipe = {
{"", cottages.craftitem_wood, "" },
{"", cottages.craftitem_door, "" },
}
})
-- transform open and closed versions into into another for convenience
minetest.register_craft({
output = "cottages:gate_closed",
recipe = {
{"cottages:gate_open" },
}
})
minetest.register_craft({
output = "cottages:gate_open",
recipe = {
{"cottages:gate_closed"},
}
})
minetest.register_craft({
output = "cottages:gate_closed",
recipe = {
{cottages.craftitem_stick, cottages.craftitem_stick, cottages.craftitem_wood },
}
})

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@ -0,0 +1,486 @@
---------------------------------------------------------------------------------------
-- decoration and building material
---------------------------------------------------------------------------------------
-- * includes a wagon wheel that can be used as decoration on walls or to build (stationary) wagons
-- * dirt road - those are more natural in small old villages than cobble roads
-- * loam - no, old buildings are usually not built out of clay; loam was used
-- * straw - useful material for roofs
-- * glass pane - an improvement compared to fence posts as windows :-)
---------------------------------------------------------------------------------------
local S = cottages.S
-- supported modes:
-- * simple: only a straight dirt road; no curves, junctions etc.
-- * flat: each node is a full node; junction, t-junction and corner are included
-- * nodebox: like flat - except that each node has a nodebox that fits to that road node
-- * mesh: like nodebox - except that it uses a nice roundish model
local cottages_feldweg_mode = minetest.settings:get("cottages_feldweg_mode")
if( cottages_feldweg_mode ~= "mesh"
and cottages_feldweg_mode ~= "flat"
and cottages_feldweg_mode ~= "nodebox"
and cottages_feldweg_mode ~= "flat") then
cottages_feldweg_mode = "mesh";
-- add the setting to the minetest.conf so that the player can set it there
minetest.settings:set("cottages_feldweg_mode", "mesh")
end
local function register_recipes(include_end)
minetest.register_craft({
output = "cottages:feldweg_crossing 5",
recipe = {
{"", "cottages:feldweg", "" },
{"cottages:feldweg", "cottages:feldweg", "cottages:feldweg"},
{"", "cottages:feldweg", "" },
},
})
minetest.register_craft({
output = "cottages:feldweg_t_junction 5",
recipe = {
{"", "cottages:feldweg", "" },
{"", "cottages:feldweg", "" },
{"cottages:feldweg", "cottages:feldweg", "cottages:feldweg"}
},
})
minetest.register_craft({
output = "cottages:feldweg_curve 5",
recipe = {
{"cottages:feldweg", "", "" },
{"cottages:feldweg", "", ""},
{"cottages:feldweg", "cottages:feldweg", "cottages:feldweg"}
},
})
if include_end then
minetest.register_craft({
output = "cottages:feldweg_end 5",
recipe = {
{"cottages:feldweg", "", "cottages:feldweg" },
{"cottages:feldweg", "cottages:feldweg", "cottages:feldweg"}
},
})
end
end
--- a nice dirt road for small villages or paths to fields
if( cottages_feldweg_mode == "simple" or cottages_feldweg_mode == "flat" ) then
minetest.register_node("cottages:feldweg", {
description = S("dirt road"),
tiles = {"cottages_feldweg.png","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
})
end
-- add crossing, t-junction and corner
--
-- flat - just textures, full blocks
--
if( cottages_feldweg_mode == "flat" ) then
minetest.register_node("cottages:feldweg_crossing", {
description = S("dirt road crossing"),
tiles = {"cottages_feldweg_kreuzung.png","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
})
minetest.register_node("cottages:feldweg_t_junction", {
description = S("dirt road t junction"),
tiles = {"cottages_feldweg_t-kreuzung.png^[transform2","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
})
minetest.register_node("cottages:feldweg_curve", {
description = S("dirt road curve"),
tiles = {"cottages_feldweg_ecke.png^[transform2","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
})
register_recipes(false)
--
-- cube-style nodebox version
--
elseif( cottages_feldweg_mode == "nodebox" ) then
minetest.register_node("cottages:feldweg", {
description = S("dirt road"),
tiles = {"cottages_feldweg_orig.png","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
roups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5-2/16, 0.5},
-- Rasenkanten
{ -0.5, 0.5-2/16, -0.5, -0.5+3/16, 0.5, 0.5},
{ 0.5-3/16, 0.5-2/16, -0.5, 0.5, 0.5, 0.5},
-- uebergang zwischen Wagenspur und Rasenkante
{ -0.5+3/16, 0.5-2/16, -0.5, -0.5+4/16, 0.5-1/16, 0.5},
{ 0.5-4/16, 0.5-2/16, -0.5, 0.5-3/16, 0.5-1/16, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
minetest.register_node("cottages:feldweg_crossing", {
description = S("dirt road crossing"),
tiles = {"cottages_feldweg_kreuzung.png","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5-2/16, 0.5},
-- Rasenkanten
{ -0.5, 0.5-2/16, -0.5, -0.5+3/16, 0.5, -0.5+3/16},
{ 0.5-3/16, 0.5-2/16, -0.5, 0.5, 0.5, -0.5+3/16},
{ -0.5, 0.5-2/16, 0.5-3/16, -0.5+3/16, 0.5, 0.5},
{ 0.5-3/16, 0.5-2/16, 0.5-3/16, 0.5, 0.5, 0.5},
-- uebergang zwischen Wagenspur und Rasenkante
{ -0.5+3/16, 0.5-2/16, -0.5, -0.5+4/16, 0.5-1/16, -0.5+4/16},
{ 0.5-4/16, 0.5-2/16, -0.5, 0.5-3/16, 0.5-1/16, -0.5+4/16},
{ -0.5+3/16, 0.5-2/16, 0.5-4/16, -0.5+4/16, 0.5-1/16, 0.5},
{ 0.5-4/16, 0.5-2/16, 0.5-4/16, 0.5-3/16, 0.5-1/16, 0.5},
{ -0.5, 0.5-2/16, -0.5+3/16, -0.5+3/16, 0.5-1/16, -0.5+4/16},
{ 0.5-3/16, 0.5-2/16, -0.5+3/16, 0.5, 0.5-1/16, -0.5+4/16},
{ -0.5, 0.5-2/16, 0.5-4/16, -0.5+3/16, 0.5-1/16, 0.5-3/16},
{ 0.5-3/16, 0.5-2/16, 0.5-4/16, 0.5, 0.5-1/16, 0.5-3/16},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
minetest.register_node("cottages:feldweg_t_junction", {
description = S("dirt road t junction"),
tiles = {"cottages_feldweg_t-kreuzung.png^[transform2","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5-2/16, 0.5},
-- Rasenkanten
{ -0.5, 0.5-2/16, -0.5, -0.5+3/16, 0.5, -0.5+3/16},
{ -0.5, 0.5-2/16, 0.5-3/16, -0.5+3/16, 0.5, 0.5},
-- Rasenkante seitlich durchgehend
{ 0.5-3/16, 0.5-2/16, -0.5, 0.5, 0.5, 0.5},
-- uebergang zwischen Wagenspur und Rasenkante
{ -0.5+3/16, 0.5-2/16, -0.5, -0.5+4/16, 0.5-1/16, -0.5+4/16},
{ -0.5+3/16, 0.5-2/16, 0.5-4/16, -0.5+4/16, 0.5-1/16, 0.5},
{ -0.5, 0.5-2/16, -0.5+3/16, -0.5+3/16, 0.5-1/16, -0.5+4/16},
{ -0.5, 0.5-2/16, 0.5-4/16, -0.5+3/16, 0.5-1/16, 0.5-3/16},
-- Ueberganng seitlich durchgehend
{ 0.5-4/16, 0.5-2/16, -0.5, 0.5-3/16, 0.5-1/16, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
minetest.register_node("cottages:feldweg_curve", {
description = S("dirt road curve"),
tiles = {"cottages_feldweg_ecke.png^[transform2","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5-2/16, 0.5},
-- Rasenkante vorne durchgehend
{ -0.5, 0.5-2/16, -0.5, 0.5-3/16, 0.5, -0.5+3/16},
-- Rasenkanten
{ -0.5, 0.5-2/16, 0.5-3/16, -0.5+3/16, 0.5, 0.5},
-- Rasenkante seitlich durchgehend
{ 0.5-3/16, 0.5-2/16, -0.5, 0.5, 0.5, 0.5},
-- uebergang zwischen Wagenspur und Rasenkante
{ -0.5+3/16, 0.5-2/16, 0.5-4/16, -0.5+4/16, 0.5-1/16, 0.5},
-- Uebergang vorne durchgehend
{ -0.5, 0.5-2/16, -0.5+3/16, 0.5-3/16, 0.5-1/16, -0.5+4/16},
{ -0.5, 0.5-2/16, 0.5-4/16, -0.5+3/16, 0.5-1/16, 0.5-3/16},
-- Ueberganng seitlich durchgehend
{ 0.5-4/16, 0.5-2/16, -0.5, 0.5-3/16, 0.5-1/16, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
register_recipes(false)
--
-- the mesh version (rounded); provided and created by VanessaE
--
elseif( cottages_feldweg_mode == "mesh" ) then
-- a nice dirt road for small villages or paths to fields
minetest.register_node("cottages:feldweg", {
description = S("dirt road"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png^default_grass_side.png",
"default_dirt.png", "default_grass.png",
"cottages_feldweg_surface.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg.obj",
})
minetest.register_node("cottages:feldweg_crossing", {
description = S("dirt road crossing"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png",
"default_grass.png","cottages_feldweg_surface.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg-crossing.obj",
})
minetest.register_node("cottages:feldweg_t_junction", {
description = S("dirt road t junction"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png^default_grass_side.png", "default_dirt.png",
"default_grass.png","cottages_feldweg_surface.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg-T-junction.obj",
})
minetest.register_node("cottages:feldweg_curve", {
description = S("dirt road curve"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
tiles = {"default_dirt.png^default_grass_side.png","default_grass.png",
"default_dirt.png^default_grass_side.png","cottages_feldweg_surface.png",
"default_dirt.png","cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg-curve.obj",
})
minetest.register_node("cottages:feldweg_end", {
description = S("dirt road end"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png^default_grass_side.png",
"default_dirt.png", "default_grass.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png",
"cottages_feldweg_surface.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg_end.obj",
})
register_recipes(true)
end
-- create stairs if possible
if( minetest.get_modpath("stairs") and stairs and stairs.register_stair_and_slab) then
stairs.register_stair_and_slab("feldweg", "cottages:feldweg",
{snappy=2,choppy=2,oddly_breakable_by_hand=2},
{"cottages_feldweg.png","default_dirt.png", "default_grass.png","default_grass.png","cottages_feldweg.png","cottages_feldweg.png"},
S("Dirt Road Stairs"),
S("Dirt Road, half height"),
cottages.sounds.dirt)
end
if( cottages_feldweg_mode == "nodebox" or cottages_feldweg_mode == "mesh" ) then
local box_slope = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.25, 0.5},
{-0.5, -0.25, -0.25, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.25, 0.5},
{-0.5, 0.25, 0.25, 0.5, 0.5, 0.5}
}};
local box_slope_long = {
type = "fixed",
fixed = {
{-0.5, -0.5, -1.5, 0.5, -0.10, 0.5},
{-0.5, -0.25, -1.3, 0.5, -0.25, 0.5},
{-0.5, -0.25, -1.0, 0.5, 0, 0.5},
{-0.5, 0, -0.5, 0.5, 0.25, 0.5},
{-0.5, 0.25, 0, 0.5, 0.5, 0.5}
}};
minetest.register_node("cottages:feldweg_slope", {
description = S("dirt road slope"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png^default_grass_side.png",
"default_dirt.png", "default_grass.png",
"cottages_feldweg_surface.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg_slope.obj",
collision_box = box_slope,
selection_box = box_slope,
})
minetest.register_node("cottages:feldweg_slope_long", {
description = S("dirt road slope long"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png^default_grass_side.png",
"default_dirt.png", "default_grass.png",
"cottages_feldweg_surface.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg_slope_long.obj",
collision_box = box_slope_long,
selection_box = box_slope_long,
})
minetest.register_craft({
output = "cottages:feldweg_slope 3",
recipe = {
{"cottages:feldweg", "", "" },
{"cottages:feldweg", "cottages:feldweg", ""}
},
})
minetest.register_craft({
output = "cottages:feldweg_slope_long 4",
recipe = {
{"cottages:feldweg", "", "" },
{"cottages:feldweg", "cottages:feldweg", "cottages:feldweg"}
},
})
end

