Copied from miscwip/vgmods/minetest:

new file:   dltweaks/README.txt
	new file:   dltweaks/depends.txt
	new file:   dltweaks/init.lua
	new file:   dltweaks/todo.txt
	new file:   rotdecay/README.txt
	new file:   rotdecay/depends.txt
	new file:   rotdecay/init.lua
	new file:   rotdecay/todo.txt
master
Dylan Leigh 2015-01-08 13:50:46 +11:00
parent 4f3d1ba56c
commit fa14718650
8 changed files with 424 additions and 0 deletions

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Intro:
======
This mod tweaks a variety of small things in the default game; makes this or
that a little more realsitic/harder/easier/more useful etc.
Changes:
========
Tool Changes:
- Wooden Axe/Pickaxe less effective & break faster for some realism.
(use them only at the start to get some stone to make better tools).
- Chopping trees with stone axe is faster.
Crafting changes:
- Stone brick recipe makes 2 stonebrick block instead of one.
- Sand-stone brick recipe makes 2 instead of one.
- 6 Dirt can be used to craft a clay lump:
Dirt Dirt Dirt
Dirt Dirt Dirt
Smelting changes:
- A tree or jungle tree can be smelted to create a (char)coal lump.
- More items can be used as fuel in the furnace:
Dry shrub, all flowers, wooden door/ladder/fence, bookshelf.
Other changes:
- Lava sources play fire sound [Somewhat buggy]
Optional game-changing changes:
- Tree blocks (regular and jungle) fall down like sand/gravel. [TODO:
optional]
(This makes it much easier to fell trees, especially jungle trees)
TODO:
-----
- Wooden stairs and slab are usable as fuel.
- Flowers can be "dug" instantly.
- Chopping trees w/o axe takes MUCH longer.
- Digging w/o shovel takes longer.
- Fire turns glass into fragments.
Too complex for this mod?:
- Leaves fall from a tree when decaying.
- Wool can be made into slabs (for carpets/blankets/chairs/etc)
Depends:
========
Default and the following included in the default minetest_game:
Flower, Fire, Doors, Slab, Stair
Thanks:
=======
- https://github.com/CasimirKaPazi/stoneage

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default

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-- stone recipe creates 2 (sand)stonebrick from 4 (sand)stone (was 1:4)
minetest.register_craft({
output = 'default:stonebrick 2',
recipe = {
{'default:stone', 'default:stone'},
{'default:stone', 'default:stone'},
}
})
minetest.register_craft({
output = 'default:sandstonebrick 2',
recipe = {
{'default:sandstone', 'default:sandstone'},
{'default:sandstone', 'default:sandstone'},
}
})
-- Craft clay from dirt
minetest.register_craft({
output = 'default:clay_lump',
recipe = {
{'default:dirt', 'default:dirt', 'default:dirt'},
{'default:dirt', 'default:dirt', 'default:dirt'},
}
})
-- Smelt (char)coal from a tree or jungletree
minetest.register_craft({
type = "cooking",
output = "default:coal_lump",
recipe = "group:tree",
})
-- Func for modifying already registered tools/etc taken from CasimirKaPazi's
-- Stoneage mod, which is more realistic and difficult then regular minetest
-- Get it from https://github.com/CasimirKaPazi/stoneage
local entity
local registered = function(case,name)
local params = {}
local list
if case == "item" then list = minetest.registered_items end
if case == "node" then list = minetest.registered_nodes end
if case == "craftitem" then list = minetest.registered_craftitems end
if case == "tool" then list = minetest.registered_tools end
if case == "entity" then list = minetest.registered_entities end
if list then
for k,v in pairs(list[name]) do
params[k] = v
end
end
return params
end
-- Trees fall down when chopped - also for cacti/papyrus?
-- FIXME TODO: Make this optional with a config
entity = registered("node","default:tree")
entity.groups = {tree=1,falling_node=1,choppy=2,oddly_breakable_by_hand=1,flammable=2}
minetest.register_node(":default:tree", entity)
entity = registered("node","default:jungletree")
entity.groups = {tree=1,falling_node=1,choppy=2,oddly_breakable_by_hand=1,flammable=2},
minetest.register_node(":default:jungletree", entity)
-- Axes more effective
entity = registered("tool","default:axe_stone")
entity.tool_capabilities = {
full_punch_interval = 1.2,
max_drop_level=0,
groupcaps={
choppy={times={[1]=1.50, [2]=1.00, [3]=0.75}, uses=20, maxlevel=1},
},
damage_groups = {fleshy=3},
}
minetest.register_tool(":default:axe_stone", entity)
-- FIXME TODO other axes
-- Modify: Wooden axe/pickaxe less effective and break quicker
entity = registered("tool","default:axe_wood")
entity.tool_capabilities = {
full_punch_interval = 1.5,
max_drop_level=0,
groupcaps={
choppy = {times={[2]=3.00, [3]=2.00}, uses=2, maxlevel=1},
},
damage_groups = {fleshy=2},
}
minetest.register_tool(":default:axe_wood", entity)
entity = registered("tool","default:pick_wood")
entity.tool_capabilities = {
full_punch_interval = 2.4,
max_drop_level=0,
groupcaps={
cracky = {times={[3]=1.60}, uses=1, maxlevel=1},
},
damage_groups = {fleshy=2},
}
minetest.register_tool(":default:pick_wood", entity)
-- Lava sounds TODO: may be buggy?
minetest.register_abm({
nodenames = {"default:lava_source"},
interval = 12,
chance = 128,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.sound_play("fire_small", {pos = pos, gain = 0.05, max_hear_distance = 20})
end})
-- More items as fuel
minetest.register_craft({
type = "fuel",
recipe = "group:flower",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "default:stick",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:door_wood",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "default:ladder",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_wood",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:bookshelf",
burntime = 30,
})

