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.txtmaster
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Intro:
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======
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This mod tweaks a variety of small things in the default game; makes this or
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that a little more realsitic/harder/easier/more useful etc.
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Changes:
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========
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Tool Changes:
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- Wooden Axe/Pickaxe less effective & break faster for some realism.
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(use them only at the start to get some stone to make better tools).
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- Chopping trees with stone axe is faster.
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Crafting changes:
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- Stone brick recipe makes 2 stonebrick block instead of one.
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- Sand-stone brick recipe makes 2 instead of one.
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- 6 Dirt can be used to craft a clay lump:
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Dirt Dirt Dirt
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Dirt Dirt Dirt
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Smelting changes:
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- A tree or jungle tree can be smelted to create a (char)coal lump.
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- More items can be used as fuel in the furnace:
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Dry shrub, all flowers, wooden door/ladder/fence, bookshelf.
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Other changes:
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- Lava sources play fire sound [Somewhat buggy]
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Optional game-changing changes:
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- Tree blocks (regular and jungle) fall down like sand/gravel. [TODO:
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optional]
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(This makes it much easier to fell trees, especially jungle trees)
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TODO:
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-----
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- Wooden stairs and slab are usable as fuel.
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- Flowers can be "dug" instantly.
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- Chopping trees w/o axe takes MUCH longer.
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- Digging w/o shovel takes longer.
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- Fire turns glass into fragments.
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Too complex for this mod?:
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- Leaves fall from a tree when decaying.
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- Wool can be made into slabs (for carpets/blankets/chairs/etc)
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Depends:
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========
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Default and the following included in the default minetest_game:
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Flower, Fire, Doors, Slab, Stair
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Thanks:
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=======
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- 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)
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minetest.register_craft({
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output = 'default:stonebrick 2',
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recipe = {
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{'default:stone', 'default:stone'},
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{'default:stone', 'default:stone'},
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}
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})
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minetest.register_craft({
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output = 'default:sandstonebrick 2',
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recipe = {
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{'default:sandstone', 'default:sandstone'},
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{'default:sandstone', 'default:sandstone'},
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}
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})
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-- Craft clay from dirt
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minetest.register_craft({
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output = 'default:clay_lump',
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recipe = {
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{'default:dirt', 'default:dirt', 'default:dirt'},
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{'default:dirt', 'default:dirt', 'default:dirt'},
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}
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})
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-- Smelt (char)coal from a tree or jungletree
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minetest.register_craft({
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type = "cooking",
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output = "default:coal_lump",
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recipe = "group:tree",
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})
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-- Func for modifying already registered tools/etc taken from CasimirKaPazi's
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-- Stoneage mod, which is more realistic and difficult then regular minetest
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-- Get it from https://github.com/CasimirKaPazi/stoneage
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local entity
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local registered = function(case,name)
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local params = {}
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local list
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if case == "item" then list = minetest.registered_items end
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if case == "node" then list = minetest.registered_nodes end
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if case == "craftitem" then list = minetest.registered_craftitems end
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if case == "tool" then list = minetest.registered_tools end
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if case == "entity" then list = minetest.registered_entities end
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if list then
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for k,v in pairs(list[name]) do
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params[k] = v
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end
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end
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return params
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end
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-- Trees fall down when chopped - also for cacti/papyrus?
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-- FIXME TODO: Make this optional with a config
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entity = registered("node","default:tree")
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entity.groups = {tree=1,falling_node=1,choppy=2,oddly_breakable_by_hand=1,flammable=2}
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minetest.register_node(":default:tree", entity)
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entity = registered("node","default:jungletree")
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entity.groups = {tree=1,falling_node=1,choppy=2,oddly_breakable_by_hand=1,flammable=2},
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minetest.register_node(":default:jungletree", entity)
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-- Axes more effective
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entity = registered("tool","default:axe_stone")
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entity.tool_capabilities = {
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full_punch_interval = 1.2,
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max_drop_level=0,
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groupcaps={
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choppy={times={[1]=1.50, [2]=1.00, [3]=0.75}, uses=20, maxlevel=1},
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},
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damage_groups = {fleshy=3},
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}
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minetest.register_tool(":default:axe_stone", entity)
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-- FIXME TODO other axes
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-- Modify: Wooden axe/pickaxe less effective and break quicker
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entity = registered("tool","default:axe_wood")
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entity.tool_capabilities = {
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full_punch_interval = 1.5,
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max_drop_level=0,
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groupcaps={
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choppy = {times={[2]=3.00, [3]=2.00}, uses=2, maxlevel=1},
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},
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damage_groups = {fleshy=2},
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}
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minetest.register_tool(":default:axe_wood", entity)
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entity = registered("tool","default:pick_wood")
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entity.tool_capabilities = {
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full_punch_interval = 2.4,
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max_drop_level=0,
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groupcaps={
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cracky = {times={[3]=1.60}, uses=1, maxlevel=1},
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},
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damage_groups = {fleshy=2},
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}
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minetest.register_tool(":default:pick_wood", entity)
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-- Lava sounds TODO: may be buggy?
