fix thirsty

master
maikerumine 2017-04-21 20:17:07 -04:00
parent 08ee3ca215
commit af430c5638
74 changed files with 5775 additions and 632 deletions

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@ -31,7 +31,7 @@ minetest.register_globalstep(function(dtime)
if minetest.get_player_by_name(name) then
--player:set_sky({}, "skybox", spaceskybox) -- Sets skybox
skybox.set(player, 4)--ADDED SKYBOX
skybox.set(player, 1)--ADDED SKYBOX
end
end
end

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@ -1791,7 +1791,7 @@ minetest.register_node("default:toxic_water_source", {
backface_culling = false,
},
},
alpha = 240,
--alpha = 240,
paramtype = "light",
--light_source = default.LIGHT_MAX - 1,
walkable = false,
@ -1810,7 +1810,7 @@ minetest.register_node("default:toxic_water_source", {
damage_per_second = 3*2,
post_effect_color = {a = 255, r = 30, g = 60, b = 90},
--groups = {water = 3, liquid = 3, puts_out_fire = 1, radioactive = (state == "source" and 2 or 2),},
groups = {water = 3, liquid = 3, puts_out_fire = 1, radioactive = 2},
groups = {water = 3, liquid = 3, radioactive = 2, hot = 3}, --, puts_out_fire = 1
})
minetest.register_node("default:toxic_water_flowing", {
@ -1840,7 +1840,7 @@ minetest.register_node("default:toxic_water_flowing", {
},
},
},
alpha = 240,
--alpha = 240,
paramtype = "light",
--light_source = default.LIGHT_MAX - 1,
paramtype2 = "flowingliquid",
@ -1860,7 +1860,7 @@ minetest.register_node("default:toxic_water_flowing", {
post_effect_color = {a = 255, r = 30, g = 60, b = 90},
groups = {water = 3, liquid = 3, puts_out_fire = 1,
--not_in_creative_inventory = 1, radioactive = (state == "source" and 2 or 2),},
not_in_creative_inventory = 1, radioactive =2},
not_in_creative_inventory = 1, radioactive =2, hot = 3},
})
--MUD

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@ -1,8 +0,0 @@
pathv7 0.1.5 by paramat
For Minetest 0.4.13 and later
Depends default stairs
Licenses: Code LGPLv2.1, textures CC BY-SA 3.0
See license.txt for license information
Use with mapgen v7 only.
Creates a worldwide network of paths, bridges and tunnels.