View File

@ -0,0 +1,159 @@
-- 22.01.13 Changed texture to that of the wood from the minimal development game
local S = cottages.S
minetest.register_node("cottages:fence_small", {
description = S("small fence"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.45, -0.35, 0.46, 0.45, -0.20, 0.50},
{ -0.45, 0.00, 0.46, 0.45, 0.15, 0.50},
{ -0.45, 0.35, 0.46, 0.45, 0.50, 0.50},
{ -0.50, -0.50, 0.46, -0.45, 0.50, 0.50},
{ 0.45, -0.50, 0.46, 0.50, 0.50, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.50, -0.50, 0.4, 0.50, 0.50, 0.5},
},
},
is_ground_content = false,
})
minetest.register_node("cottages:fence_corner", {
description = S("small fence corner"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.45, -0.35, 0.46, 0.45, -0.20, 0.50},
{ -0.45, 0.00, 0.46, 0.45, 0.15, 0.50},
{ -0.45, 0.35, 0.46, 0.45, 0.50, 0.50},
{ -0.50, -0.50, 0.46, -0.45, 0.50, 0.50},
{ 0.45, -0.50, 0.46, 0.50, 0.50, 0.50},
{ 0.46, -0.35, -0.45, 0.50, -0.20, 0.45},
{ 0.46, 0.00, -0.45, 0.50, 0.15, 0.45},
{ 0.46, 0.35, -0.45, 0.50, 0.50, 0.45},
{ 0.46, -0.50, -0.50, 0.50, 0.50, -0.45},
{ 0.46, -0.50, 0.45, 0.50, 0.50, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.50, -0.50,-0.5, 0.50, 0.50, 0.5},
},
},
is_ground_content = false,
})
minetest.register_node("cottages:fence_end", {
description = S("small fence end"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.45, -0.35, 0.46, 0.45, -0.20, 0.50},
{ -0.45, 0.00, 0.46, 0.45, 0.15, 0.50},
{ -0.45, 0.35, 0.46, 0.45, 0.50, 0.50},
{ -0.50, -0.50, 0.46, -0.45, 0.50, 0.50},
{ 0.45, -0.50, 0.46, 0.50, 0.50, 0.50},
{ 0.46, -0.35, -0.45, 0.50, -0.20, 0.45},
{ 0.46, 0.00, -0.45, 0.50, 0.15, 0.45},
{ 0.46, 0.35, -0.45, 0.50, 0.50, 0.45},
{ 0.46, -0.50, -0.50, 0.50, 0.50, -0.45},
{ 0.46, -0.50, 0.45, 0.50, 0.50, 0.50},
{ -0.50, -0.35, -0.45, -0.46, -0.20, 0.45},
{ -0.50, 0.00, -0.45, -0.46, 0.15, 0.45},
{ -0.50, 0.35, -0.45, -0.46, 0.50, 0.45},
{ -0.50, -0.50, -0.50, -0.46, 0.50, -0.45},
{ -0.50, -0.50, 0.45, -0.46, 0.50, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.50, -0.50,-0.5, 0.50, 0.50, 0.5},
},
},
is_ground_content = false,
})
minetest.register_craft({
output = "cottages:fence_small 3",
recipe = {
{cottages.craftitem_fence, cottages.craftitem_fence},
}
})
-- xfences can be configured to replace normal fences - which makes them uncraftable
if ( minetest.get_modpath("xfences") ~= nil ) then
minetest.register_craft({
output = "cottages:fence_small 3",
recipe = {
{"xfences:fence","xfences:fence" },
}
})
end
minetest.register_craft({
output = "cottages:fence_corner",
recipe = {
{"cottages:fence_small","cottages:fence_small" },
}
})
minetest.register_craft({
output = "cottages:fence_small 2",
recipe = {
{"cottages:fence_corner" },
}
})
minetest.register_craft({
output = "cottages:fence_end",
recipe = {
{"cottages:fence_small","cottages:fence_small", "cottages:fence_small" },
}
})
minetest.register_craft({
output = "cottages:fence_small 3",
recipe = {
{"cottages:fence_end" },
}
})