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Intro:
======
This mod tweaks a variety of small things in the default game; makes this or
that a little more realsitic/harder/easier/more useful etc.
Changes:
========
Tool Changes:
- Wooden Axe/Pickaxe less effective & break faster for some realism.
(use them only at the start to get some stone to make better tools).
- Chopping trees with stone axe is faster.
Crafting changes:
- Stone brick recipe makes 2 stonebrick block instead of one.
- Sand-stone brick recipe makes 2 instead of one.
- 6 Dirt can be used to craft a clay lump:
Dirt Dirt Dirt
Dirt Dirt Dirt
Smelting changes:
- A tree or jungle tree can be smelted to create a (char)coal lump.
- More items can be used as fuel in the furnace:
Dry shrub, all flowers, wooden door/ladder/fence, bookshelf.
Other changes:
- Lava sources play fire sound [Somewhat buggy]
Optional game-changing changes:
- Tree blocks (regular and jungle) fall down like sand/gravel. [TODO:
optional]
(This makes it much easier to fell trees, especially jungle trees)
TODO:
-----
- Wooden stairs and slab are usable as fuel.
- Flowers can be "dug" instantly.
- Chopping trees w/o axe takes MUCH longer.
- Digging w/o shovel takes longer.
- Fire turns glass into fragments.
Too complex for this mod?:
- Leaves fall from a tree when decaying.
- Wool can be made into slabs (for carpets/blankets/chairs/etc)
Depends:
========
Default and the following included in the default minetest_game:
Flower, Fire, Doors, Slab, Stair
Thanks:
=======
- https://github.com/CasimirKaPazi/stoneage

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Intro:
======
This mod causes some placed blocks to rot or decay, transforming into another
type of node or disappearing entirely. This forces survival players to
"maintain" their buildings, and encourages them to build them out of sturdier
(and harder to obtain) materials.
Some items (such as woods) rot fairly quickly, others (like sandstone,
cobblestone and sand-glass) take a long time, and the sturdiest (all
brick/metal/crystal/obsidian-glass blocks). Thus players will tend to replace
their initial buildings with tougher ones as the game progresses.
List of Decaying blocks:
========================
The "days" listed here are very approximate.
- Wood block/slab/stair --[1-4 days]-> [destroyed]
- Cobblestone block/stair --[5-12 days]-> Gravel
- Cobblestone slab --[5-12 days]-> [destroyed]
- Glass (regular) --[1-12 days]-> [destroyed]
- Sandstone --[3-8 days]-> Sand
All other blocks do NOT decay.
TODO:
=====
- Wool --[1-4 days]-> [destroyed]
- Adjust decay rates based on position (e.g. if the node is sheltered by a roof
or near water...)
- Glass -> Glass fragments
- Wood block/slab/stair -> Rotten wood block/slab/stair
-> <disappears soon after>
- TODO: Needs texture for rotten block/slab/stair
- Cobblestone -> (long time) Gravel -> ???
- Slabs just disappear. Steps turn into gravel too.
- Wool -> <disappears>
- Sandstone -> (long time) sand -> ????
- Cobble interacts with cobble/rocks mod to produce rock item instead?
Optional plant decay:
- All trees/leaves/farm plants/flowers/ground flora also rarely
decays/dies. Most disappear, except trees are replaced with
"Rotting trunk" (does nothing).
- Tree trunks drop down like gravel/sand. ???
Optional Torch Decay:
- Torches -> Unlit torch, disappears or starts fire (very rarely)
- To compensate for expendable torches, "charcoal" can be furnaced
from a Tree/Jungle Tree -> Coal lump
- The glowstone mod is recommended as well, so you can craft
permanent light sources from mese.
- Decay wooden items such as fences/ladders/doors?
- Recommended for use with a mod that provides stone/metal versions of
these.