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@ -1 +0,0 @@
default

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@ -1,442 +0,0 @@
-- Parameters
local HSAMP = 0.025 -- Height select amplitude.
-- Controls maximum steepness of paths.
local DEBUG = false -- Print generation time
-- Mapgen v7 noises
-- 2D noise for base terrain
local np_base = {
offset = 4,
scale = 70,
spread = {x = 600, y = 600, z = 600},
seed = 82341,
octaves = 5,
persist = 0.6
}
-- 2D noise for alt terrain
local np_alt = {
offset = 4,
scale = 25,
spread = {x = 600, y = 600, z = 600},
seed = 5934,
octaves = 5,
persist = 0.6
}
-- 2D noise for height select
local np_select = {
offset = -8,
scale = 16,
spread = {x = 500, y = 500, z = 500},
seed = 4213,
octaves = 6, -- default 6
persist = 0.7 -- default 0.7
}
-- Mod noises
-- 2D noise for patha
local np_patha = {
offset = 0,
scale = 1,
spread = {x = 1024, y = 1024, z = 1024},
seed = 11711,
octaves = 3,
persist = 0.4
}
-- 2D noise for pathb
local np_pathb = {
offset = 0,
scale = 1,
spread = {x = 2048, y = 2048, z = 2048},
seed = -8017,
octaves = 4,
persist = 0.4
}
-- 2D noise for pathc
local np_pathc = {
offset = 0,
scale = 1,
spread = {x = 4096, y = 4096, z = 4096},
seed = 300707,
octaves = 5,
persist = 0.4
}
-- 2D noise for pathd
local np_pathd = {
offset = 0,
scale = 1,
spread = {x = 8192, y = 8192, z = 8192},
seed = -80033,
octaves = 6,
persist = 0.4
}
-- 2D noise for columns
local np_column = {
offset = 0,
scale = 1,
spread = {x = 8, y = 8, z = 8},
seed = 1728833,
octaves = 3,
persist = 2
}
-- Do files
dofile(minetest.get_modpath("pathv7") .. "/nodes.lua")
-- Constants
local c_wood = minetest.get_content_id("pathv7:junglewood")
local c_column = minetest.get_content_id("pathv7:bridgewood")
local c_stairn = minetest.get_content_id("pathv7:stairn")
local c_stairs = minetest.get_content_id("pathv7:stairs")
local c_staire = minetest.get_content_id("pathv7:staire")
local c_stairw = minetest.get_content_id("pathv7:stairw")
local c_stairne = minetest.get_content_id("pathv7:stairne")
local c_stairnw = minetest.get_content_id("pathv7:stairnw")
local c_stairse = minetest.get_content_id("pathv7:stairse")
local c_stairsw = minetest.get_content_id("pathv7:stairsw")
local c_air = minetest.CONTENT_AIR
local c_ignore = minetest.CONTENT_IGNORE
local c_stone = minetest.get_content_id("default:stone")
local c_sastone = minetest.get_content_id("default:sandstone")
local c_destone = minetest.get_content_id("default:desert_stone")
local c_ice = minetest.get_content_id("default:ice")
local c_tree = minetest.get_content_id("default:tree")
local c_leaves = minetest.get_content_id("default:leaves")
local c_apple = minetest.get_content_id("default:apple")
local c_jungletree = minetest.get_content_id("default:jungletree")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
local c_pinetree = minetest.get_content_id("default:pine_tree")
local c_pineneedles = minetest.get_content_id("default:pine_needles")
local c_snow = minetest.get_content_id("default:snow")
local c_acaciatree = minetest.get_content_id("default:acacia_tree")
local c_acacialeaves = minetest.get_content_id("default:acacia_leaves")
local c_aspentree = minetest.get_content_id("default:aspen_tree")
local c_aspenleaves = minetest.get_content_id("default:aspen_leaves")
local c_meselamp = minetest.get_content_id("default:meselamp")
-- Initialise noise objects to nil
local nobj_base = nil
local nobj_alt = nil
local nobj_select = nil
local nobj_patha = nil
local nobj_pathb = nil
local nobj_pathc = nil
local nobj_pathd = nil
local nobj_column = nil
-- Localise noise buffers
local nbuf_base
local nbuf_alt
local nbuf_select
local nbuf_patha
local nbuf_pathb
local nbuf_pathc
local nbuf_pathd
local nbuf_column
-- Localise data buffer
local dbuf
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > 0 or maxp.y < 0 then
return
end
local t1 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
local sidelen = x1 - x0 + 1
local emerlen = sidelen + 32
local overlen = sidelen + 5
local chulens = {x = overlen, y = overlen, z = 1}
local minpos = {x = x0 - 3, y = z0 - 3}
nobj_base = nobj_base or minetest.get_perlin_map(np_base, chulens)
nobj_alt = nobj_alt or minetest.get_perlin_map(np_alt, chulens)
nobj_select = nobj_select or minetest.get_perlin_map(np_select, chulens)
nobj_patha = nobj_patha or minetest.get_perlin_map(np_patha, chulens)
nobj_pathb = nobj_pathb or minetest.get_perlin_map(np_pathb, chulens)
nobj_pathc = nobj_pathc or minetest.get_perlin_map(np_pathc, chulens)
nobj_pathd = nobj_pathd or minetest.get_perlin_map(np_pathd, chulens)
nobj_column = nobj_column or minetest.get_perlin_map(np_column, chulens)
local nvals_base = nobj_base :get2dMap_flat(minpos, nbuf_base)
local nvals_alt = nobj_alt :get2dMap_flat(minpos, nbuf_alt)
local nvals_select = nobj_select:get2dMap_flat(minpos, nbuf_select)
local nvals_patha = nobj_patha :get2dMap_flat(minpos, nbuf_patha)
local nvals_pathb = nobj_pathb :get2dMap_flat(minpos, nbuf_pathb)
local nvals_pathc = nobj_pathc :get2dMap_flat(minpos, nbuf_pathc)
local nvals_pathd = nobj_pathd :get2dMap_flat(minpos, nbuf_pathd)
local nvals_column = nobj_column:get2dMap_flat(minpos, nbuf_column)
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local data = vm:get_data(dbuf)
local ni = 1
for z = z0 - 3, z1 + 2 do
local n_xprepatha = false
local n_xprepathb = false
local n_xprepathc = false
local n_xprepathd = false
-- x0 - 3, z0 - 3 is to setup initial values of 'xprepath_', 'zprepath_'
for x = x0 - 3, x1 + 2 do
local n_patha = nvals_patha[ni]
local n_zprepatha = nvals_patha[(ni - overlen)]
local n_pathb = nvals_pathb[ni]
local n_zprepathb = nvals_pathb[(ni - overlen)]
local n_pathc = nvals_pathc[ni]
local n_zprepathc = nvals_pathc[(ni - overlen)]
local n_pathd = nvals_pathd[ni]
local n_zprepathd = nvals_pathd[(ni - overlen)]
if x >= x0 - 2 and z >= z0 - 2 then
local abscol = math.abs(nvals_column[ni])
local base = nvals_base[ni]
local alt = nvals_alt[ni]
local select = nvals_select[ni]
if base < alt then
base = alt
end
local tblend = 0.5 + HSAMP * (select - 0.5)
tblend = math.min(math.max(tblend, 0), 1)
local tlevel = math.floor(base * tblend + alt * (1 - tblend))
local pathy = math.min(math.max(tlevel, 7), 42)
if (n_patha >= 0 and n_xprepatha < 0) -- detect sign change of noise
or (n_patha < 0 and n_xprepatha >= 0)
or (n_patha >= 0 and n_zprepatha < 0)
or (n_patha < 0 and n_zprepatha >= 0)
or (n_pathb >= 0 and n_xprepathb < 0)
or (n_pathb < 0 and n_xprepathb >= 0)
or (n_pathb >= 0 and n_zprepathb < 0)
or (n_pathb < 0 and n_zprepathb >= 0)
or (n_pathc >= 0 and n_xprepathc < 0)
or (n_pathc < 0 and n_xprepathc >= 0)
or (n_pathc >= 0 and n_zprepathc < 0)
or (n_pathc < 0 and n_zprepathc >= 0)
or (n_pathd >= 0 and n_xprepathd < 0)
or (n_pathd < 0 and n_xprepathd >= 0)
or (n_pathd >= 0 and n_zprepathd < 0)
or (n_pathd < 0 and n_zprepathd >= 0) then
-- scan disk 5 nodes above path
local tunnel = false
local excatop
for zz = z - 2, z + 2 do
local vi = area:index(x - 2, pathy + 5, zz)
for xx = x - 2, x + 2 do
local nodid = data[vi]
if nodid == c_stone
or nodid == c_destone
or nodid == c_sastone
or nodid == c_ice then
tunnel = true
end
vi = vi + 1
end
end
if tunnel then
excatop = pathy + 5
else
excatop = y1
end
-- place path node brush
local vi = area:index(x - 2, pathy, z - 2)
if data[vi] ~= c_wood then
data[vi] = c_stairne
end
for iter = 1, 3 do
vi = vi + 1
if data[vi] ~= c_wood then
data[vi] = c_stairn
end
end
vi = vi + 1
if data[vi] ~= c_wood then
data[vi] = c_stairnw
end
for zz = z - 1, z + 1 do
local vi = area:index(x - 2, pathy, zz)
if data[vi] ~= c_wood then
data[vi] = c_staire
end
for iter = 1, 3 do
vi = vi + 1
data[vi] = c_wood
end
vi = vi + 1
if data[vi] ~= c_wood then
data[vi] = c_stairw
end
end
local vi = area:index(x - 2, pathy, z + 2)
if data[vi] ~= c_wood then
data[vi] = c_stairse
end
for iter = 1, 3 do
vi = vi + 1
if data[vi] ~= c_wood then
data[vi] = c_stairs
end
end
vi = vi + 1
if data[vi] ~= c_wood then
data[vi] = c_stairsw
end
-- bridge understructure
for zz = z - 1, z + 1 do
local vi = area:index(x - 1, pathy - 1, zz)
for xx = x - 1, x + 1 do
local nodid = data[vi]
if nodid ~= c_stone
and nodid ~= c_destone
and nodid ~= c_sastone then
data[vi] = c_column
end
vi = vi + 1
end
end
local vi = area:index(x, pathy - 2, z)
data[vi] = c_column
-- bridge columns
if abscol < 0.3 then
for xx = x - 1, x + 1, 2 do
for zz = z - 1, z + 1, 2 do
local vi = area:index(xx, pathy - 2, zz)
for y = pathy - 2, y0, -1 do
local nodid = data[vi]
if nodid == c_stone
or nodid == c_destone
or nodid == c_sastone then
break
else
data[vi] = c_column
end
vi = vi - emerlen
end
end
end
end
-- excavate above path
local det_destone = false
local det_sastone = false
local det_ice = false
for y = pathy + 1, excatop do
for zz = z - 2, z + 2 do
local vi = area:index(x - 2, y, zz)
for xx = x - 2, x + 2 do
local nodid = data[vi]
if nodid == c_destone then
det_destone = true
elseif nodid == c_sastone then
det_sastone = true
elseif nodid == c_ice then
det_ice = true
end
if tunnel and y == excatop then -- tunnel ceiling
if nodid ~= c_air
and nodid ~= c_ignore
and nodid ~= c_meselamp then
if (math.abs(zz - z) == 2
or math.abs(xx - x) == 2)
and math.random() <= 0.2 then
data[vi] = c_meselamp
elseif det_destone then
data[vi] = c_destone
elseif det_sastone then
data[vi] = c_sastone
elseif det_ice then
data[vi] = c_ice
else
data[vi] = c_stone
end
end
elseif y <= pathy + 5 then
if nodid ~= c_wood
and nodid ~= c_stairn
and nodid ~= c_stairs
and nodid ~= c_staire
and nodid ~= c_stairw
and nodid ~= c_stairne
and nodid ~= c_stairnw
and nodid ~= c_stairse
and nodid ~= c_stairsw then
data[vi] = c_air
end
elseif nodid == c_tree
or nodid == c_leaves
or nodid == c_apple
or nodid == c_jungletree
or nodid == c_jungleleaves
or nodid == c_pinetree
or nodid == c_pineneedles
or nodid == c_snow
or nodid == c_acaciatree
or nodid == c_acacialeaves
or nodid == c_aspentree
or nodid == c_aspenleaves then
data[vi] = c_air
end
vi = vi + 1
end
end
end
end
end
n_xprepatha = n_patha
n_xprepathb = n_pathb
n_xprepathc = n_pathc
n_xprepathd = n_pathd
ni = ni + 1
end
end
vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:write_to_map(data)
local chugent = math.ceil((os.clock() - t1) * 1000)
if DEBUG then
print ("[pathv7] Generate chunk " .. chugent .. " ms")
end
end)