View File

@ -0,0 +1,646 @@
---------------------------------------------------------------------------------------
-- furniture
---------------------------------------------------------------------------------------
-- contains:
-- * a bed seperated into foot and head reagion so that it can be placed manually; it has
-- no other functionality than decoration!
-- * a sleeping mat - mostly for NPC that cannot afford a bet yet
-- * bench - if you don't have 3dforniture:chair, then this is the next best thing
-- * table - very simple one
-- * shelf - for stroring things; this one is 3d
-- * stovepipe - so that the smoke from the furnace can get away
-- * washing place - put it over a water source and you can 'wash' yourshelf
---------------------------------------------------------------------------------------
-- TODO: change the textures of the bed (make the clothing white, foot path not entirely covered with cloth)
local S = cottages.S
-- a bed without functionality - just decoration
minetest.register_node("cottages:bed_foot", {
description = S("Bed (foot region)"),
drawtype = "nodebox",
tiles = {"cottages_beds_bed_top_bottom.png", cottages.texture_furniture, "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = cottages.sounds.wood,
node_box = {
type = "fixed",
fixed = {
-- bed
{-0.5, 0.0, -0.5, 0.5, 0.3, 0.5},
-- stützen
{-0.5, -0.5, -0.5, -0.4, 0.5, -0.4},
{ 0.4,-0.5, -0.5, 0.5, 0.5, -0.4},
-- Querstrebe
{-0.4, 0.3, -0.5, 0.4, 0.5, -0.4}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.3, 0.5},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- the bed is split up in two parts to avoid destruction of blocks on placement
minetest.register_node("cottages:bed_head", {
description = S("Bed (head region)"),
drawtype = "nodebox",
tiles = {"cottages_beds_bed_top_top.png", cottages.texture_furniture, "cottages_beds_bed_side_top_r.png", "cottages_beds_bed_side_top_l.png", cottages.texture_furniture, "cottages_beds_bed_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = cottages.sounds.wood,
node_box = {
type = "fixed",
fixed = {
-- bed
{-0.5, 0.0, -0.5, 0.5, 0.3, 0.5},
-- stützen
{-0.5,-0.5, 0.4, -0.4, 0.5, 0.5},
{ 0.4,-0.5, 0.4, 0.5, 0.5, 0.5},
-- Querstrebe
{-0.4, 0.3, 0.4, 0.4, 0.5, 0.5}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.3, 0.5},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- the basic version of a bed - a sleeping mat
-- to facilitate upgrade path straw mat -> sleeping mat -> bed, this uses a nodebox
minetest.register_node("cottages:sleeping_mat", {
description = S("sleeping mat"),
drawtype = 'nodebox',
tiles = { 'cottages_sleepingmat.png' }, -- done by VanessaE
wield_image = 'cottages_sleepingmat.png',
inventory_image = 'cottages_sleepingmat.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
walkable = false,
groups = { snappy = 3 },
sounds = cottages.sounds.leaves,
selection_box = {
type = "wallmounted",
},
node_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+1/16, 0.48},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+2/16, 0.48},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- this one has a pillow for the head; thus, param2 becomes visible to the builder, and mobs may use it as a bed
minetest.register_node("cottages:sleeping_mat_head", {
description = S("sleeping mat with pillow"),
drawtype = 'nodebox',
tiles = { 'cottages_sleepingmat.png' }, -- done by VanessaE
wield_image = 'cottages_sleepingmat.png',
inventory_image = 'cottages_sleepingmat.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
groups = { snappy = 3 },
sounds = cottages.sounds.leaves,
node_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+1/16, 0.48},
{-0.34, -0.5+1/16,-0.12, 0.34, -0.5+2/16, 0.34},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+2/16, 0.48},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- furniture; possible replacement: 3dforniture:chair
minetest.register_node("cottages:bench", {
drawtype = "nodebox",
description = S("simple wooden bench"),
tiles = {"cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = cottages.sounds.wood,
node_box = {
type = "fixed",
fixed = {
-- sitting area
{-0.5, -0.15, 0.1, 0.5, -0.05, 0.5},
-- stützen
{-0.4, -0.5, 0.2, -0.3, -0.15, 0.4},
{ 0.3, -0.5, 0.2, 0.4, -0.15, 0.4},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0, 0.5, 0, 0.5},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sit_on_bench( pos, node, clicker, itemstack, pointed_thing );
end,
})
-- a simple table; possible replacement: 3dforniture:table
local cottages_table_def = {
description = S("table"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.1, -0.5, -0.1, 0.1, 0.3, 0.1},
{ -0.5, 0.48, -0.5, 0.5, 0.4, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.4, 0.5},
},
},
is_ground_content = false,
}
-- search for the workbench in AdventureTest
local workbench = minetest.registered_nodes[ "workbench:3x3"];
if( workbench ) then
cottages_table_def.tiles = {workbench.tiles[1], cottages_table_def.tiles[1]};
cottages_table_def.on_rightclick = workbench.on_rightclick;
end
-- search for the workbench from RealTEst
workbench = minetest.registered_nodes[ "workbench:work_bench_birch"];
if( workbench ) then
cottages_table_def.tiles = {workbench.tiles[1], cottages_table_def.tiles[1]};
cottages_table_def.on_construct = workbench.on_construct;
cottages_table_def.can_dig = workbench.can_dig;
cottages_table_def.on_metadata_inventory_take = workbench.on_metadata_inventory_take;
cottages_table_def.on_metadata_inventory_move = workbench.on_metadata_inventory_move;
cottages_table_def.on_metadata_inventory_put = workbench.on_metadata_inventory_put;
end
minetest.register_node("cottages:table", cottages_table_def );
-- looks better than two slabs impersonating a shelf; also more 3d than a bookshelf
-- the infotext shows if it's empty or not
minetest.register_node("cottages:shelf", {
description = S("open storage shelf"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.3, -0.4, 0.5, 0.5},
{ 0.4, -0.5, -0.3, 0.5, 0.5, 0.5},
{ -0.5, -0.2, -0.3, 0.5, -0.1, 0.5},
{ -0.5, 0.3, -0.3, 0.5, 0.4, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
on_construct = function(pos)
local meta = minetest.get_meta(pos);
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
meta:set_string("formspec",
"size[8,8]"..
"list[current_name;main;0,0;8,3;]"..
"list[current_player;main;0,4;8,4;]"..
"listring[nodemeta:" .. spos .. ";main]" ..
"listring[current_player;main]")
meta:set_string("infotext", S("open storage shelf"))
local inv = meta:get_inventory();
inv:set_size("main", 24);
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_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta( pos );
meta:set_string('infotext', S('open storage shelf (in use)'));
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta( pos );
local inv = meta:get_inventory();
if( inv:is_empty("main")) then
meta:set_string('infotext', S('open storage shelf (empty)'));
end
end,
is_ground_content = false,
})
-- so that the smoke from a furnace can get out of a building
minetest.register_node("cottages:stovepipe", {
description = S("stovepipe"),
drawtype = "nodebox",
tiles = {"cottages_steel_block.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ 0.20, -0.5, 0.20, 0.45, 0.5, 0.45},
},
},
selection_box = {
type = "fixed",
fixed = {
{ 0.20, -0.5, 0.20, 0.45, 0.5, 0.45},
},
},
is_ground_content = false,
})
-- this washing place can be put over a water source (it is open at the bottom)
minetest.register_node("cottages:washing", {
description = S("washing place"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_clay.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, -0.2, -0.2},
{ -0.5, -0.5, -0.2, -0.4, 0.2, 0.5},
{ 0.4, -0.5, -0.2, 0.5, 0.2, 0.5},
{ -0.4, -0.5, 0.4, 0.4, 0.2, 0.5},
{ -0.4, -0.5, -0.2, 0.4, 0.2, -0.1},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.2, 0.5},
},
},
on_rightclick = function(pos, node, player)
-- works only with water beneath
local node_under = minetest.get_node( {x=pos.x, y=(pos.y-1), z=pos.z} );
if( not( node_under ) or node_under.name == "ignore" or (node_under.name ~= 'default:water_source' and node_under.name ~= 'default:water_flowing')) then
minetest.chat_send_player( player:get_player_name(), S("Sorry. This washing place is out of water. Please place it above water!"));
else
minetest.chat_send_player( player:get_player_name(), S("You feel much cleaner after some washing."));
end
end,
is_ground_content = false,
})
---------------------------------------------------------------------------------------
-- functions for sitting or sleeping
---------------------------------------------------------------------------------------
cottages.allow_sit = function( player )
-- no check possible
if( not( player.get_player_velocity )) then
return true;
end
local velo = player:get_player_velocity();
if( not( velo )) then
return false;
end
local max_velo = 0.0001;
if( math.abs(velo.x) < max_velo
and math.abs(velo.y) < max_velo
and math.abs(velo.z) < max_velo ) then
return true;
end
return false;
end
cottages.sit_on_bench = function( pos, node, clicker, itemstack, pointed_thing )
if( not( clicker ) or not( default.player_get_animation ) or not( cottages.allow_sit( clicker ))) then
return;
end
local animation = default.player_get_animation( clicker );
local pname = clicker:get_player_name();
if( animation and animation.animation=="sit") then
default.player_attached[pname] = false
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
clicker:set_physics_override(1, 1, 1)
default.player_set_animation(clicker, "stand", 30)
else
-- the bench is not centered; prevent the player from sitting on air
local p2 = {x=pos.x, y=pos.y, z=pos.z};
if not( node ) or node.param2 == 0 then
p2.z = p2.z+0.3;
elseif node.param2 == 1 then
p2.x = p2.x+0.3;
elseif node.param2 == 2 then
p2.z = p2.z-0.3;
elseif node.param2 == 3 then
p2.x = p2.x-0.3;
end
clicker:set_eye_offset({x=0,y=-7,z=2}, {x=0,y=0,z=0})
clicker:set_pos( p2 )
default.player_set_animation(clicker, "sit", 30)
clicker:set_physics_override(0, 0, 0)
default.player_attached[pname] = true
end
end
cottages.sleep_in_bed = function( pos, node, clicker, itemstack, pointed_thing )
if( not( clicker ) or not( node ) or not( node.name ) or not( pos ) or not( cottages.allow_sit( clicker))) then
return;
end
local animation = default.player_get_animation( clicker );
local pname = clicker:get_player_name();
local p_above = minetest.get_node( {x=pos.x, y=pos.y+1, z=pos.z});
if( not( p_above) or not( p_above.name ) or p_above.name ~= 'air' ) then
minetest.chat_send_player( pname, "This place is too narrow for sleeping. At least for you!");
return;
end
local place_name = 'place';
-- if only one node is present, the player can only sit;
-- sleeping requires a bed head+foot or two sleeping mats
local allow_sleep = false;
local new_animation = 'sit';
-- let players get back up
if( animation and animation.animation=="lay" ) then
default.player_attached[pname] = false
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
clicker:set_physics_override(1, 1, 1)
default.player_set_animation(clicker, "stand", 30)
minetest.chat_send_player( pname, 'That was enough sleep for now. You stand up again.');
return;
end
local second_node_pos = {x=pos.x, y=pos.y, z=pos.z};
-- the node that will contain the head of the player
local p = {x=pos.x, y=pos.y, z=pos.z};
-- the player's head is pointing in this direction
local dir = node.param2;
-- it would be odd to sleep in half a bed
if( node.name=='cottages:bed_head' ) then
if( node.param2==0 ) then
second_node_pos.z = pos.z-1;
elseif( node.param2==1) then
second_node_pos.x = pos.x-1;
elseif( node.param2==2) then
second_node_pos.z = pos.z+1;
elseif( node.param2==3) then
second_node_pos.x = pos.x+1;
end
local node2 = minetest.get_node( second_node_pos );
if( not( node2 ) or not( node2.param2 ) or not( node.param2 )
or node2.name ~= 'cottages:bed_foot'
or node2.param2 ~= node.param2 ) then
allow_sleep = false;
else
allow_sleep = true;
end
place_name = 'bed';
-- if the player clicked on the foot of the bed, locate the head
elseif( node.name=='cottages:bed_foot' ) then
if( node.param2==2 ) then
second_node_pos.z = pos.z-1;
elseif( node.param2==3) then
second_node_pos.x = pos.x-1;
elseif( node.param2==0) then
second_node_pos.z = pos.z+1;
elseif( node.param2==1) then
second_node_pos.x = pos.x+1;
end
local node2 = minetest.get_node( second_node_pos );
if( not( node2 ) or not( node2.param2 ) or not( node.param2 )
or node2.name ~= 'cottages:bed_head'
or node2.param2 ~= node.param2 ) then
allow_sleep = false;
else
allow_sleep = true;
end
if( allow_sleep==true ) then
p = {x=second_node_pos.x, y=second_node_pos.y, z=second_node_pos.z};
end
place_name = 'bed';
elseif( node.name=='cottages:sleeping_mat' or node.name=='cottages:straw_mat' or node.name=='cottages:sleeping_mat_head') then
place_name = 'mat';
dir = node.param2;
allow_sleep = false;
-- search for a second mat right next to this one
local offset = {{x=0,z=-1}, {x=-1,z=0}, {x=0,z=1}, {x=1,z=0}};
for i,off in ipairs( offset ) do
node2 = minetest.get_node( {x=pos.x+off.x, y=pos.y, z=pos.z+off.z} );
if( node2.name == 'cottages:sleeping_mat' or node2.name=='cottages:straw_mat' or node.name=='cottages:sleeping_mat_head' ) then
-- if a second mat is found, sleeping is possible
allow_sleep = true;
dir = i-1;
end
end
end
-- set the right height for the bed
if( place_name=='bed' ) then
p.y = p.y+0.4;
end
if( allow_sleep==true ) then
-- set the right position (middle of the bed)
if( dir==0 ) then
p.z = p.z-0.5;
elseif( dir==1 ) then
p.x = p.x-0.5;
elseif( dir==2 ) then
p.z = p.z+0.5;
elseif( dir==3 ) then
p.x = p.x+0.5;
end
end
if( default.player_attached[pname] and animation.animation=="sit") then
-- just changing the animation...
if( allow_sleep==true ) then
default.player_set_animation(clicker, "lay", 30)
clicker:set_eye_offset({x=0,y=-14,z=2}, {x=0,y=0,z=0})
minetest.chat_send_player( pname, 'You lie down and take a nap. A right-click will wake you up.');
return;
-- no sleeping on this place
else
default.player_attached[pname] = false
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
clicker:set_physics_override(1, 1, 1)
default.player_set_animation(clicker, "stand", 30)
minetest.chat_send_player( pname, 'That was enough sitting around for now. You stand up again.');
return;
end
end
clicker:set_eye_offset({x=0,y=-7,z=2}, {x=0,y=0,z=0})
clicker:set_pos( p );
default.player_set_animation(clicker, new_animation, 30)
clicker:set_physics_override(0, 0, 0)
default.player_attached[pname] = true
if( allow_sleep==true) then
minetest.chat_send_player( pname, 'Aaah! What a comftable '..place_name..'. A second right-click will let you sleep.');
else
minetest.chat_send_player( pname, 'Comftable, but not good enough for a nap. Right-click again if you want to get back up.');
end
end
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:bed_foot",
recipe = {
{cottages.craftitem_wool, "", "", },
{cottages.craftitem_wood, "", "", },
{cottages.craftitem_stick, "", "", }
}
})
minetest.register_craft({
output = "cottages:bed_head",
recipe = {
{"", "", cottages.craftitem_wool, },
{"", cottages.craftitem_stick, cottages.craftitem_wood, },
{"", "", cottages.craftitem_stick, }
}
})
minetest.register_craft({
output = "cottages:sleeping_mat 3",
recipe = {
{"cottages:wool_tent", "cottages:straw_mat","cottages:straw_mat" }
}
})
minetest.register_craft({
output = "cottages:sleeping_mat_head",
recipe = {
{"cottages:sleeping_mat","cottages:straw_mat" }
}
})
minetest.register_craft({
output = "cottages:table",
recipe = {
{"", cottages.craftitem_slab_wood, "", },
{"", cottages.craftitem_stick, "" }
}
})
minetest.register_craft({
output = "cottages:bench",
recipe = {
{"", cottages.craftitem_wood, "", },
{cottages.craftitem_stick, "", cottages.craftitem_stick, }
}
})
minetest.register_craft({
output = "cottages:shelf",
recipe = {
{cottages.craftitem_stick, cottages.craftitem_wood, cottages.craftitem_stick, },
{cottages.craftitem_stick, cottages.craftitem_wood, cottages.craftitem_stick, },
{cottages.craftitem_stick, "", cottages.craftitem_stick}
}
})
minetest.register_craft({
output = "cottages:washing 2",
recipe = {
{cottages.craftitem_stick, },
{cottages.craftitem_clay, },
}
})
minetest.register_craft({
output = "cottages:stovepipe 2",
recipe = {
{cottages.craftitem_steel, '', cottages.craftitem_steel},
}
})

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-- contains hay_mat, hay and hay bale
-- (gives the pitchfork some work)
--
local S = cottages.S
-- If default:dirt_with_grass is digged while wielding a pitchfork, it will
-- turn into dirt and get some hay placed above it.
-- The hay will disappear (decay) after a couple of minutes.
if( minetest.registered_items["default:dirt_with_grass"]
and minetest.registered_tools["cottages:pitchfork"]) then
minetest.override_item("default:dirt_with_grass", {
after_dig_node = function(pos, oldnode, oldmetadata, digger)
if( not( pos ) or not( digger )) then
return
end
local wielded = digger:get_wielded_item()
if( not( wielded )
or not( wielded:get_name() )
or (wielded:get_name()~="cottages:pitchfork")) then
return
end
local pos_above = {x=pos.x, y=pos.y+1, z=pos.z}
local node_above = minetest.get_node_or_nil( pos_above)
if( not(node_above) or not(node_above.name) or node_above.name ~= "air" ) then
return nil
end
minetest.swap_node( pos, {name="default:dirt"})
minetest.add_node( pos_above, {name="cottages:hay_mat", param2=math.random(2,25)})
-- start a node timer so that the hay will decay after some time
local timer = minetest.get_node_timer(pos_above)
if not timer:is_started() then
timer:start(math.random(60, 300))
end
-- TODO: prevent dirt from beeing multiplied this way (that is: give no dirt!)
return
end,
})
end
-- more comparable to the straw mat than to a hay bale
-- (can be created by digging dirt with grass with the pitchfork)
minetest.register_node("cottages:hay_mat", {
drawtype = "nodebox",
paramtype2 = "leveled",
description = S("Some hay"),
tiles = {cottages.straw_texture.."^[multiply:#88BB88"},
groups = {hay=3, snappy=2, oddly_breakable_by_hand=2, flammable=3},
sounds = cottages.sounds.leaves,
-- the bale is slightly smaller than a full node
is_ground_content = false,
node_box = {
type = "leveled", --"fixed",
fixed = {
{-0.5,-0.5,-0.5, 0.5, 0.5, 0.5},
}
},
-- make sure a placed hay block looks halfway reasonable
after_place_node = function(pos, placer, itemstack, pointed_thing)
minetest.swap_node( pos, {name="cottages:hay_mat", param2=math.random(2,25)})
end,
on_timer = function(pos, elapsed)
local node = minetest.get_node(pos)
if( node and node.name=="cottages:hay_mat") then
minetest.remove_node(pos)
minetest.check_for_falling(pos)
end
end,
})
-- hay block, similar to straw block
minetest.register_node("cottages:hay", {
description = S("Hay"),
tiles = {cottages.straw_texture.."^[multiply:#88BB88"},
groups = {hay=3, snappy=2, oddly_breakable_by_hand=2, flammable=3},
sounds = cottages.sounds.leaves,
is_ground_content = false,
})
-- hay bales for hungry animals
minetest.register_node("cottages:hay_bale", {
drawtype = "nodebox",
description = S("Hay bale"),
tiles = {"cottages_darkage_straw_bale.png^[multiply:#88BB88"},
paramtype = "light",
groups = {hay=3, snappy=2, oddly_breakable_by_hand=2, flammable=3},
sounds = cottages.sounds.leaves,
-- the bale is slightly smaller than a full node
node_box = {
type = "fixed",
fixed = {
{-0.45, -0.5,-0.45, 0.45, 0.45, 0.45},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.45, -0.5,-0.45, 0.45, 0.45, 0.45},
}
},
is_ground_content = false,
})
--
-- craft recipes
--
minetest.register_craft({
output = "cottages:hay_mat 9",
recipe = {
{"cottages:hay"},
},
})
minetest.register_craft({
output = "cottages:hay",
recipe = {
{"cottages:hay_mat", "cottages:hay_mat", "cottages:hay_mat"},
{"cottages:hay_mat", "cottages:hay_mat", "cottages:hay_mat"},
{"cottages:hay_mat", "cottages:hay_mat", "cottages:hay_mat"},
},
})
minetest.register_craft({
output = "cottages:hay",
recipe = {{"cottages:hay_bale"}},
})
minetest.register_craft({
output = "cottages:hay_bale",
recipe = {{"cottages:hay"}},
})