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minetest.register_abm({
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nodenames = {"default:lava_source"},
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interval = 12,
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chance = 128,
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action = function(pos, node, active_object_count, active_object_count_wider)
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minetest.sound_play("fire_small", {pos = pos, gain = 0.05, max_hear_distance = 20})
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end})
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-- More items as fuel
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minetest.register_craft({
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type = "fuel",
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recipe = "group:flower",
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burntime = 1,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "default:stick",
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burntime = 2,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "doors:door_wood",
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burntime = 10,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "default:ladder",
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burntime = 7,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "default:fence_wood",
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burntime = 4,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "default:bookshelf",
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burntime = 30,
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})
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@ -0,0 +1,55 @@
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Intro:
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======
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This mod tweaks a variety of small things in the default game; makes this or
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that a little more realsitic/harder/easier/more useful etc.
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Changes:
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========
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Tool Changes:
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- Wooden Axe/Pickaxe less effective & break faster for some realism.
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(use them only at the start to get some stone to make better tools).
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- Chopping trees with stone axe is faster.
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Crafting changes:
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- Stone brick recipe makes 2 stonebrick block instead of one.
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- Sand-stone brick recipe makes 2 instead of one.
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- 6 Dirt can be used to craft a clay lump:
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Dirt Dirt Dirt
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Dirt Dirt Dirt
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Smelting changes:
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- A tree or jungle tree can be smelted to create a (char)coal lump.
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- More items can be used as fuel in the furnace:
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Dry shrub, all flowers, wooden door/ladder/fence, bookshelf.
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Other changes:
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- Lava sources play fire sound [Somewhat buggy]
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Optional game-changing changes:
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- Tree blocks (regular and jungle) fall down like sand/gravel. [TODO:
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optional]
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(This makes it much easier to fell trees, especially jungle trees)
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TODO:
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-----
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- Wooden stairs and slab are usable as fuel.
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- Flowers can be "dug" instantly.
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- Chopping trees w/o axe takes MUCH longer.
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- Digging w/o shovel takes longer.
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- Fire turns glass into fragments.
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Too complex for this mod?:
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- Leaves fall from a tree when decaying.
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- Wool can be made into slabs (for carpets/blankets/chairs/etc)
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Depends:
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========
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Default and the following included in the default minetest_game:
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Flower, Fire, Doors, Slab, Stair
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Thanks:
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=======
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- https://github.com/CasimirKaPazi/stoneage
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@ -0,0 +1,57 @@
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Intro:
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======
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This mod causes some placed blocks to rot or decay, transforming into another
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type of node or disappearing entirely. This forces survival players to
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"maintain" their buildings, and encourages them to build them out of sturdier
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(and harder to obtain) materials.
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Some items (such as woods) rot fairly quickly, others (like sandstone,
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cobblestone and sand-glass) take a long time, and the sturdiest (all
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brick/metal/crystal/obsidian-glass blocks). Thus players will tend to replace
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their initial buildings with tougher ones as the game progresses.
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List of Decaying blocks:
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========================
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The "days" listed here are very approximate.
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- Wood block/slab/stair --[1-4 days]-> [destroyed]
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- Cobblestone block/stair --[5-12 days]-> Gravel
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- Cobblestone slab --[5-12 days]-> [destroyed]
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- Glass (regular) --[1-12 days]-> [destroyed]
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- Sandstone --[3-8 days]-> Sand
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All other blocks do NOT decay.
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TODO:
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=====
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- Wool --[1-4 days]-> [destroyed]
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- Adjust decay rates based on position (e.g. if the node is sheltered by a roof
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or near water...)
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- Glass -> Glass fragments
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- Wood block/slab/stair -> Rotten wood block/slab/stair
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-> <disappears soon after>
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- TODO: Needs texture for rotten block/slab/stair
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- Cobblestone -> (long time) Gravel -> ???
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- Slabs just disappear. Steps turn into gravel too.
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- Wool -> <disappears>
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- Sandstone -> (long time) sand -> ????
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- Cobble interacts with cobble/rocks mod to produce rock item instead?
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Optional plant decay:
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- All trees/leaves/farm plants/flowers/ground flora also rarely
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decays/dies. Most disappear, except trees are replaced with
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"Rotting trunk" (does nothing).
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- Tree trunks drop down like gravel/sand. ???