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@ -1,25 +0,0 @@
License of source code
----------------------
Pathv6alt
Copyright (C) 2014-2015 paramat
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.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
License of media (textures)
---------------------------
All textures are derived from Minetest's default textures.
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/

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@ -1,151 +0,0 @@
minetest.register_node("pathv7:junglewood", {
description = "Mod jungle wood",
tiles = {"asphalt.png", "asphalt_bottom.png", "asphalt.png", "asphalt.png", "asphalt_back.png", "asphalt_front.png"},
is_ground_content = false,
groups = {choppy = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("pathv7:bridgewood", {
description = "Bridge wood",
tiles = {"default_stone.png"},
is_ground_content = false,
groups = {cracky = 3, flammable = 2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("pathv7:stairn", { -- stair rising to the north
description = "Jungle wood stair N",
tiles = {"asphalt.png", "asphalt_bottom.png", "asphalt.png", "asphalt.png", "asphalt_back.png", "asphalt_front.png"},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
groups = {choppy = 2, flammable = 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},
},
},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("pathv7:stairs", {
description = "Jungle wood stair S",
tiles = {"asphalt.png", "asphalt_bottom.png", "asphalt.png", "asphalt.png", "asphalt_back.png", "asphalt_front.png"},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
groups = {choppy = 2, flammable = 2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, -0.5, 0.5, 0.5, 0},
},
},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("pathv7:staire", {
description = "Jungle wood stair E",
tiles = {"asphalt.png", "asphalt_bottom.png", "asphalt.png", "asphalt.png", "asphalt_back.png", "asphalt_front.png"},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
groups = {choppy = 2, flammable = 2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{0, 0, -0.5, 0.5, 0.5, 0.5},
},
},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("pathv7:stairw", {
description = "Jungle wood stair W",
tiles = {"asphalt.png", "asphalt_bottom.png", "asphalt.png", "asphalt.png", "asphalt_back.png", "asphalt_front.png"},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
groups = {choppy = 2, flammable = 2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, -0.5, 0, 0.5, 0.5},
},
},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("pathv7:stairne", {
description = "Jungle wood stair NE",
tiles = {"asphalt.png", "asphalt_bottom.png", "asphalt.png", "asphalt.png", "asphalt_back.png", "asphalt_front.png"},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
groups = {choppy = 2, flammable = 2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{0, 0, 0, 0.5, 0.5, 0.5},
},
},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("pathv7:stairnw", {
description = "Jungle wood stair NW",
tiles = {"asphalt.png", "asphalt_bottom.png", "asphalt.png", "asphalt.png", "asphalt_back.png", "asphalt_front.png"},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
groups = {choppy = 2, flammable = 2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0, 0.5, 0.5},
},
},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("pathv7:stairse", {
description = "Jungle wood stair SE",
tiles = {"asphalt.png", "asphalt_bottom.png", "asphalt.png", "asphalt.png", "asphalt_back.png", "asphalt_front.png"},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
groups = {choppy = 2, flammable = 2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{0, 0, -0.5, 0.5, 0.5, 0},
},
},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("pathv7:stairsw", {
description = "Jungle wood stair SW",
tiles = {"asphalt.png", "asphalt_bottom.png", "asphalt.png", "asphalt.png", "asphalt_back.png", "asphalt_front.png"},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
groups = {choppy = 2, flammable = 2},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, -0.5, 0, 0.5, 0},
},
},
sounds = default.node_sound_wood_defaults(),
})

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roadvalleys 0.1.0 by paramat
For Minetest 0.4.13 and later
Depends default
Licenses: Source code LGPL (2.1). Media (textures) CC BY-SA 3.0
See license.txt for license information
Use with Minetest core mapgen 'valleys' only.