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---------------------------------------------------------------------------------------
-- decoration and building material
---------------------------------------------------------------------------------------
-- * includes a wagon wheel that can be used as decoration on walls or to build (stationary) wagons
-- * dirt road - those are more natural in small old villages than cobble roads
-- * loam - no, old buildings are usually not built out of clay; loam was used
-- * straw - useful material for roofs
-- * glass pane - an improvement compared to fence posts as windows :-)
---------------------------------------------------------------------------------------
local S = cottages.S
-- can be used to buid real stationary wagons or attached to walls as decoration
minetest.register_node("cottages:wagon_wheel", {
description = S("wagon wheel"),
drawtype = "signlike",
tiles = {"cottages_wagonwheel.png"}, -- done by VanessaE!
inventory_image = "cottages_wagonwheel.png",
wield_image = "cottages_wagonwheel.png",
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "wallmounted",
},
groups = {choppy=2,dig_immediate=2,attached_node=1},
legacy_wallmounted = true,
is_ground_content = false,
})
-- people didn't use clay for houses; they did build with loam
minetest.register_node("cottages:loam", {
description = S("loam"),
tiles = {"cottages_loam.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
groups = {crumbly=3},
sounds = cottages.sounds.dirt,
is_ground_content = false,
})
-- create stairs if possible
if( minetest.get_modpath("stairs") and stairs and stairs.register_stair_and_slab) then
stairs.register_stair_and_slab("loam", "cottages:loam",
{snappy=2,choppy=2,oddly_breakable_by_hand=2},
{"cottages_loam.png"},
S("Loam Stairs"),
S("Loam Slab"),
cottages.sounds.dirt)
if( minetest.registered_nodes["default:clay"]) then
stairs.register_stair_and_slab("clay", "default:clay",
{crumbly=3},
{"cottages_clay.png"},
S("Clay Stairs"),
S("Clay Slab"),
cottages.sounds.dirt)
end
end
-- straw is a common material for places where animals are kept indoors
-- right now, this block mostly serves as a placeholder
minetest.register_node("cottages:straw_ground", {
description = S("straw ground for animals"),
tiles = {cottages.straw_texture,"cottages_loam.png","cottages_loam.png","cottages_loam.png","cottages_loam.png","cottages_loam.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
groups = {crumbly=3},
sounds = cottages.sounds.leaves,
is_ground_content = false,
})
-- note: these houses look good with a single fence pile as window! the glass pane is the version for 'richer' inhabitants
minetest.register_node("cottages:glass_pane", {
description = S("simple glass pane (centered)"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_glass_pane.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.05, 0.5, 0.5, 0.05},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.05, 0.5, 0.5, 0.05},
},
},
is_ground_content = false,
})
minetest.register_node("cottages:glass_pane_side", {
description = S("simple glass pane"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_glass_pane.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.40, 0.5, 0.5, -0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.40, 0.5, 0.5, -0.50},
},
},
is_ground_content = false,
})
---------------------------------------------------------------------------------------
-- a very small wooden slab
---------------------------------------------------------------------------------------
minetest.register_node("cottages:wood_flat", {
description = S("flat wooden planks"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
is_ground_content = false,
on_place = minetest.rotate_node,
})
---------------------------------------------------------------------------------------
-- useful for building tents
---------------------------------------------------------------------------------------
minetest.register_node("cottages:wool_tent", {
description = S("wool for tents"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_wool.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
is_ground_content = false,
on_place = minetest.rotate_node,
})
-- a fallback for cases in which there is no wool
if( not( minetest.registered_nodes["wool:white"])) then
minetest.register_node("cottages:wool", {
description = "Wool",
tiles = {"cottages_wool.png"},
is_ground_content = false,
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=3,flammable=3,wool=1},
})
else
minetest.register_alias("cottages:wool", "wool:white")
end
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:wagon_wheel 3",
recipe = {
{cottages.craftitem_iron, cottages.craftitem_stick, cottages.craftitem_iron },
{cottages.craftitem_stick, cottages.craftitem_steel, cottages.craftitem_stick },
{cottages.craftitem_iron, cottages.craftitem_stick, cottages.craftitem_iron }
}
})
-- run a wagon wheel over dirt :-)
minetest.register_craft({
output = "cottages:feldweg 4",
recipe = {
{"", "cottages:wagon_wheel", "" },
{cottages.craftitem_dirt,cottages.craftitem_dirt,cottages.craftitem_dirt }
},
replacements = { {'cottages:wagon_wheel', 'cottages:wagon_wheel'}, }
})
minetest.register_craft({
output = "cottages:loam 4",
recipe = {
{cottages.craftitem_sand},
{cottages.craftitem_clay}
}
})
minetest.register_craft({
output = "cottages:straw_ground 2",
recipe = {
{"cottages:straw_mat" },
{"cottages:loam"}
}
})
minetest.register_craft({
output = "cottages:glass_pane 4",
recipe = {
{cottages.craftitem_stick, cottages.craftitem_stick, cottages.craftitem_stick },
{cottages.craftitem_stick, cottages.craftitem_glass, cottages.craftitem_stick },
{cottages.craftitem_stick, cottages.craftitem_stick, cottages.craftitem_stick }
}
})
minetest.register_craft({
output = "cottages:glass_pane_side",
recipe = {
{"cottages:glass_pane"},
}
})
minetest.register_craft({
output = "cottages:glass_pane",
recipe = {
{"cottages:glass_pane_side"},
}
})
minetest.register_craft({
output = "cottages:wood_flat 16",
recipe = {
{cottages.craftitem_stick, "farming:string",cottages.craftitem_stick },
{cottages.craftitem_stick, "", cottages.craftitem_stick },
}
})
minetest.register_craft({
output = "cottages:wool_tent 2",
recipe = {
{"farming:string", "farming:string"},
{"",cottages.craftitem_stick}
}
})
minetest.register_craft({
output = "cottages:wool",
recipe = {
{"cottages:wool_tent", "cottages:wool_tent"}
}
})

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@ -0,0 +1,67 @@
---------------------------------------------------------------------------------------
-- a rope that is of use to the mines
---------------------------------------------------------------------------------------
-- the rope can only be digged if there is no further rope above it;
-- Note: This rope also counts as a rail node; thus, carts can move through it
minetest.register_node("cottages:rope", {
description = "rope for climbing",
tiles = {"cottages_rope.png"},
groups = {snappy=3,choppy=3,oddly_breakable_by_hand=3,rail=1,connect_to_raillike=1},--connect_to_raillike=minetest.raillike_group("rail")},
walkable = false,
climbable = true,
paramtype = "light",
sunlight_propagates = true,
drawtype = "plantlike",
is_ground_content = false,
can_dig = function(pos, player)
local below = minetest.get_node( {x=pos.x, y=pos.y-1, z=pos.z});
if( below and below.name and below.name == "cottages:rope" ) then
if( player ) then
minetest.chat_send_player( player:get_player_name(),
'The entire rope would be too heavy. Start digging at its lowest end!');
end
return false;
end
return true;
end
})
minetest.register_craft({
output = "cottages:rope",
recipe = {
{"farming:cotton","farming:cotton","farming:cotton"}
}
})
-- Note: This rope also counts as a rail node; thus, carts can move through it
minetest.register_node("cottages:ladder_with_rope_and_rail", {
description = "Ladder with rail support",
drawtype = "signlike",
tiles = {"default_ladder_wood.png^carts_rail_straight.png^cottages_rope.png"},
inventory_image = "default_ladder_wood.png",
wield_image = "default_ladder_wood.png",
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
climbable = true,
is_ground_content = false,
selection_box = {
type = "wallmounted",
},
groups = {choppy=2,oddly_breakable_by_hand=3,rail=1,connect_to_raillike=1}, --connect_to_raillike=minetest.raillike_group("rail")},
legacy_wallmounted = true,
sounds = cottages.sounds.wood,
})
minetest.register_craft({
output = "cottages:ladder_with_rope_and_rail 3",
recipe = {
{"default:ladder","cottages:rope", "default:rail"}
}
})

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local S = cottages.S
-- fast tool for digging nodes with the group "hay";
-- can also be placed as a node
-- the straw node from default and similar nodes can be digged with the pitchfork as well
local add_hay_group = {"farming:straw", "dryplants:reed", "darkage:straw_bale"}
for i, v in ipairs(add_hay_group) do
if( minetest.registered_items[v]) then
new_groups = minetest.registered_items[v].groups
new_groups.hay = 3
minetest.override_item(v, {groups = new_groups})
end
end
-- creates hay when digging dirt_with_grass (thanks to the override above);
-- useful for digging hay and straw
-- can be placed as a node
minetest.register_tool("cottages:pitchfork", {
description = S("pitchfork (dig dirt with grass to get hay, place with right-click)"),
groups = {},
inventory_image = "cottages_pitchfork.png",
wield_image = "cottages_pitchfork.png^[transformFYR180",
wield_scale = {x=1.5,y=1.5,z=0.5},
stack_max = 1,
liquids_pointable = false,
-- very useful for digging hay, straw and bales of those materials
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=1,
groupcaps={
fleshy={times={[2]=0.80, [3]=0.40}, maxlevel=1, uses=1/0.002 },
snappy={times={[2]=0.80, [3]=0.40}, maxlevel=1, uses=1/0.002 },
hay ={times={[2]=0.10, [3]=0.10}, maxlevel=1, uses=1/0.002 },
},
damage_groups = {fleshy=5}, -- slightly stronger than a stone sword
},
sound = {breaks = "default_tool_breaks"},
-- place the pitchfork somewhere
on_place = function(itemstack, placer, pointed_thing)
if( placer == nil or pointed_thing == nil or pointed_thing.type ~= "node") then
return nil
end
local pos = minetest.get_pointed_thing_position( pointed_thing, 1 )
local node = minetest.get_node_or_nil( pos )
if( node == nil or not(node.name) or node.name ~= "air") then
return nil
end
if minetest.is_protected(pos, placer:get_player_name()) then
return nil
end
minetest.rotate_and_place(ItemStack("cottages:pitchfork_placed"), placer, pointed_thing)
-- did the placing succeed?
local nnode = minetest.get_node(pos)
if( not(nnode) or not(nnode.name) or nnode.name ~= "cottages:pitchfork_placed") then
return nil
end
local meta = minetest.get_meta(pos)
meta:set_int( "wear", itemstack:get_wear())
meta:set_string("infotext", S("pitchfork (for hay and straw)"))
-- the tool has been placed; consume it
return ItemStack("")
end,
})
-- a ptichfork placed somewhere
minetest.register_node("cottages:pitchfork_placed", {
description = S("pitchfork (for hay and straw)"),
tiles = {"default_wood.png^[transformR90"}, --default_tree.png"},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
groups = {snappy = 2, dig_immediate = 3, falling_node = 1, attached_node = 1, not_in_creative_inventory=1},
sounds = cottages.sounds.wood,
node_box = {
type = "fixed",
fixed = {
-- handle (goes a bit into the ground)
{ -(1/32), -(11/16), -(1/32), (1/32), 16/16, (1/32)},
-- middle connection
{ -(7/32), -(4/16), -(1/32), (7/32), -(2/16), (1/32)},
-- thongs
{ -(7/32), -(11/16), -(1/32), -(5/32), -(4/16), (1/32)},
{ (5/32), -(11/16), -(1/32), (7/32), -(4/16), (1/32)},
},
},
selection_box = {
type = "fixed",
fixed = { -0.3, -0.5, -0.1, 0.3, 1.0, 0.1 }
},
drop = "cottages:pitchfork",
-- perserve wear
preserve_metadata = function(pos, oldnode, oldmeta, drops)
if(oldmeta["wear"]) then
-- the first drop is the pitchfork
drops[1]:set_wear(oldmeta["wear"])
end
end,
})
--
-- craft recipes
--
minetest.register_craft({
output = 'cottages:pitchfork',
recipe = {
{ 'default:stick','default:stick','default:stick' },
{ '','default:stick', '' },
{ '','default:stick','' },
}
})