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default

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-- Controls overall decay amount - higher numbers = slower decay
rotdecaymax = 12
-- Function registers an ABM for the node, takes arguments:
-- Node name of the block to rot, node name it becomes (can be air),
-- Interval to run, chance to run inverted (abn args)
-- Based on the stoneage mod.
--
function register_rot(nodename, becomes, intrvl, chnce)
minetest.register_abm({
nodenames = {nodename},
interval = intrvl,
chance = chnce,
action = function(pos, node)
local meta = minetest.env:get_meta(pos)
local decay = meta:get_int("rot_decay")
if not decay then
meta:set_int("rot_decay", 1)
return
end
if decay >= rotdecaymax then
-- Debugging:
minetest.chat_send_all(node.name .. " decayed to " .. becomes)
node.name = becomes
minetest.env:add_node(pos, node)
meta:set_int("rot_decay", 0)
return
end
decay = decay + 1
-- Debugging:
-- minetest.chat_send_all(node.name .. " decay " .. decay)
meta:set_int("rot_decay", decay)
end
})
end
-- Entries for each item start here
register_rot("default:junglewood", "air", 16, 40)
register_rot("stairs:stair_junglewood", "air", 16, 40)
register_rot("stairs:slab_junglewood", "air", 16, 40)
register_rot("default:wood", "air", 16, 32)
register_rot("stairs:stair_wood", "air", 16, 32)
register_rot("stairs:slab_wood", "air", 16, 32)
register_rot("default:cobble", "default:gravel", 64, 256)
register_rot("stairs:stair_cobble", "default:gravel", 64, 256)
register_rot("stairs:slab_cobble", "air", 64, 256)
register_rot("default:glass", "air", 8, 64)
register_rot("default:sandstone", "default:sand", 16, 128)
-- TODO wool - use for loop from default:wool mod?

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Intro:
======
This mod causes some placed blocks to rot or decay, transforming into another
type of node or disappearing entirely. This forces survival players to
"maintain" their buildings, and encourages them to build them out of sturdier
(and harder to obtain) materials.
Some items (such as woods) rot fairly quickly, others (like sandstone,
cobblestone and sand-glass) take a long time, and the sturdiest (all
brick/metal/crystal/obsidian-glass blocks). Thus players will tend to replace
their initial buildings with tougher ones as the game progresses.
List of Decaying blocks:
========================
The "days" listed here are very approximate.
- Wood block/slab/stair --[1-4 days]-> [destroyed]
- Cobblestone block/stair --[5-12 days]-> Gravel
- Cobblestone slab --[5-12 days]-> [destroyed]
- Glass (regular) --[1-12 days]-> [destroyed]
- Sandstone --[3-8 days]-> Sand
All other blocks do NOT decay.
TODO:
=====
- Wool --[1-4 days]-> [destroyed]
- Adjust decay rates based on position (e.g. if the node is sheltered by a roof
or near water...)
- Glass -> Glass fragments
- Wood block/slab/stair -> Rotten wood block/slab/stair
-> <disappears soon after>
- TODO: Needs texture for rotten block/slab/stair
- Cobblestone -> (long time) Gravel -> ???
- Slabs just disappear. Steps turn into gravel too.
- Wool -> <disappears>
- Sandstone -> (long time) sand -> ????
- Cobble interacts with cobble/rocks mod to produce rock item instead?
Optional plant decay:
- All trees/leaves/farm plants/flowers/ground flora also rarely
decays/dies. Most disappear, except trees are replaced with
"Rotting trunk" (does nothing).
- Tree trunks drop down like gravel/sand. ???
Optional Torch Decay:
- Torches -> Unlit torch, disappears or starts fire (very rarely)
- To compensate for expendable torches, "charcoal" can be furnaced
from a Tree/Jungle Tree -> Coal lump
- The glowstone mod is recommended as well, so you can craft
permanent light sources from mese.
- Decay wooden items such as fences/ladders/doors?
- Recommended for use with a mod that provides stone/metal versions of
these.