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default

373
mods/roadvalleys/init.lua Normal file
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-- Parameters
local DEBUG = true
-- Mapgen valleys noises
local np_terrain_height = {
offset = -10,
scale = 50,
spread = {x = 1024, y = 1024, z = 1024},
seed = 5202,
octaves = 6,
persist = 0.4,
lacunarity = 2.0,
}
local np_valley_depth = {
offset = 5,
scale = 4,
spread = {x = 512, y = 512, z = 512},
seed = -1914,
octaves = 1,
persist = 0.0,
lacunarity = 2.0,
}
-- Mod noises
-- 2D noise for patha
local np_patha = {
offset = 0,
scale = 1,
spread = {x = 1024, y = 1024, z = 1024},
seed = 11711,
octaves = 3,
persist = 0.4
}
-- 2D noise for pathb
local np_pathb = {
offset = 0,
scale = 1,
spread = {x = 2048, y = 2048, z = 2048},
seed = 8017,
octaves = 4,
persist = 0.4
}
-- 2D noise for pathc
local np_pathc = {
offset = 0,
scale = 1,
spread = {x = 4096, y = 4096, z = 4096},
seed = 300707,
octaves = 5,
persist = 0.4
}
-- 2D noise for pathd
local np_pathd = {
offset = 0,
scale = 1,
spread = {x = 8192, y = 8192, z = 8192},
seed = 80033,
octaves = 6,
persist = 0.4
}
-- Do files
dofile(minetest.get_modpath("roadvalleys") .. "/nodes.lua")
-- Constants
local c_roadblack = minetest.get_content_id("roadvalleys:road_black")
local c_roadslab = minetest.get_content_id("roadvalleys:road_black_slab")
local c_roadwhite = minetest.get_content_id("roadvalleys:road_white")
local c_concrete = minetest.get_content_id("roadvalleys:concrete")
local c_air = minetest.CONTENT_AIR
local c_ignore = minetest.CONTENT_IGNORE
local c_stone = minetest.get_content_id("default:stone")
local c_sastone = minetest.get_content_id("default:sandstone")
local c_destone = minetest.get_content_id("default:desert_stone")
local c_ice = minetest.get_content_id("default:ice")
local c_tree = minetest.get_content_id("default:tree")
local c_leaves = minetest.get_content_id("default:leaves")
local c_apple = minetest.get_content_id("default:apple")
local c_jungletree = minetest.get_content_id("default:jungletree")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
local c_pinetree = minetest.get_content_id("default:pine_tree")
local c_pineneedles = minetest.get_content_id("default:pine_needles")
local c_snow = minetest.get_content_id("default:snow")
local c_acaciatree = minetest.get_content_id("default:acacia_tree")
local c_acacialeaves = minetest.get_content_id("default:acacia_leaves")
local c_aspentree = minetest.get_content_id("default:aspen_tree")
local c_aspenleaves = minetest.get_content_id("default:aspen_leaves")
local c_meselamp = minetest.get_content_id("default:meselamp")
-- Initialise noise objects to nil
local nobj_terrain_height = nil
local nobj_valley_depth = nil
local nobj_patha = nil
local nobj_pathb = nil
local nobj_pathc = nil
local nobj_pathd = nil
-- Localise noise buffers
local nbuf_terrain_height = {}
local nbuf_valley_depth = {}
local nbuf_patha = {}
local nbuf_pathb = {}
local nbuf_pathc = {}
local nbuf_pathd = {}
-- Localise data buffer
local dbuf = {}
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > 0 or maxp.y < 0 then
return
end
local t1 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
local sidelen = x1 - x0 + 1
local emerlen = sidelen + 32
local overlen = sidelen + 9
local pmapdims = {x = overlen, y = overlen, z = 1}
local pmapminp = {x = x0 - 5, y = z0 - 5}
nobj_terrain_height = nobj_terrain_height or
minetest.get_perlin_map(np_terrain_height, pmapdims)
nobj_valley_depth = nobj_valley_depth or
minetest.get_perlin_map(np_valley_depth, pmapdims)
nobj_patha = nobj_patha or minetest.get_perlin_map(np_patha, pmapdims)
nobj_pathb = nobj_pathb or minetest.get_perlin_map(np_pathb, pmapdims)
nobj_pathc = nobj_pathc or minetest.get_perlin_map(np_pathc, pmapdims)
nobj_pathd = nobj_pathd or minetest.get_perlin_map(np_pathd, pmapdims)
local nvals_terrain_height =
nobj_terrain_height:get2dMap_flat(pmapminp, nbuf_terrain_height)
local nvals_valley_depth =
nobj_valley_depth:get2dMap_flat(pmapminp, nbuf_valley_depth)
local nvals_patha = nobj_patha:get2dMap_flat(pmapminp, nbuf_patha)
local nvals_pathb = nobj_pathb:get2dMap_flat(pmapminp, nbuf_pathb)
local nvals_pathc = nobj_pathc:get2dMap_flat(pmapminp, nbuf_pathc)
local nvals_pathd = nobj_pathd:get2dMap_flat(pmapminp, nbuf_pathd)
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
local data = vm:get_data(dbuf)
local ni = 1
for z = z0 - 5, z1 + 4 do
local n_xprepatha = nil
local n_xprepathb = nil
local n_xprepathc = nil
local n_xprepathd = nil
-- x0 - 5, z0 - 5 is to setup initial values of 'xprepath_', 'zprepath_'
for x = x0 - 5, x1 + 4 do
local n_patha = nvals_patha[ni]
local n_zprepatha = nvals_patha[(ni - overlen)]
local n_pathb = nvals_pathb[ni]
local n_zprepathb = nvals_pathb[(ni - overlen)]
local n_pathc = nvals_pathc[ni]
local n_zprepathc = nvals_pathc[(ni - overlen)]
local n_pathd = nvals_pathd[ni]
local n_zprepathd = nvals_pathd[(ni - overlen)]
if x >= x0 - 4 and z >= z0 - 4 then
local n_terrain_height = nvals_terrain_height[ni]
local n_valley_depth = nvals_valley_depth[ni]
-- *** math.floor() fixes scattered bridge elements bug ***
local tlevel = math.floor(n_terrain_height +
(n_valley_depth * n_valley_depth))
-- Add 6 to terrain level so that bridges pass over rivers
local pathy = math.min(math.max(tlevel + 6, 7), 42)
if (n_patha >= 0 and n_xprepatha < 0) -- detect sign change of noise
or (n_patha < 0 and n_xprepatha >= 0)
or (n_patha >= 0 and n_zprepatha < 0)
or (n_patha < 0 and n_zprepatha >= 0)
or (n_pathb >= 0 and n_xprepathb < 0)
or (n_pathb < 0 and n_xprepathb >= 0)
or (n_pathb >= 0 and n_zprepathb < 0)
or (n_pathb < 0 and n_zprepathb >= 0)
or (n_pathc >= 0 and n_xprepathc < 0)
or (n_pathc < 0 and n_xprepathc >= 0)
or (n_pathc >= 0 and n_zprepathc < 0)
or (n_pathc < 0 and n_zprepathc >= 0)
or (n_pathd >= 0 and n_xprepathd < 0)
or (n_pathd < 0 and n_xprepathd >= 0)
or (n_pathd >= 0 and n_zprepathd < 0)
or (n_pathd < 0 and n_zprepathd >= 0) then
-- scan disk 5 nodes above path
local tunnel = false
local excatop
for zz = z - 4, z + 4 do
local vi = area:index(x - 4, pathy + 5, zz)
for xx = x - 4, x + 4 do
local nodid = data[vi]
if nodid == c_stone
or nodid == c_destone
or nodid == c_sastone
or nodid == c_ice then
tunnel = true
end
vi = vi + 1
end
end
if tunnel then
excatop = pathy + 5
else
excatop = y1
end
-- place path node brush
local vi = area:index(x, pathy, z)
data[vi] = c_roadwhite
for k = -4, 4 do
local vi = area:index(x - 4, pathy, z + k)
for i = -4, 4 do
local radsq = (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2
if radsq <= 13 then
local nodid = data[vi]
if nodid ~= c_roadwhite then
data[vi] = c_roadblack
end
elseif radsq <= 25 then
local nodid = data[vi]
if nodid ~= c_roadblack
and nodid ~= c_roadwhite then
data[vi] = c_roadslab
end
end
vi = vi + 1
end
end
-- foundations or bridge structure
for k = -4, 4 do
local vi = area:index(x - 4, pathy - 1, z + k)
for i = -4, 4 do
local radsq = (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2
if radsq <= 25 then
local nodid = data[vi]
if nodid ~= c_roadblack
and nodid ~= c_roadwhite
and nodid ~= c_roadslab then
data[vi] = c_concrete
end
end
if radsq <= 2 then
local viu = vi - emerlen
local nodid = data[viu]
if nodid ~= c_roadblack
and nodid ~= c_roadwhite
and nodid ~= c_roadslab then
data[viu] = c_concrete
end
end
vi = vi + 1
end
end
-- bridge columns
if math.random() <= 0.0625 then
for xx = x - 1, x + 1 do
for zz = z - 1, z + 1 do
local vi = area:index(xx, pathy - 3, zz)
for y = pathy - 3, y0 - 16, -1 do
local nodid = data[vi]
if nodid == c_stone
or nodid == c_destone
or nodid == c_sastone then
break
else
data[vi] = c_concrete
end
vi = vi - emerlen
end
end
end
end
-- excavate above path
for y = pathy + 1, excatop do
for zz = z - 4, z + 4 do
local vi = area:index(x - 4, y, zz)
for xx = x - 4, x + 4 do
local nodid = data[vi]
if tunnel and y == excatop then -- tunnel ceiling
if nodid ~= c_air
and nodid ~= c_ignore
and nodid ~= c_meselamp then
if (math.abs(zz - z) == 4
or math.abs(xx - x) == 4)
and math.random() <= 0.2 then
data[vi] = c_meselamp
else
data[vi] = c_concrete
end
end
elseif y <= pathy + 5 then
if nodid ~= c_roadblack
and nodid ~= c_roadslab
and nodid ~= c_roadwhite then
data[vi] = c_air
end
elseif nodid == c_tree
or nodid == c_leaves
or nodid == c_apple
or nodid == c_jungletree
or nodid == c_jungleleaves
or nodid == c_pinetree
or nodid == c_pineneedles
or nodid == c_snow
or nodid == c_acaciatree
or nodid == c_acacialeaves
or nodid == c_aspentree
or nodid == c_aspenleaves then
data[vi] = c_air
end
vi = vi + 1
end
end
end
end
end
n_xprepatha = n_patha
n_xprepathb = n_pathb
n_xprepathc = n_pathc
n_xprepathd = n_pathd
ni = ni + 1
end
end
vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:write_to_map(data)
local chugent = math.ceil((os.clock() - t1) * 1000)
if DEBUG then
print ("[roadvalleys] "..chugent.." ms")
end
end)

