add {eatable} group to food items and update infotext
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@ -14,7 +14,7 @@ local S = wine.S
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-- blue agave
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minetest.register_node("wine:blue_agave", {
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description = S("Blue Agave"),
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description = S("Blue Agave") .. " (♥2)",
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drawtype = "plantlike",
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visual_scale = 0.8,
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tiles = {"wine_blue_agave.png"},
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@ -28,7 +28,7 @@ minetest.register_node("wine:blue_agave", {
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type = "fixed",
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fixed = {-0.2, -0.5, -0.2, 0.2, 0.3, 0.2}
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},
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groups = {snappy = 3, attached_node = 1, plant = 1},
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groups = {snappy = 3, attached_node = 1, plant = 1, eatable = 2},
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sounds = snd_l,
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on_use = minetest.item_eat(2),
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29
init.lua
29
init.lua
@ -19,36 +19,14 @@ if mcl then
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glass_item = "mcl_core:glass"
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end
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-- check for Unified Inventory
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local is_uninv = minetest.global_exists("unified_inventory") or false
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-- is thirsty mod active
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local thirsty_mod = minetest.get_modpath("thirsty")
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-- translation support
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local S
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if minetest.get_translator then
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S = minetest.get_translator("wine")
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else
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S = function(s, a, ...)
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if a == nil then
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return s
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end
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a = {a, ...}
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return s:gsub("(@?)@(%(?)(%d+)(%)?)", function(e, o, n, c)
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if e == ""then
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return a[tonumber(n)] .. (o == "" and c or "")
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else
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return "@" .. o .. n .. c
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end
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end)
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end
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end
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wine.S = S
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local S = minetest.get_translator("wine") ; wine.S = S
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-- Unified Inventory hints
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if is_uninv then
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@ -61,7 +39,6 @@ if is_uninv then
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})
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end
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-- fermentation list (drinks added in drinks.lua)
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local ferment = {}
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@ -98,7 +75,7 @@ function wine:add_drink(name, desc, has_bottle, num_hunger, num_thirst, alcoholi
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-- glass
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minetest.register_node("wine:glass_" .. name, {
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description = S("Glass of " .. desc),
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description = S("Glass of " .. desc) .. " (♥" .. num_hunger .. ")",
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drawtype = "plantlike",
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visual_scale = 0.5,
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tiles = {"wine_" .. name .. "_glass.png"},
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@ -113,7 +90,7 @@ function wine:add_drink(name, desc, has_bottle, num_hunger, num_thirst, alcoholi
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fixed = {-0.15, -0.5, -0.15, 0.15, 0, 0.15}
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},
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groups = {
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vessel = 1, dig_immediate = 3,
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vessel = 1, dig_immediate = 3, eatable = num_hunger,
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attached_node = 1, drink = 1, alcohol = alcoholic
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},
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sounds = snd_g,
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