View File

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-- Boilerplate to support localized strings if intllib mod is installed.
local S = cottages.S
---------------------------------------------------------------------------------------
-- roof parts
---------------------------------------------------------------------------------------
-- a better roof than the normal stairs; can be replaced by stairs:stair_wood
-- create the three basic roof parts plus receipes for them;
cottages.register_roof = function( name, tiles, basic_material, homedecor_alternative )
minetest.register_node("cottages:roof_"..name, {
description = S("Roof "..name),
drawtype = "nodebox",
--tiles = {cottages.textures_roof_wood,cottages.texture_roof_sides,cottages.texture_roof_sides,cottages.texture_roof_sides,cottages.texture_roof_sides,cottages.textures_roof_wood},
tiles = tiles,
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
is_ground_content = false,
})
-- a better roof than the normal stairs; this one is for usage directly on top of walls (it has the form of a stair)
if( name~="straw" or not(minetest.registered_nodes["stairs:stair_straw"]) or not(cottages.use_farming_straw_stairs)) then
minetest.register_node("cottages:roof_connector_"..name, {
description = S("Roof connector "..name),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = tiles,
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
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},
},
},
selection_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},
},
},
is_ground_content = false,
})
else
minetest.register_alias("cottages:roof_connector_straw", "stairs:stair_straw")
end
-- this one is the slab version of the above roof
if( name~="straw" or not(minetest.registered_nodes["stairs:slab_straw"]) or not(cottages.use_farming_straw_stairs)) then
minetest.register_node("cottages:roof_flat_"..name, {
description = S("Roof (flat) "..name),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
-- this one is from all sides - except from the underside - of the given material
tiles = { tiles[1], tiles[2], tiles[1], tiles[1], tiles[1], tiles[1] };
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
},
is_ground_content = false,
})
else
minetest.register_alias("cottages:roof_flat_straw", "stairs:slab_straw")
end
if( not( homedecor_alternative )
or ( minetest.get_modpath("homedecor") ~= nil )) then
minetest.register_craft({
output = "cottages:roof_"..name.." 6",
recipe = {
{'', '', basic_material },
{'', basic_material, '' },
{basic_material, '', '' }
}
})
end
-- make those roof parts that use homedecor craftable without that mod
if( homedecor_alternative ) then
basic_material = 'cottages:roof_wood';
minetest.register_craft({
output = "cottages:roof_"..name.." 3",
recipe = {
{homedecor_alternative, '', basic_material },
{'', basic_material, '' },
{basic_material, '', '' }
}
})
end
minetest.register_craft({
output = "cottages:roof_connector_"..name,
recipe = {
{'cottages:roof_'..name },
{cottages.craftitem_wood },
}
})
minetest.register_craft({
output = "cottages:roof_flat_"..name..' 2',
recipe = {
{'cottages:roof_'..name, 'cottages:roof_'..name },
}
})
-- convert flat roofs back to normal roofs
minetest.register_craft({
output = "cottages:roof_"..name,
recipe = {
{"cottages:roof_flat_"..name, "cottages:roof_flat_"..name }
}
})
end -- of cottages.register_roof( name, tiles, basic_material )
---------------------------------------------------------------------------------------
-- add the diffrent roof types
---------------------------------------------------------------------------------------
cottages.register_roof( 'straw',
{cottages.straw_texture, cottages.straw_texture,
cottages.straw_texture, cottages.straw_texture,
cottages.straw_texture, cottages.straw_texture},
'cottages:straw_mat', nil );
cottages.register_roof( 'reet',
{"cottages_reet.png","cottages_reet.png",
"cottages_reet.png","cottages_reet.png",
"cottages_reet.png","cottages_reet.png"},
cottages.craftitem_papyrus, nil );
cottages.register_roof( 'wood',
{cottages.textures_roof_wood, cottages.texture_roof_sides,
cottages.texture_roof_sides, cottages.texture_roof_sides,
cottages.texture_roof_sides, cottages.textures_roof_wood},
cottages.craftitem_wood, nil);
cottages.register_roof( 'black',
{"cottages_homedecor_shingles_asphalt.png", cottages.texture_roof_sides,
cottages.texture_roof_sides, cottages.texture_roof_sides,
cottages.texture_roof_sides, "cottages_homedecor_shingles_asphalt.png"},
'homedecor:shingles_asphalt', cottages.craftitem_coal_lump);
cottages.register_roof( 'red',
{"cottages_homedecor_shingles_terracotta.png", cottages.texture_roof_sides,
cottages.texture_roof_sides, cottages.texture_roof_sides,
cottages.texture_roof_sides, "cottages_homedecor_shingles_terracotta.png"},
'homedecor:shingles_terracotta', cottages.craftitem_clay_brick);
cottages.register_roof( 'brown',
{"cottages_homedecor_shingles_wood.png", cottages.texture_roof_sides,
cottages.texture_roof_sides, cottages.texture_roof_sides,
cottages.texture_roof_sides, "cottages_homedecor_shingles_wood.png"},
'homedecor:shingles_wood', cottages.craftitem_dirt);
cottages.register_roof( 'slate',
{"cottages_slate.png", cottages.texture_roof_sides,
"cottages_slate.png", "cottages_slate.png",
cottages.texture_roof_sides,"cottages_slate.png"},
cottages.craftitem_stone, nil);
---------------------------------------------------------------------------------------
-- slate roofs are sometimes on vertical fronts of houses
---------------------------------------------------------------------------------------
minetest.register_node("cottages:slate_vertical", {
description = S("Vertical Slate"),
tiles = {"cottages_slate.png",cottages.texture_roof_sides,"cottages_slate.png","cottages_slate.png",cottages.texture_roof_sides,"cottages_slate.png"},
paramtype2 = "facedir",
groups = {cracky=2, stone=1},
sounds = cottages.sounds.stone,
is_ground_content = false,
})
minetest.register_craft({
output = "cottages:slate_vertical",
recipe = { {cottages.craftitem_stone, cottages.craftitem_wood, '' }
}
});
---------------------------------------------------------------------------------------
-- Reed might also be needed as a full block
---------------------------------------------------------------------------------------
minetest.register_node("cottages:reet", {
description = S("Reet for thatching"),
tiles = {"cottages_reet.png"},
groups = {hay = 3, snappy=3,choppy=3,oddly_breakable_by_hand=3,flammable=3},
sounds = cottages.sounds.leaves,
is_ground_content = false,
})
minetest.register_craft({
output = "cottages:reet",
recipe = { {cottages.craftitem_papyrus,cottages.craftitem_papyrus},
{cottages.craftitem_papyrus,cottages.craftitem_papyrus},
},
})