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@ -0,0 +1,49 @@
License of source code
----------------------
Copyright (C) 2016-2017 paramat
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
License of media (textures)
---------------------------
Copyright (C) 2016 paramat
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
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/3.0/

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@ -0,0 +1,43 @@
minetest.register_node("roadvalleys:road_black", {
description = "Road Black",
tiles = {"roadvalleys_road_black.png"},
is_ground_content = false,
groups = {cracky = 2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("roadvalleys:road_black_slab", {
description = "Road Black Slab",
tiles = {"roadvalleys_road_black.png"},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
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}},
},
groups = {cracky = 2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("roadvalleys:road_white", {
description = "Road White",
tiles = {"roadvalleys_road_white.png"},
paramtype = "light",
--light_source = 12,
is_ground_content = false,
groups = {cracky = 2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("roadvalleys:concrete", {
description = "Concrete",
tiles = {"roadvalleys_concrete.png"},
is_ground_content = false,
groups = {cracky = 2},
sounds = default.node_sound_stone_defaults(),
})

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17
mods/thirsty/HUD.txt Normal file
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Configuration for Better HUD
----------------------------
The Better HUD mod positions the stat displays according to
a 'hud.conf' file in its mod directory. If you wish to shift
the positions of the stat displays around, you need to create or
edit the 'hud.conf' file.
There should be two files in this mod directory, 'hud.conf.with_hunger'
and 'hud.conf.no_hunger'. These can be used as the basis for your
'hud.conf', depending on whether you are also using the Hunger mod
(which adds a hunger display), or not.
The positions of the displays in those files correspond to the
default settings in Better HUD. In most cases, it's enough to
copy one of these files as 'hud.conf' in the Better HUD mod
directory 'mods/hud'.

505
mods/thirsty/LICENSE Normal file
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@ -0,0 +1,505 @@
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Version 2.1, February 1999
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
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Everyone is permitted to copy and distribute verbatim copies
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That's all there is to it!

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Thirsty [thirsty]
=================
A Minetest mod that adds a "thirst" mechanic.
Version: 0.10.1
License:
Code: LGPL 2.1 (see included LICENSE file)
Textures: CC-BY-SA (see http://creativecommons.org/licenses/by-sa/4.0/)
Report bugs or request help on the forum topic.
Description
-----------
This is a mod for MineTest. It adds a thirst mechanic to the
game, similar to many hunger mods (but independent of them).
Players will slowly get thirstier over time, and will need to
drink or suffer damage.
The point of this mod is not to make the game more realistic,
or harder. The point is to have another mechanic that rewards
preparation and infrastructure. Players will now have an incentive
to build their base next to water (or add some water to their base),
and/or take some water with them when mining or travelling.
Terminology: "Thirst" vs. "hydration"
-------------------------------------
"Thirst" is the absence of "hydration" (a term suggested by
everamzah on the Minetest forums, thanks!). The overall mechanic
is still called "thirst", but the visible bar is that of
"hydration", meaning a full bar represents full hydration, not full
thirst. Players lose hydration (or "hydro points") over time, and
gain hydration when drinking.
Current behavior
----------------
**Tier 0**: stand in water (running or standing) to slowly drink.
You may not move during drinking (or you could cross an ocean without
getting thirsty).
**Tier 1**: use a container (e.g. from `vessels`) on water to instantly
fill your hydration. Craftable wooden bowl included.
**Tier 2**: craftable canteens: steel canteen holds two full hydration
bars, bronze canteen three bars worth of water.
**Tier 3**: placeable drinking fountain / wash basin node: instantly
fills your hydration when used.
**Tier 4+**: placeable fountain node(s) to fill the hydration of all
players within range. Placing more nodes increases the range.
**Tier 5**: craftable trinkets/gadgets/amulets that constantly keep your
hydration filled when in your inventory, solving your thirst problem
once and for all.
API
---
Some functions of interest:
* thirsty.drink(player, amount, [max]) : instantly drink a bit (up to a max value, default 20)
* thirsty.get_hydro(player) : returns the current hydration of a player
* thirsty.set_thirst_factor(player, factor) : how fast does the given player get thirsty (default is 1.0)
* thirsty.get_thirst_factor(player) : returns the current thirst factor of a player
"player" refers to a player object, i.e. with a get_player_name() method.
Future plans
------------
Better configurability and an API.
Dependencies
------------
* default (optional but needed for included components)
* bucket (optional but needed for some included components)
* hud (optional): https://forum.minetest.net/viewtopic.php?f=11&t=6342 (see HUD.txt for configuration)
* hudbars (optional): https://forum.minetest.net/viewtopic.php?f=11&t=11153
* vessels (optional): https://forum.minetest.net/viewtopic.php?id=2574
Installation
------------
Unzip the archive, rename the folder to to `thirsty` and
place it in minetest/mods/
( Linux: If you have a linux system-wide installation place
it in ~/.minetest/mods/. )
( If you only want this to be used in a single world, place
the folder in worldmods/ in your worlddirectory. )
For further information or help see:
http://wiki.minetest.com/wiki/Installing_Mods