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Optional Torch Decay:
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- Torches -> Unlit torch, disappears or starts fire (very rarely)
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- To compensate for expendable torches, "charcoal" can be furnaced
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from a Tree/Jungle Tree -> Coal lump
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- The glowstone mod is recommended as well, so you can craft
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permanent light sources from mese.
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- Decay wooden items such as fences/ladders/doors?
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- Recommended for use with a mod that provides stone/metal versions of
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these.
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@ -0,0 +1 @@
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default
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@ -0,0 +1,58 @@
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-- Controls overall decay amount - higher numbers = slower decay
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rotdecaymax = 12
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-- Function registers an ABM for the node, takes arguments:
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-- Node name of the block to rot, node name it becomes (can be air),
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-- Interval to run, chance to run inverted (abn args)
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-- Based on the stoneage mod.
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--
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function register_rot(nodename, becomes, intrvl, chnce)
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minetest.register_abm({
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nodenames = {nodename},
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interval = intrvl,
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chance = chnce,
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action = function(pos, node)
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local meta = minetest.env:get_meta(pos)
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local decay = meta:get_int("rot_decay")
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if not decay then
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meta:set_int("rot_decay", 1)
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return
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end
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if decay >= rotdecaymax then
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-- Debugging:
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minetest.chat_send_all(node.name .. " decayed to " .. becomes)
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node.name = becomes
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minetest.env:add_node(pos, node)
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meta:set_int("rot_decay", 0)
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return
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end
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decay = decay + 1
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-- Debugging:
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-- minetest.chat_send_all(node.name .. " decay " .. decay)
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meta:set_int("rot_decay", decay)
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end
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})
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end
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-- Entries for each item start here
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register_rot("default:junglewood", "air", 16, 40)
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register_rot("stairs:stair_junglewood", "air", 16, 40)
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register_rot("stairs:slab_junglewood", "air", 16, 40)
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register_rot("default:wood", "air", 16, 32)
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register_rot("stairs:stair_wood", "air", 16, 32)
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register_rot("stairs:slab_wood", "air", 16, 32)
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register_rot("default:cobble", "default:gravel", 64, 256)
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register_rot("stairs:stair_cobble", "default:gravel", 64, 256)
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register_rot("stairs:slab_cobble", "air", 64, 256)
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register_rot("default:glass", "air", 8, 64)
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register_rot("default:sandstone", "default:sand", 16, 128)
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-- TODO wool - use for loop from default:wool mod?
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@ -0,0 +1,57 @@
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|||
Intro:
|
||||
======
|
||||
|
||||
This mod causes some placed blocks to rot or decay, transforming into another
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type of node or disappearing entirely. This forces survival players to
|
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"maintain" their buildings, and encourages them to build them out of sturdier
|
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(and harder to obtain) materials.
|
||||
|
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Some items (such as woods) rot fairly quickly, others (like sandstone,
|
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cobblestone and sand-glass) take a long time, and the sturdiest (all
|
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brick/metal/crystal/obsidian-glass blocks). Thus players will tend to replace
|
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their initial buildings with tougher ones as the game progresses.
|
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|
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List of Decaying blocks:
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========================
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The "days" listed here are very approximate.
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- Wood block/slab/stair --[1-4 days]-> [destroyed]
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- Cobblestone block/stair --[5-12 days]-> Gravel
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- Cobblestone slab --[5-12 days]-> [destroyed]
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- Glass (regular) --[1-12 days]-> [destroyed]
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- Sandstone --[3-8 days]-> Sand
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All other blocks do NOT decay.
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TODO:
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=====
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- Wool --[1-4 days]-> [destroyed]
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- Adjust decay rates based on position (e.g. if the node is sheltered by a roof
|
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or near water...)
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- Glass -> Glass fragments
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- Wood block/slab/stair -> Rotten wood block/slab/stair
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-> <disappears soon after>
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- TODO: Needs texture for rotten block/slab/stair
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- Cobblestone -> (long time) Gravel -> ???
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- Slabs just disappear. Steps turn into gravel too.
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- Wool -> <disappears>
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- Sandstone -> (long time) sand -> ????
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- Cobble interacts with cobble/rocks mod to produce rock item instead?
|
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|
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Optional plant decay:
|
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- All trees/leaves/farm plants/flowers/ground flora also rarely
|
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decays/dies. Most disappear, except trees are replaced with
|
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"Rotting trunk" (does nothing).
|
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- Tree trunks drop down like gravel/sand. ???
|
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|
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Optional Torch Decay:
|
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- Torches -> Unlit torch, disappears or starts fire (very rarely)
|
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- To compensate for expendable torches, "charcoal" can be furnaced
|
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from a Tree/Jungle Tree -> Coal lump
|
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- The glowstone mod is recommended as well, so you can craft
|
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permanent light sources from mese.
|
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|
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- 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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