View File

@ -0,0 +1,585 @@
---------------------------------------------------------------------------------------
-- straw - a very basic material
---------------------------------------------------------------------------------------
-- * straw mat - for animals and very poor NPC; also basis for other straw things
-- * straw bale - well, just a good source for building and decoration
local S = cottages.S
-- an even simpler from of bed - usually for animals
-- it is a nodebox and not wallmounted because that makes it easier to replace beds with straw mats
minetest.register_node("cottages:straw_mat", {
description = S("layer of straw"),
drawtype = 'nodebox',
tiles = { cottages.straw_texture }, -- done by VanessaE
wield_image = cottages.straw_texture,
inventory_image = cottages.straw_texture,
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
walkable = false,
groups = { hay = 3, snappy = 2, oddly_breakable_by_hand = 2, flammable=3 },
sounds = cottages.sounds.leaves,
node_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.45, 0.48},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.25, 0.48},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- straw bales are a must for farming environments; if you for some reason do not have the darkage mod installed, this here gets you a straw bale
minetest.register_node("cottages:straw_bale", {
drawtype = "nodebox",
description = S("straw bale"),
tiles = {"cottages_darkage_straw_bale.png"},
paramtype = "light",
groups = { hay = 3, snappy = 2, oddly_breakable_by_hand = 2, flammable=3 },
sounds = cottages.sounds.leaves,
-- the bale is slightly smaller than a full node
node_box = {
type = "fixed",
fixed = {
{-0.45, -0.5,-0.45, 0.45, 0.45, 0.45},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.45, -0.5,-0.45, 0.45, 0.45, 0.45},
}
},
is_ground_content = false,
})
-- just straw
if( not(minetest.registered_nodes["farming:straw"])) then
minetest.register_node("cottages:straw", {
drawtype = "normal",
description = S("straw"),
tiles = {cottages.straw_texture},
groups = { hay = 3, snappy = 2, oddly_breakable_by_hand = 2, flammable=3 },
sounds = cottages.sounds.leaves,
-- the bale is slightly smaller than a full node
is_ground_content = false,
})
else
minetest.register_alias("cottages:straw", "farming:straw")
end
local cottages_formspec_treshing_floor =
"size[8,8]"..
"image[1.5,0;1,1;"..cottages.texture_stick.."]"..
"image[0,1;1,1;farming_wheat.png]"..
"button_exit[6.8,0.0;1.5,0.5;public;"..S("Public?").."]"..
"list[current_name;harvest;1,1;2,1;]"..
"list[current_name;straw;5,0;2,2;]"..
"list[current_name;seeds;5,2;2,2;]"..
"label[1,0.5;"..S("Harvested wheat:").."]"..
"label[4,0.0;"..S("Straw:").."]"..
"label[4,2.0;"..S("Seeds:").."]"..
"label[0,-0.5;"..S("Threshing floor").."]"..
"label[0,2.5;"..S("Punch threshing floor with a stick").."]"..
"label[0,3.0;"..S("to get straw and seeds from wheat.").."]"..
"list[current_player;main;0,4;8,4;]";
minetest.register_node("cottages:threshing_floor", {
drawtype = "nodebox",
description = S("threshing floor"),
-- TODO: stone also looks pretty well for this
tiles = {"cottages_junglewood.png^farming_wheat.png","cottages_junglewood.png","cottages_junglewood.png^"..cottages.texture_stick},
paramtype = "light",
paramtype2 = "facedir",
-- can be digged with axe and pick
groups = {cracky=2, choppy=2},
is_ground_content = false,
node_box = {
type = "fixed",
fixed = {
{-0.50, -0.5,-0.50, 0.50, -0.40, 0.50},
{-0.50, -0.4,-0.50,-0.45, -0.20, 0.50},
{ 0.45, -0.4,-0.50, 0.50, -0.20, 0.50},
{-0.45, -0.4,-0.50, 0.45, -0.20,-0.45},
{-0.45, -0.4, 0.45, 0.45, -0.20, 0.50},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.50, -0.5,-0.50, 0.50, -0.20, 0.50},
}
},
on_construct = function(pos)
local meta = minetest.get_meta(pos);
meta:set_string("infotext", S("Public threshing floor"));
local inv = meta:get_inventory();
inv:set_size("harvest", 2);
inv:set_size("straw", 4);
inv:set_size("seeds", 4);
meta:set_string("formspec", cottages_formspec_treshing_floor );
meta:set_string("public", "public")
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos);
meta:set_string("owner", placer:get_player_name() or "");
meta:set_string("infotext", S("Private threshing floor (owned by %s)"):format(meta:get_string("owner") or ""));
meta:set_string("formspec",
cottages_formspec_treshing_floor..
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string("owner") or "").."]" );
meta:set_string("public", "private")
end,
on_receive_fields = function(pos, formname, fields, sender)
cottages.switch_public(pos, formname, fields, sender, 'threshing floor')
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local owner = meta:get_string('owner');
if( not( inv:is_empty("harvest"))
or not( inv:is_empty("straw"))
or not( inv:is_empty("seeds"))
or not( player )
or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then
return false;
end
return true;
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
if( not( cottages.player_can_use( meta, player ))) then
return 0
end
return count;
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
-- only accept input the threshing floor can use/process
if( listname=='straw'
or listname=='seeds'
or (listname=='harvest' and stack and stack:get_name() ~= 'farming:wheat' )) then
return 0;
end
if( not( cottages.player_can_use( meta, player ))) then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if( not( cottages.player_can_use( meta, player ))) then
return 0
end
return stack:get_count()
end,
on_punch = function(pos, node, puncher)
if( not( pos ) or not( node ) or not( puncher )) then
return;
end
-- only punching with a normal stick is supposed to work
local wielded = puncher:get_wielded_item();
if( not( wielded )
or not( wielded:get_name() )
or not( minetest.registered_items[ wielded:get_name() ])
or not( minetest.registered_items[ wielded:get_name() ].groups )
or not( minetest.registered_items[ wielded:get_name() ].groups.stick )) then
return;
end
local name = puncher:get_player_name();
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local input = inv:get_list('harvest');
-- we have two input slots
local stack1 = inv:get_stack( 'harvest', 1);
local stack2 = inv:get_stack( 'harvest', 2);
if( ( stack1:is_empty() and stack2:is_empty())
or( not( stack1:is_empty()) and stack1:get_name() ~= 'farming:wheat')
or( not( stack2:is_empty()) and stack2:get_name() ~= 'farming:wheat')) then
-- minetest.chat_send_player( name, 'One of the input slots contains something else than wheat, or there is no wheat at all.');
-- update the formspec
meta:set_string("formspec",
cottages_formspec_treshing_floor..
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string("owner") or "").."]" );
return;
end
-- on average, process 25 wheat at each punch (10..40 are possible)
local anz_wheat = 10 + math.random( 0, 30 );
-- we already made sure there is only wheat inside
local found_wheat = stack1:get_count() + stack2:get_count();
-- do not process more wheat than present in the input slots
if( found_wheat < anz_wheat ) then
anz_wheat = found_wheat;
end
local overlay1 = "^farming_wheat.png";
local overlay2 = "^"..cottages.straw_texture;
local overlay3 = "^"..cottages.texture_wheat_seed;
-- this can be enlarged by a multiplicator if desired
local anz_straw = anz_wheat;
local anz_seeds = anz_wheat;
if( inv:room_for_item('straw','cottages:straw_mat '..tostring( anz_straw ))
and inv:room_for_item('seeds',cottages.craftitem_seed_wheat..' '..tostring( anz_seeds ))) then
-- the player gets two kind of output
inv:add_item("straw",'cottages:straw_mat '..tostring( anz_straw ));
inv:add_item("seeds",cottages.craftitem_seed_wheat..' '..tostring( anz_seeds ));
-- consume the wheat
inv:remove_item("harvest", 'farming:wheat '..tostring( anz_wheat ));
local anz_left = found_wheat - anz_wheat;
if( anz_left > 0 ) then
-- minetest.chat_send_player( name, S('You have threshed %s wheat (%s are left).'):format(anz_wheat,anz_left));
else
-- minetest.chat_send_player( name, S('You have threshed the last %s wheat.'):format(anz_wheat));
overlay1 = "";
end
end
local hud0 = puncher:hud_add({
hud_elem_type = "image",
scale = {x = 38, y = 38},
text = "cottages_junglewood.png^[colorize:#888888:128",
position = {x = 0.5, y = 0.5},
alignment = {x = 0, y = 0}
});
local hud1 = puncher:hud_add({
hud_elem_type = "image",
scale = {x = 15, y = 15},
text = "cottages_junglewood.png"..overlay1,
position = {x = 0.4, y = 0.5},
alignment = {x = 0, y = 0}
});
local hud2 = puncher:hud_add({
hud_elem_type = "image",
scale = {x = 15, y = 15},
text = "cottages_junglewood.png"..overlay2,
position = {x = 0.6, y = 0.35},
alignment = {x = 0, y = 0}
});
local hud3 = puncher:hud_add({
hud_elem_type = "image",
scale = {x = 15, y = 15},
text = "cottages_junglewood.png"..overlay3,
position = {x = 0.6, y = 0.65},
alignment = {x = 0, y = 0}
});
local hud4 = puncher:hud_add({
hud_elem_type = "text",
text = tostring( found_wheat-anz_wheat ),
number = 0x00CC00,
alignment = {x = 0, y = 0},
scale = {x = 100, y = 100}, -- bounding rectangle of the text
position = {x = 0.4, y = 0.5},
});
if( not( anz_straw )) then
anz_straw = "0";
end
if( not( anz_seed )) then
anz_seed = "0";
end
local hud5 = puncher:hud_add({
hud_elem_type = "text",
text = '+ '..tostring( anz_straw )..' straw',
number = 0x00CC00,
alignment = {x = 0, y = 0},
scale = {x = 100, y = 100}, -- bounding rectangle of the text
position = {x = 0.6, y = 0.35},
});
local hud6 = puncher:hud_add({
hud_elem_type = "text",
text = '+ '..tostring( anz_seed )..' seeds',
number = 0x00CC00,
alignment = {x = 0, y = 0},
scale = {x = 100, y = 100}, -- bounding rectangle of the text
position = {x = 0.6, y = 0.65},
});
minetest.after(2, function()
if( puncher ) then
puncher:hud_remove(hud1);
puncher:hud_remove(hud2);
puncher:hud_remove(hud3);
puncher:hud_remove(hud4);
puncher:hud_remove(hud5);
puncher:hud_remove(hud6);
puncher:hud_remove(hud0);
end
end)
end,
})
local cottages_handmill_formspec = "size[8,8]"..
"image[0,1;1,1;"..cottages.texture_wheat_seed.."]"..
"button_exit[6.0,0.0;1.5,0.5;public;"..S("Public?").."]"..
"list[current_name;seeds;1,1;1,1;]"..
"list[current_name;flour;5,1;2,2;]"..
"label[0,0.5;"..S("Wheat seeds:").."]"..
"label[4,0.5;"..S("Flour:").."]"..
"label[0,-0.3;"..S("Mill").."]"..
"label[0,2.5;"..S("Punch this hand-driven mill").."]"..
"label[0,3.0;"..S("to convert wheat seeds into flour.").."]"..
"list[current_player;main;0,4;8,4;]";
minetest.register_node("cottages:handmill", {
description = S("mill, powered by punching"),
drawtype = "mesh",
mesh = "cottages_handmill.obj",
tiles = {"cottages_stone.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky=2},
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {
{-0.50, -0.5,-0.50, 0.50, 0.25, 0.50},
}
},
collision_box = {
type = "fixed",
fixed = {
{-0.50, -0.5,-0.50, 0.50, 0.25, 0.50},
}
},
on_construct = function(pos)
local meta = minetest.get_meta(pos);
meta:set_string("infotext", S("Public mill, powered by punching"));
local inv = meta:get_inventory();
inv:set_size("seeds", 1);
inv:set_size("flour", 4);
meta:set_string("formspec", cottages_handmill_formspec );
meta:set_string("public", "public")
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos);
meta:set_string("owner", placer:get_player_name() or "");
meta:set_string("infotext", S("Private mill, powered by punching (owned by %s)"):format(meta:get_string("owner") or ""));
meta:set_string("formspec",
cottages_handmill_formspec..
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]" );
meta:set_string("public", "private")
end,
on_receive_fields = function(pos, formname, fields, sender)
cottages.switch_public(pos, formname, fields, sender, 'mill, powered by punching')
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local owner = meta:get_string('owner');
if( not( inv:is_empty("flour"))
or not( inv:is_empty("seeds"))
or not( player )
or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then
return false;
end
return true;
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
if( not( cottages.player_can_use( meta, player ))) then
return 0
end
return count;
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
-- only accept input the threshing floor can use/process
if( listname=='flour'
or (listname=='seeds' and stack and not( cottages.handmill_product[ stack:get_name()] ))) then
return 0;
end
if( not( cottages.player_can_use( meta, player ))) then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if( not( cottages.player_can_use( meta, player ))) then
return 0
end
return stack:get_count()
end,
-- this code is very similar to the threshing floor; except that it has only one input- and output-slot
-- and does not require the usage of a stick
on_punch = function(pos, node, puncher)
if( not( pos ) or not( node ) or not( puncher )) then
return;
end
local name = puncher:get_player_name();
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local input = inv:get_list('seeds');
local stack1 = inv:get_stack( 'seeds', 1);
if( ( stack1:is_empty())
or( not( stack1:is_empty())
and not( cottages.handmill_product[ stack1:get_name() ] ))) then
if not( stack1:is_empty() ) then
minetest.chat_send_player(name,"Nothing happens...")
end
-- update the formspec
meta:set_string("formspec",
cottages_handmill_formspec..
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]" );
return;
end
-- turning the mill is a slow process; 1-21 flour are generated per turn
local anz = 1 + math.random( cottages.handmill_min_per_turn, cottages.handmill_max_per_turn );
-- we already made sure there is only wheat inside
local found = stack1:get_count();
-- do not process more wheat than present in the input slots
if( found < anz ) then
anz = found;
end
local product_stack = ItemStack( cottages.handmill_product[ stack1:get_name() ]);
local anz_result = anz;
-- items that produce more
if( product_stack:get_count()> 1 ) then
anz_result = anz * product_stack:get_count();
end
if( inv:room_for_item('flour', product_stack:get_name()..' '..tostring( anz_result ))) then
inv:add_item( 'flour', product_stack:get_name()..' '..tostring( anz_result ));
inv:remove_item( 'seeds', stack1:get_name()..' '..tostring( anz ));
local anz_left = found - anz;
if( anz_left > 0 ) then
minetest.chat_send_player( name, S('You have ground a %s (%s are left).'):format(stack1:get_definition().description,(anz_left)));
else
minetest.chat_send_player( name, S('You have ground the last %s.'):format(stack1:get_definition().description));
end
-- if the version of MT is recent enough, rotate the mill a bit
if( minetest.swap_node ) then
node.param2 = node.param2 + 1;
if( node.param2 > 3 ) then
node.param2 = 0;
end
minetest.swap_node( pos, node );
end
end
end,
})
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
-- this returns corn as well
-- the replacements work only if the replaced slot gets empty...
minetest.register_craft({
output = "cottages:straw_mat 6",
recipe = {
{cottages.craftitem_stone,'',''},
{"farming:wheat", "farming:wheat", "farming:wheat", },
},
replacements = {{ cottages.craftitem_stone, cottages.craftitem_seed_wheat.." 3" }},
})
-- this is a better way to get straw mats
minetest.register_craft({
output = "cottages:threshing_floor",
recipe = {
{cottages.craftitem_junglewood, cottages.craftitem_chest_locked, cottages.craftitem_junglewood, },
{cottages.craftitem_junglewood, cottages.craftitem_stone, cottages.craftitem_junglewood, },
},
})
-- and a way to turn wheat seeds into flour
minetest.register_craft({
output = "cottages:handmill",
recipe = {
{cottages.craftitem_stick, cottages.craftitem_stone, "", },
{"", cottages.craftitem_steel, "", },
{"", cottages.craftitem_stone, "", },
},
})
minetest.register_craft({
output = "cottages:straw_bale",
recipe = {
{"cottages:straw_mat"},
{"cottages:straw_mat"},
{"cottages:straw_mat"},
},
})
minetest.register_craft({
output = "cottages:straw",
recipe = {
{"cottages:straw_bale"},
},
})
minetest.register_craft({
output = "cottages:straw_bale",
recipe = {
{"cottages:straw"},
},
})
minetest.register_craft({
output = "cottages:straw_mat 3",
recipe = {
{"cottages:straw_bale"},
},
})