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mods/thirsty/components.lua Normal file
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--[[
Default components for Thirsty.
These are nodes and items that "implement" the functionality
from functions.lua
See init.lua for license.
]]
--[[
Drinking containers (Tier 1)
Defines a simple wooden bowl which can be used on water to fill
your hydration.
Optionally also augments the nodes from vessels to enable drinking
on use.
]]
if minetest.get_modpath("vessels") and thirsty.config.register_vessels then
-- add "drinking" to vessels
thirsty.augment_item_for_drinking('vessels:drinking_glass', 22)
thirsty.augment_item_for_drinking('vessels:glass_bottle', 24)
thirsty.augment_item_for_drinking('vessels:steel_bottle', 26)
end
if minetest.get_modpath("default") and thirsty.config.register_bowl then
-- our own simple wooden bowl
minetest.register_craftitem('thirsty:wooden_bowl', {
description = "Wooden bowl",
inventory_image = "thirsty_bowl_16.png",
liquids_pointable = true,
on_use = thirsty.on_use(nil),
})
minetest.register_craft({
output = "thirsty:wooden_bowl",
recipe = {
{"group:wood", "", "group:wood"},
{"", "group:wood", ""}
}
})
end
--[[
Hydro containers (Tier 2)
Defines canteens (currently two types, with different capacities),
tools which store hydro. They use wear to show their content
level in their durability bar; they do not disappear when used up.
Wear corresponds to hydro level as follows:
- a wear of 0 shows no durability bar -> empty (initial state)
- a wear of 1 shows a full durability bar -> full
- a wear of 65535 shows an empty durability bar -> empty
]]
if minetest.get_modpath("default") and thirsty.config.register_canteens then
minetest.register_tool('thirsty:steel_canteen', {
description = 'Steel canteen',
inventory_image = "thirsty_steel_canteen_16.png",
liquids_pointable = true,
stack_max = 1,
on_use = thirsty.on_use(nil),
})
minetest.register_tool('thirsty:bronze_canteen', {
description = 'Bronze canteen',
inventory_image = "thirsty_bronze_canteen_16.png",
liquids_pointable = true,
stack_max = 1,
on_use = thirsty.on_use(nil),
})
minetest.register_craft({
output = "thirsty:steel_canteen",
recipe = {
{ "group:wood", ""},
{ "default:steel_ingot", "default:steel_ingot"},
{ "default:steel_ingot", "default:steel_ingot"}
}
})
minetest.register_craft({
output = "thirsty:bronze_canteen",
recipe = {
{ "group:wood", ""},
{ "default:bronze_ingot", "default:bronze_ingot"},
{ "default:bronze_ingot", "default:bronze_ingot"}
}
})
end
--[[
Tier 3
]]
if minetest.get_modpath("default") and minetest.get_modpath("bucket") and thirsty.config.register_drinking_fountain then
minetest.register_node('thirsty:drinking_fountain', {
description = 'Drinking fountain',
drawtype = 'nodebox',
tiles = {
-- top, bottom, right, left, front, back
'thirsty_drinkfount_top.png',
'thirsty_drinkfount_bottom.png',
'thirsty_drinkfount_side.png',
'thirsty_drinkfount_side.png',
'thirsty_drinkfount_side.png',
'thirsty_drinkfount_side.png',
},
paramtype = 'light',
groups = { cracky = 2 },
node_box = {
type = "fixed",
fixed = {
{ -3/16, -8/16, -3/16, 3/16, 3/16, 3/16 },
{ -8/16, 3/16, -8/16, 8/16, 6/16, 8/16 },
{ -8/16, 6/16, -8/16, 8/16, 8/16, -6/16 },
{ -8/16, 6/16, 6/16, 8/16, 8/16, 8/16 },
{ -8/16, 6/16, -6/16, -6/16, 8/16, 6/16 },
{ 6/16, 6/16, -6/16, 8/16, 8/16, 6/16 },
},
},
selection_box = {
type = "regular",
},
collision_box = {
type = "regular",
},
on_rightclick = thirsty.on_rightclick(nil),
})
minetest.register_craft({
output = "thirsty:drinking_fountain",
recipe = {
{ "default:stone", "bucket:bucket_water", "default:stone"},
{ "", "default:stone", ""},
{ "", "default:stone", ""}
}
})
end
--[[
Tier 4+: the water fountains, plus extenders
]]
if minetest.get_modpath("default") and minetest.get_modpath("bucket") and thirsty.config.register_fountains then
minetest.register_node('thirsty:water_fountain', {
description = 'Water fountain',
tiles = {
-- top, bottom, right, left, front, back
'thirsty_waterfountain_top.png',
'thirsty_waterfountain_top.png',
'thirsty_waterfountain_side.png',
'thirsty_waterfountain_side.png',
'thirsty_waterfountain_side.png',
'thirsty_waterfountain_side.png',
},
paramtype = 'light',
groups = { cracky = 2 },
})
minetest.register_node('thirsty:water_extender', {
description = 'Water fountain extender',
tiles = {
'thirsty_waterextender_top.png',
'thirsty_waterextender_top.png',
'thirsty_waterextender_side.png',
'thirsty_waterextender_side.png',
'thirsty_waterextender_side.png',
'thirsty_waterextender_side.png',
},
paramtype = 'light',
groups = { cracky = 2 },
})
minetest.register_craft({
output = "thirsty:water_fountain",
recipe = {
{ "default:copper_ingot", "bucket:bucket_water", "default:copper_ingot"},
{ "", "default:copper_ingot", ""},
{ "default:copper_ingot", "default:mese_crystal", "default:copper_ingot"}
}
})
minetest.register_craft({
output = "thirsty:water_extender",
recipe = {
{ "", "bucket:bucket_water", ""},
{ "", "default:copper_ingot", ""},
{ "default:copper_ingot", "default:mese_crystal", "default:copper_ingot"}
}
})
minetest.register_abm({
nodenames = {'thirsty:water_fountain'},
interval = 2,
chance = 5,
action = thirsty.fountain_abm,
})
end
--[[
Tier 5
These amulets don't do much; the actual code is above, where
they are searched for in player's inventories
]]
if minetest.get_modpath("default") and minetest.get_modpath("bucket") and thirsty.config.register_amulets then
minetest.register_craftitem('thirsty:injector', {
description = 'Water injector',
inventory_image = 'thirsty_injector.png',
})
minetest.register_craft({
output = "thirsty:injector",
recipe = {
{ "default:diamond", "default:mese_crystal", "default:diamond"},
{ "default:mese_crystal", "bucket:bucket_water", "default:mese_crystal"},
{ "default:diamond", "default:mese_crystal", "default:diamond"}
}
})
minetest.register_craftitem('thirsty:extractor', {
description = 'Water extractor',
inventory_image = 'thirsty_extractor.png',
})
minetest.register_craft({
output = "thirsty:extractor",
recipe = {
{ "default:mese_crystal", "default:diamond", "default:mese_crystal"},
{ "default:diamond", "bucket:bucket_water", "default:diamond"},
{ "default:mese_crystal", "default:diamond", "default:mese_crystal"}
}
})
end

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@ -0,0 +1,64 @@
--[[
Configuration from default, moddir and worlddir, in that order.
See init.lua for license.
]]
-- change these for other mods
local M = thirsty
local modname = 'thirsty'
local fileroot = modname
-- make sure config exists; keep constant reference to it
local C = M.config or {}
M.config = C
local function try_config_file(filename)
--print("Config from "..filename)
local file, err = io.open(filename, 'r')
if file then
file:close() -- was just for checking existance
local confcode, err = loadfile(filename)
if confcode then
confcode()
if C ~= M.config then
-- M.config was overriden, merge
for key, value in pairs(M.config) do
if type(value) == 'table' and type(C[key]) == 'table' and not value.CLEAR then
for k, v in pairs(value) do
C[key][k] = value[k]
end
else
-- copy (not a table, or asked to clear)
C[key] = value
end
end
else
-- no override? Empty, or file knows what it is doing.
end
else
minetest.log("error", "Could not load " .. filename .. ": " .. err)
end
end
end
-- read starting configuration from <modname>.default.conf
try_config_file(minetest.get_modpath(modname) .. "/" .. fileroot .. ".default.conf")
-- next, install-specific copy in modpath
try_config_file(minetest.get_modpath(modname) .. "/" .. fileroot .. ".conf")
-- last, world-specific copy in worldpath
try_config_file(minetest.get_worldpath() .. "/" .. fileroot .. ".conf")
-- remove any special keys from tables
for key, value in pairs(C) do
if type(value) == 'table' then
value.CLEAR = nil
end
end
-- write back
M.config = C

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default?
bucket?
hud?
hudbars?
vessels?

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A mod that adds a "thirst" mechanic, similar to hunger.