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@ -0,0 +1,314 @@
-- TODO: play sound while working
-- TODO: play sound when emptying a bucket
-- TODO: store correct bucket texture when loading the world anew
-- TODO: show particles when running? distinguish between running/idle state? (with punch?)
-- well for getting water
-- * has some storage space for buckets (filled with water, river water or empty)
-- * only the owner can use the bucket store and the well
-- * the bucket will be added as an entity and slowly rotate;
-- once filled, the texture of the bucket is changed
-- * full (water or river water) buckets can be emptied
-- * by default public; but can also be made private
-- how many seconds does it take to fill a bucket?
cottages.water_fill_time = 10
local S = cottages.S
-- code taken from the itemframes mod in homedecor
-- (the relevant functions are sadly private there and thus cannot be reused)
local tmp = {}
minetest.register_entity("cottages:bucket_entity",{
hp_max = 1,
visual="wielditem",
visual_size={x = 0.33, y = 0.33},
collisionbox = {0, 0, 0, 0, 0, 0},
physical = false,
textures = {"air"},
on_activate = function(self, staticdata)
if tmp.nodename ~= nil and tmp.texture ~= nil then
self.nodename = tmp.nodename
tmp.nodename = nil
self.texture = tmp.texture
tmp.texture = nil
else
if staticdata ~= nil and staticdata ~= "" then
local data = staticdata:split(';')
if data and data[1] and data[2] then
self.nodename = data[1]
self.texture = data[2]
end
end
end
if self.texture ~= nil then
self.object:set_properties({textures = {self.texture}})
end
self.object:set_properties({automatic_rotate = 1})
if self.texture ~= nil and self.nodename ~= nil then
local entity_pos = vector.round(self.object:get_pos())
local objs = minetest.get_objects_inside_radius(entity_pos, 0.5)
for _, obj in ipairs(objs) do
if obj ~= self.object and
obj:get_luaentity() and
obj:get_luaentity().name == "cottages:bucket_entity" and
obj:get_luaentity().nodename == self.nodename and
obj:get_properties() and
obj:get_properties().textures and
obj:get_properties().textures[1] == self.texture then
minetest.log("action","[cottages] Removing extra " ..
self.texture .. " found in " .. self.nodename .. " at " ..
minetest.pos_to_string(entity_pos))
self.object:remove()
break
end
end
end
end,
get_staticdata = function(self)
if self.nodename ~= nil and self.texture ~= nil then
return self.nodename .. ';' .. self.texture
end
return ""
end,
})
cottages.water_gen_fill_bucket = function(pos)
if( not(pos)) then
return
end
local meta = minetest.get_meta(pos)
local bucket = meta:get_string("bucket")
-- nothing to do
if( not(bucket) or bucket ~= "bucket:bucket_empty") then
return
end
-- abort if the water has not been running long enough
-- (the player may have removed a bucket before it was full)
start = meta:get_string("fillstarttime")
if( (minetest.get_us_time()/1000000) - tonumber(start) < cottages.water_fill_time -2) then
return
end
-- the bucket has been filled
meta:set_string("bucket", "bucket:bucket_river_water")
-- change the texture of the bucket to that of one filled with river water
local objs = nil
objs = minetest.get_objects_inside_radius(pos, .5)
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "cottages:bucket_entity" then
obj:set_properties( { textures = { "bucket:bucket_river_water" }})
obj:get_luaentity().nodename = "bucket:bucket_river_water"
obj:get_luaentity().texture = "bucket:bucket_river_water"
end
end
end
end
minetest.register_node("cottages:water_gen", {
description = "Tree Trunk Well",
tiles = {"default_tree_top.png", "default_tree.png^[transformR90", "default_tree.png^[transformR90"},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = cottages.sounds.wood,
node_box = {
type = "fixed",
fixed = {
-- floor of water bassin
{-0.5, -0.5+(3/16), -0.5, 0.5, -0.5+(4/16), 0.5},
-- walls
{-0.5, -0.5+(3/16), -0.5, 0.5, (4/16), -0.5+(2/16)},
{-0.5, -0.5+(3/16), -0.5, -0.5+(2/16), (4/16), 0.5},
{ 0.5, -0.5+(3/16), 0.5, 0.5-(2/16), (4/16), -0.5},
{ 0.5, -0.5+(3/16), 0.5, -0.5+(2/16), (4/16), 0.5-(2/16)},
-- feet
{-0.5+(3/16), -0.5, -0.5+(3/16), -0.5+(6/16), -0.5+(3/16), 0.5-(3/16)},
{ 0.5-(3/16), -0.5, -0.5+(3/16), 0.5-(6/16), -0.5+(3/16), 0.5-(3/16)},
-- real pump
{ 0.5-(4/16), -0.5, -(2/16), 0.5, 0.5+(4/16), (2/16)},
-- water pipe inside wooden stem
{ 0.5-(8/16), 0.5+(1/16), -(1/16), 0.5, 0.5+(3/16), (1/16)},
-- where the water comes out
{ 0.5-(15/32), 0.5, -(1/32), 0.5-(12/32), 0.5+(1/16), (1/32)},
},
},
selection_box = {
type = "fixed",
fixed = { -0.5, -0.5, -0.5, 0.5, 0.5+(4/16), 0.5 }
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
meta:set_string("formspec",
"size[8,9]" ..
"label[3.0,0.0;Tree trunk well]"..
"label[1.5,0.7;Punch the well while wielding an empty bucket.]"..
"label[1.5,1.0;Your bucket will slowly be filled with river water.]"..
"label[1.5,1.3;Punch again to get the bucket back when it is full.]"..
"label[1.0,2.9;Internal bucket storage (passive storage only):]"..
"item_image[0.2,0.7;1.0,1.0;bucket:bucket_empty]"..
"item_image[0.2,1.7;1.0,1.0;bucket:bucket_river_water]"..
"label[1.5,1.9;Punch well with full water bucket in order to empty bucket.]"..
"button_exit[6.0,0.0;2,0.5;public;"..S("Public?").."]"..
"list[nodemeta:" .. spos .. ";main;1,3.3;8,1;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[nodemeta:" .. spos .. ";main]" ..
"listring[current_player;main]")
local inv = meta:get_inventory()
inv:set_size('main', 6)
meta:set_string("infotext", S("Public tree trunk well")) -- (punch with empty bucket to fill bucket)")
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", S("Public tree trunk well (owned by %s)"):format(meta:get_string("owner")))
-- no bucket loaded
meta:set_string("bucket", "")
meta:set_string("public", "public")
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main") and
default.can_interact_with_node(player, pos)
end,
-- no inventory move allowed
allow_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
return 0
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not(stack) or not cottages.player_can_use(meta, player) then
return 0
end
local inv = meta:get_inventory()
-- only for buckets
local sname = stack:get_name()
if( sname ~= "bucket:bucket_empty"
and sname ~= "bucket:bucket_water"
and sname ~= "bucket:bucket_river_water") then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not(cottages.player_can_use(meta, player)) then
return 0
end
return stack:get_count()
end,
on_blast = function() end,
on_receive_fields = function(pos, formname, fields, sender)
cottages.switch_public(pos, formname, fields, sender, 'tree trunk well')
end,
-- punch to place and retrieve bucket
on_punch = function(pos, node, puncher)
if( not( pos ) or not( node ) or not( puncher )) then
return
end
-- only the owner can use the well
local name = puncher:get_player_name()
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local public = meta:get_string("public")
if( name ~= owner and public~="public") then
minetest.chat_send_player( name, S("This tree trunk well is owned by %s. You can't use it."):format(name))
return
end
-- we will either add or take from the players inventory
local pinv = puncher:get_inventory()
-- is the well working on something? (either empty or full bucket)
local bucket = meta:get_string("bucket")
-- there is a bucket loaded - either empty or full
if( bucket and bucket~="") then
if( not(pinv:room_for_item("main", bucket))) then
minetest.chat_send_player( puncher:get_player_name(),
S("Sorry. You have no room for the bucket. Please free some "..
"space in your inventory first!"))
return
end
end
-- remove the old entity (either a bucket will be placed now or a bucket taken)
local objs = nil
objs = minetest.get_objects_inside_radius(pos, .5)
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "cottages:bucket_entity" then
obj:remove()
end
end
end
-- the player gets the bucket (either empty or full) into his inventory
if( bucket and bucket ~= "") then
pinv:add_item("main", bucket )
meta:set_string("bucket", "")
-- we are done
return
end
-- punching with empty bucket will put that bucket into the well (as an entity)
-- and will slowly fill it
local wielded = puncher:get_wielded_item()
if( wielded
and wielded:get_name()
and wielded:get_name() == "bucket:bucket_empty") then
-- remove the bucket from the players inventory
pinv:remove_item( "main", "bucket:bucket_empty")
-- remember that we got a bucket loaded
meta:set_string("bucket", "bucket:bucket_empty")
-- create the entity
tmp.nodename = "bucket:bucket_empty"
-- TODO: add a special texture with a handle for the bucket here
tmp.texture = "bucket:bucket_empty"
local e = minetest.add_entity({x=pos.x,y=pos.y+(4/16),z=pos.z},"cottages:bucket_entity")
-- fill the bucket with water
minetest.after(cottages.water_fill_time, cottages.water_gen_fill_bucket, pos)
-- the bucket will only be filled if the water ran long enough
meta:set_string("fillstarttime", tostring(minetest.get_us_time()/1000000))
return;
end
-- buckets can also be emptied here
if( wielded
and wielded:get_name()
and (wielded:get_name() == "bucket:bucket_water"
or wielded:get_name() == "bucket:bucket_river_water")
and (pinv:room_for_item("main", "bucket:bucket_empty"))) then
-- remove the full bucket from the players inventory
pinv:remove_item( "main", wielded:get_name())
-- add empty bucket
pinv:add_item("main", "bucket:bucket_empty")
-- TODO: play diffrent sound when pouring a bucket
return;
end
-- else check if there is a bucket that can be retrieved
meta:set_string("bucket","")
end,
})
-- a well (will fill water buckets) crafted from wooden materials
minetest.register_craft({
output = 'cottages:water_gen',
recipe = {
{'default:stick', '', ''},
{'default:tree', 'bucket:bucket_empty', 'bucket:bucket_empty'},
{'default:tree', 'default:tree', 'default:tree'},
}
})

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@ -0,0 +1,477 @@
Doors Redux Mod v1.0
By Leslie E. Krause
Doors Redux is a total rewrite of the Doors mod from Minetest Game. It builds upon the
work of sofar, PilzAdam, and BlockMen to provide greater functionality in addition to an
expanded selection of doors from my own Extra Doors mod..
Some of the notable features include:
- Distinctive sound fx when attempting to open a locked door
- Multiple locking modes for all doors: unlocked, locked, and shared
- Multiple closing modes for all doors: auto-close, hold-open, and manual
- Support for node-center and node-offset door positions
- Wrench tool cycles between door locking and closing modes
- Screwdriver tool alternates door position and direction
- Fully backwards-compatible API with additional functions
Moreover, a set of 18 new doors are readily available! They encompass a wide variety of
different building styles, so players are no longer restricted to the four basic steel,
wood, glass, and obsidian glass doors that come shipped with Minetest Game.
- Mansion Doors (exterior and interior)
- Prison & Vault Doors (exterior and interior)
- Barn & Shed Doors (exterior and interior)
- Castle Doors (exterior and interior)
- Cottage Doors (exterior and interior)
- Specialty Doors: Japanese and French
- Wooden Doors: Colonial, Atherton Double-Lite, Cambridge Single-Lite
- Steel Doors: Colonial, Atherton Double-Lite, Cambridge Single-Lite
I truly believe that doors are one of the most essential but often overlooked elements of
good architectural design. They set the tone and character of both a living and working
space. Have the wrong style of door can make or break the underlying visual aesthetic of
any building, which is why I accounted for several possible uses.
Incidentally, Doors Redux began as experiment to incororate centered doors into Minetest
Game because they look so much more visually appealing than the traditional offset doors.
However, the project turned out to be far more complicated than planned, given the need
to maintain compatibility with existing worlds. So I ended up rewriting the Doors mod
with a specialized translataion matrix, including B3D models adapted from TumeniNode's
excellent C Doors mod (which I would've used, but it didn't have a translation matrix).
Thankfully, the end result was well worth the effort, since I was able to simplify and
consolidate all of the logic, and expand the overall feature-set too :)
First and foremost is support for the already familiar screwdriver. With this tool you
can reposition almost any door depending on the mode of operation. Left-clicking switches
the hand between left vs. right. Whereas right-clicking switches the position between
center vs. offset. It's really that easy!
The wrench is another powerful tool in your arsenal for manipulating doors and trapdoors.
It can be crafted from just one steel ingot and one steel rod. Like the screwdriver from
Minetest Game, the wrench has two modes of operation (with the caveat that any existing
doors placed by the original Doors mod must be replaced to use this tool).
To adjust the closing mode, right-click the door or trapdoor with a wrench. The changes
will be indicated in chat as follows:
- Normal (door will remain open or closed as per usual operation)
- Auto-Close (door will close automatically when opened)
- Hold-Open (door will be non-closable when opened)
Auto-closing doors are ideally suited for high-traffic commercial buildings like shopping
centers, where doors must not be left open unattended. The closing mechanism activates
after a preset time period, defined by 'config.autoclose_timeout' in seconds.
Hold-open doors are ideal for when you want to allow for uninterupted passage through a
doorway, without having to remove the door entirely. Fire doors in schools are a typical
example of doors that are intended to remain open, except during emergencies.
To adjust the locking mode, left-click the door or trapdoor with a wrench. The changes
will be indicated in chat as follows:
- Unlocked (door may be opened and closed by any player)
- Locked (door may only be opened and closed by the owner)
- Shared (door may only be opened and closed by members of the protection area)
When placing a door, it will be unlocked. The exception is protected doors, such as most
metal doors, which are locked by default.
It is important to note the distinction between protected doors and shared locking mode.
- Protected doors are owned nodes, and therefore can only be removed and manipulated by
the player that originally placed the door, regardless of the locking-mode. All
varieties of metal doors are protected doors. This is consistent with the terminology
used in the official Minetest Game.
- Shared locking mode, in contrast, emulates the behavior of the "protected doors" in
TenPlus1's Protector Redo Mod. Opening and closing of such doors is contingent on
membership in the area of protection. Unfortunately, Protector Redo uses the term
"protected doors", which is a misnomer.
Below are some helpful notes regarding functionality that may be somewhat unique the
Doors Redux mod:
- Locking a non-protected door (like an obsidian glass door) will also lock out the
player that placed the door until the locking mode is changed.
- Players that have the 'protection_bypass' privilege, can open, close, and otherwise
manipulate any door regardless of ownership or locking-mode.
- TNT explosions will have no effect on protected doors. However, normal doors will be
added to the list of drops, unless they are in a protected area.
- Use of the wrench and screwdriver is restricted to the owner of the door (in the case
of protected doors) or, otherwise, members of the protected area.
- The owner of a protected door can always dig the door that they placed, even when it
is in a protected area that is controlled by another player.
Custom door definitions may be added to the init.lua file, or alternately you may use
the Doors Redux API in your own mods. The following function is available for registering
new doors:
doors.register_door( name, def )
Registers a door withe the given name and definition table.
Several fields of the definition table are required, but most are optional
* def.tiles - the list of textures to apply to the model
* def.description - the description to show in the craft guide and itemstack tooltips
* def.inventory_image - the texture for the inventory item
* def.groups - the group levels of the node ('door = 1' will be added automatically)
* def.is_lockable - whether the locking mode is adjustable (default is false)
* def.is_closable - whether the closing mode is adjustable (default is false)
* def.sound_open - sound effect when opening
* def.sound_close - sound effect when closing
* def.sound_locked - sound effect when locked
* def.can_center - whether center positioning (default is false)
For programmatically examining and manipulating doors, two API functions are provided:
doors.get_door( pos )
Returns an object for working with a door at the given position.
The door object, returned by the function above, provides the following methods:
door_obj.get_properties( )
Returns a table with four fields describing the various properties of the door:
* is_open - true for opened or false for closed, as determined by the state
* type - either "center" or "offset", as determined by the state
* hand - either "left" or "right", as determined by the state
* face - ranges from 1 to 4, corresponding with the value of param2
door_obj.open( )
Opens the door, unless it is already in an opened state. This will circumvent any
ownership checks.
door_obj.close( )
Closes the door, unless it is already in a closed state. This will circumvent any
ownership checks.
A similar function, doors.get_trapdoor( ), allows for working with trapdoors. The object
returned provides the same methods as those above.
Repository
----------------------
Browse source code...
https://bitbucket.org/sorcerykid/doors
Download archive...
https://bitbucket.org/sorcerykid/doors/get/master.zip
https://bitbucket.org/sorcerykid/doors/get/master.tar.gz
Compatability
----------------------
Minetest 0.4.15+ required
Installation
----------------------
1) Backup the original "doors" mod to a safe location.
2) Unzip the archive into the mods directory of your game.
3) Rename the doors-master directory to "doors".
Source code license
----------------------------------------------------------
GNU Lesser General Public License v3 (LGPL-3.0)
Copyright (c) 2018-2020, Leslie E. Krause (leslie@searstower.org)
This program is free software; you can redistribute it and/or modify it under the terms of
the GNU Lesser General Public License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details.
http://www.gnu.org/licenses/lgpl-2.1.html
Multimedia License (textures, sounds, and models)
----------------------------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
/models/door_a.obj
by sofar
/models/door_b.obj
by sofar
/models/fencegate_open.obj
by sofar
/models/fencegate_closed.obj
by sofar
/textures/default_steel_rod.png
by sorcerykid
/textures/doors_door_barn1.png
by sorcerykid
/textures/doors_door_barn2.png
by sorcerykid
/textures/doors_door_castle1.png
by sorcerykid
/textures/doors_door_castle2.png
by sorcerykid
/textures/doors_door_cottage1.png
by kilbith (relicensed WTFPL)
modified by sorcerykid
/textures/doors_door_cottage2.png
by kilbith (relicensed WTFPL)
modified by sorcerykid
/textures/doors_door_dungeon1.png
by sorcerykid
/textures/doors_door_dungeon2.png
by sorcerykid
/textures/doors_door_french.png
by kilbith (relicensed WTFPL)
modified by sorcerykid
/textures/doors_door_japanese.png
by kilbith (relicensed WTFPL)
modified by sorcerykid
/textures/doors_door_mansion1.png
by sorcerykid
/textures/doors_door_mansion2.png
by sorcerykid
/textures/doors_door_steelglass1.png
by sorcerykid
/textures/doors_door_steelglass2.png
by sorcerykid
/textures/doors_door_steelpanel1.png
by sorcerykid
/textures/doors_door_steel.png
by PilzAdam
/textures/doors_door_woodglass1.png
by sorcerykid
/textures/doors_door_woodglass2.png
by sorcerykid
/textures/doors_door_woodpanel1.png
by sorcerykid
/textures/doors_door_wood.png
by Fernando Zapata
/textures/doors_item_barn1.png
by sorcerykid
/textures/doors_item_barn2.png
by sorcerykid
/textures/doors_item_castle1.png
by sorcerykid
/textures/doors_item_castle2.png
by sorcerykid
/textures/doors_item_cottage1.png
by kilbith (relicensed WTFPL)
modified by sorcerykid
/textures/doors_item_cottage2.png
by kilbith (relicensed WTFPL)
modified by sorcerykid
/textures/doors_item_dungeon1.png
by sorcerykid
/textures/doors_item_dungeon2.png
by sorcerykid
/textures/doors_item_french.png
by kilbith (relicensed WTFPL)
modified by sorcerykid
/textures/doors_item_glass.png
by Krock & paramat
inspired by VanessaE
/textures/doors_item_japanese.png
by kilbith (relicensed WTFPL)
modified by sorcerykid
/textures/doors_item_mansion1.png
by sorcerykid
/textures/doors_item_mansion2.png
by sorcerykid
/textures/doors_item_obsidian_glass.png
/textures/doors_item_steelglass1.png
by sorcerykid
/textures/doors_item_steelglass2.png
by sorcerykid
/textures/doors_item_steelpanel1.png
by sorcerykid
/textures/doors_item_steel.png
by PilzAdam
/textures/doors_item_woodglass1.png
by sorcerykid
/textures/doors_item_woodglass2.png
by sorcerykid
/textures/doors_item_woodpanel1.png
by sorcerykid
/textures/doors_item_wood.png
by Fernando Zapata
/textures/doors_trapdoor.png
by BlockMen
/textures/doors_trapdoor_side.png
by paramat
/textures/doors_trapdoor_steel.png
by sofar
/textures/doors_trapdoor_steel_side.png
by paramat
/textures/doors_door_glass.png
by Krock & paramat
inspired by VanessaE
/textures/doors_door_obsidian_glass.png
by red-001
inspired by PilzAdam & BlockMen
/textures/doors_wrench.png
obtained from https://github.com/Rogier-5/minetest-mod-rotate
by Rogier
/sounds/doors_door_close.ogg
by bennstir
/sounds/doors_door_open.ogg
by CGEffex
modified by BlockMen
/sounds/doors_door_locked.ogg
obtained from https://freesound.org/people/BenjaminNelan/sounds/321087/
by BenjaminNelan (relicensed CC0)
modified by sorceryid
/sounds/doors_fencegate_close.ogg
obtained from http://www.freesound.org/people/BarkersPinhead/sounds/274807/
by BarkersPinhead
obtained from http://www.freesound.org/people/rivernile7/sounds/249573/
by rivernile7
/sounds/doors_fencegate_open.ogg
obtained from http://www.freesound.org/people/mhtaylor67/sounds/126041/
by mhtaylor67 (relicensed CC0)
/sounds/doors_glass_door_close.ogg
obtained from https://www.freesound.org/people/SkeetMasterFunk69/sounds/235546/
by SkeetMasterFunk69 (relicensed CC0)
/sounds/doors_glass_door_open.ogg
obtained from https://www.freesound.org/people/SkeetMasterFunk69/sounds/235546/
by SkeetMasterFunk69 (relicensed CC0)
/sounds/doors_steel_door_close.ogg
by HazMatt
/sounds/doors_steel_door_open.ogg
by HazMatt
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/
Multimedia License (textures, sounds, and models)
----------------------------------------------------------
Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
/models/door_c.obj
by TumeniNodes
/models/door_d.obj
by TumeniNodes
/models/door_e.obj
by TumeniNodes
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/4.0/

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