407
mods/thirsty/functions.lua Normal file
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--[[
Core functions for Thirsty.
See init.lua for license.
]]
local PPA = thirsty.persistent_player_attributes
PPA.register({
name = 'thirsty_hydro',
min = 0,
max = 50,
default = 20,
})
function thirsty.on_joinplayer(player)
local name = player:get_player_name()
-- default entry for new players
if not thirsty.players[name] then
local pos = player:getpos()
thirsty.players[name] = {
last_pos = math.floor(pos.x) .. ':' .. math.floor(pos.z),
time_in_pos = 0.0,
pending_dmg = 0.0,
thirst_factor = 1.0,
}
end
thirsty.hud_init(player)
end
function thirsty.on_dieplayer(player)
local name = player:get_player_name()
local pl = thirsty.players[name]
-- reset after death
if pl ~= nil then --ADDED PABLO CODE
PPA.set_value(player, 'thirsty_hydro', 20)
pl.pending_dmg = 0.0
pl.thirst_factor = 1.0
end --pablo
end
--[[
Getters, setters and such
]]
function thirsty.drink(player, value, max)
-- if max is not specified, assume 20
if not max then
max = 20
end
local hydro = PPA.get_value(player, 'thirsty_hydro')
-- test whether we're not *above* max;
-- this function should not remove any overhydration
if hydro < max then
hydro = math.min(hydro + value, max)
--print("Drinking by "..value.." to "..hydro)
PPA.set_value(player, 'thirsty_hydro', hydro)
return true
end
return false
end
function thirsty.get_hydro(player)
return PPA.get_value(player, 'thirsty_hydro')
end
function thirsty.set_thirst_factor(player, factor)
local name = player:get_player_name()
local pl = thirsty.players[name]
pl.thirst_factor = factor
end
function thirsty.get_thirst_factor(player)
local name = player:get_player_name()
local pl = thirsty.players[name]
return pl.thirst_factor
end
--[[
Main Loop (Tier 0)
]]
function thirsty.main_loop(dtime)
-- get thirsty
thirsty.time_next_tick = thirsty.time_next_tick - dtime
while thirsty.time_next_tick < 0.0 do
-- time for thirst
thirsty.time_next_tick = thirsty.time_next_tick + thirsty.config.tick_time
for _,player in ipairs(minetest.get_connected_players()) do
if player:get_hp() <= 0 then
-- dead players don't get thirsty, or full for that matter :-P
break
end
local name = player:get_player_name()
local pos = player:getpos()
local pl = thirsty.players[name]
local hydro = PPA.get_value(player, 'thirsty_hydro')
-- how long have we been standing "here"?
-- (the node coordinates in X and Z should be enough)
local pos_hash = math.floor(pos.x) .. ':' .. math.floor(pos.z)
if pl.last_pos == pos_hash then
pl.time_in_pos = pl.time_in_pos + thirsty.config.tick_time
else
-- you moved!
pl.last_pos = pos_hash
pl.time_in_pos = 0.0
end
local pl_standing = pl.time_in_pos > thirsty.config.stand_still_for_drink
local pl_afk = pl.time_in_pos > thirsty.config.stand_still_for_afk
--print("Standing: " .. (pl_standing and 'true' or 'false' ) .. ", AFK: " .. (pl_afk and 'true' or 'false'))
pos.y = pos.y + 0.1
local node = minetest.get_node(pos)
local drink_per_second = thirsty.config.regen_from_node[node.name] or 0
-- fountaining (uses pos, slight changes ok)
for k, fountain in pairs(thirsty.fountains) do
local dx = fountain.pos.x - pos.x
local dy = fountain.pos.y - pos.y
local dz = fountain.pos.z - pos.z
local dist2 = dx * dx + dy * dy + dz * dz
local fdist = fountain.level * thirsty.config.fountain_distance_per_level -- max 100 nodes radius
--print (string.format("Distance from %s (%d): %f out of %f", k, fountain.level, math.sqrt(dist2), fdist ))
if dist2 < fdist * fdist then
-- in range, drink as if standing (still) in water
drink_per_second = math.max(thirsty.config.regen_from_fountain or 0, drink_per_second)
pl_standing = true
break -- no need to check the other fountains
end
end
-- amulets
-- TODO: I *guess* we need to optimize this, but I haven't
-- measured it yet. No premature optimizations!
local pl_inv = player:get_inventory()
local extractor_max = 0.0
local injector_max = 0.0
local container_not_full = nil
local container_not_empty = nil
local inv_main = player:get_inventory():get_list('main')
for i, itemstack in ipairs(inv_main) do
local name = itemstack:get_name()
local injector_this = thirsty.config.injection_for_item[name]
if injector_this and injector_this > injector_max then
injector_max = injector_this
end
local extractor_this = thirsty.config.extraction_for_item[name]
if extractor_this and extractor_this > extractor_max then
extractor_max = extractor_this
end
if thirsty.config.container_capacity[name] then
local wear = itemstack:get_wear()
-- can be both!
if wear == 0 or wear > 1 then
container_not_full = { i, itemstack }
end
if wear > 0 and wear < 65534 then
container_not_empty = { i, itemstack }
end
end
end
if extractor_max > 0.0 and container_not_full then
local i = container_not_full[1]
local itemstack = container_not_full[2]
local capacity = thirsty.config.container_capacity[itemstack:get_name()]
local wear = itemstack:get_wear()
if wear == 0 then wear = 65535.0 end
local drink = extractor_max * thirsty.config.tick_time
local drinkwear = drink / capacity * 65535.0
wear = wear - drinkwear
if wear < 1 then wear = 1 end
itemstack:set_wear(wear)
player:get_inventory():set_stack("main", i, itemstack)
end
if injector_max > 0.0 and container_not_empty then
local i = container_not_empty[1]
local itemstack = container_not_empty[2]
local capacity = thirsty.config.container_capacity[itemstack:get_name()]
local wear = itemstack:get_wear()
if wear == 0 then wear = 65535.0 end
local drink = injector_max * thirsty.config.tick_time
local drink_missing = 20 - hydro
drink = math.max(math.min(drink, drink_missing), 0)
local drinkwear = drink / capacity * 65535.0
wear = wear + drinkwear
if wear > 65534 then wear = 65534 end
itemstack:set_wear(wear)
thirsty.drink(player, drink, 20)
hydro = PPA.get_value(player, 'thirsty_hydro')
player:get_inventory():set_stack("main", i, itemstack)
end
if drink_per_second > 0 and pl_standing then
-- Drinking from the ground won't give you more than max
thirsty.drink(player, drink_per_second * thirsty.config.tick_time, 20)
--print("Raising hydration by "..(drink_per_second*thirsty.config.tick_time).." to "..PPA.get_value(player, 'thirsty_hydro'))
else
if not pl_afk then
-- only get thirsty if not AFK
local amount = thirsty.config.thirst_per_second * thirsty.config.tick_time * pl.thirst_factor
PPA.set_value(player, 'thirsty_hydro', hydro - amount)
hydro = PPA.get_value(player, 'thirsty_hydro')
--print("Lowering hydration by "..amount.." to "..hydro)
end
end
-- should we only update the hud on an actual change?
thirsty.hud_update(player, hydro)
-- damage, if enabled
if minetest.setting_getbool("enable_damage") then
-- maybe not the best way to do this, but it does mean
-- we can do anything with one tick loop
if hydro <= 0.0 and not pl_afk then
pl.pending_dmg = pl.pending_dmg + thirsty.config.damage_per_second * thirsty.config.tick_time
--print("Pending damage at " .. pl.pending_dmg)
if pl.pending_dmg > 1.0 then
local dmg = math.floor(pl.pending_dmg)
pl.pending_dmg = pl.pending_dmg - dmg
player:set_hp( player:get_hp() - dmg )
end
else
-- forget any pending damage when not thirsty
pl.pending_dmg = 0.0
end
end
end -- for players
-- check fountains for expiration
for k, fountain in pairs(thirsty.fountains) do
fountain.time_until_check = fountain.time_until_check - thirsty.config.tick_time
if fountain.time_until_check <= 0 then
-- remove fountain, the abm will set it again
--print("Removing fountain at " .. k)
thirsty.fountains[k] = nil
end
end
end
end
--[[
General handler
Most tools, nodes and craftitems use the same code, so here it is:
]]
function thirsty.drink_handler(player, itemstack, node)
local pl = thirsty.players[player:get_player_name()]
local hydro = PPA.get_value(player, 'thirsty_hydro')
local old_hydro = hydro
-- selectors, always true, to make the following code easier
local item_name = itemstack and itemstack:get_name() or ':'
local node_name = node and node.name or ':'
if thirsty.config.node_drinkable[node_name] then
-- we found something to drink!
local cont_level = thirsty.config.drink_from_container[item_name] or 0
local node_level = thirsty.config.drink_from_node[node_name] or 0
-- drink until level
local level = math.max(cont_level, node_level)
--print("Drinking to level " .. level)
thirsty.drink(player, level, level)
-- fill container, if applicable
if thirsty.config.container_capacity[item_name] then
--print("Filling a " .. item_name .. " to " .. thirsty.config.container_capacity[item_name])
itemstack:set_wear(1) -- "looks full"
end
elseif thirsty.config.container_capacity[item_name] then
-- drinking from a container
if itemstack:get_wear() ~= 0 then
local capacity = thirsty.config.container_capacity[item_name]
local hydro_missing = 20 - hydro;
if hydro_missing > 0 then
local wear_missing = hydro_missing / capacity * 65535.0;
local wear = itemstack:get_wear()
local new_wear = math.ceil(math.max(wear + wear_missing, 1))
if (new_wear > 65534) then
wear_missing = 65534 - wear
new_wear = 65534
end
itemstack:set_wear(new_wear)
if wear_missing > 0 then -- rounding glitches?
thirsty.drink(player, wear_missing * capacity / 65535.0, 20)
hydro = PPA.get_value(player, 'thirsty_hydro')
end
end
end
end
-- update HUD if value changed
if hydro ~= old_hydro then
thirsty.hud_update(player, hydro)
end
end
--[[
Adapters for drink_handler to on_use and on_rightclick slots.
These close over the next handler to call in a chain, if desired.
]]
function thirsty.on_use( old_on_use )
return function(itemstack, player, pointed_thing)
local node = nil
if pointed_thing and pointed_thing.type == 'node' then
node = minetest.get_node(pointed_thing.under)
end
thirsty.drink_handler(player, itemstack, node)
-- call original on_use, if provided
if old_on_use ~= nil then
return old_on_use(itemstack, player, pointed_thing)
else
return itemstack
end
end
end
function thirsty.on_rightclick( old_on_rightclick )
return function(pos, node, player, itemstack, pointed_thing)
thirsty.drink_handler(player, itemstack, node)
-- call original on_rightclick, if provided
if old_on_rightclick ~= nil then
return old_on_rightclick(pos, node, player, itemstack, pointed_thing)
else
return itemstack
end
end
end
--[[
Adapter to add "drink_handler" to any item (node, tool, craftitem).
]]
function thirsty.augment_item_for_drinking( itemname, level )
local new_definition = {}
-- we need to be able to point at the water
new_definition.liquids_pointable = true
-- call closure generator with original on_use handler
new_definition.on_use = thirsty.on_use(
minetest.registered_items[itemname].on_use
)
-- overwrite the node definition with almost the original
minetest.override_item(itemname, new_definition)
-- add configuration settings
thirsty.config.drink_from_container[itemname] = level
end
function thirsty.fountain_abm(pos, node)
local fountain_count = 0
local water_count = 0
local total_count = 0
for y = 0, thirsty.config.fountain_height do
for x = -y, y do
for z = -y, y do
local n = minetest.get_node({
x = pos.x + x,
y = pos.y - y + 1, -- start one *above* the fountain
z = pos.z + z
})
if n then
--print(string.format("%s at %d:%d:%d", n.name, pos.x+x, pos.y-y+1, pos.z+z))
total_count = total_count + 1
local type = thirsty.config.fountain_type[n.name] or ''
if type == 'f' then
fountain_count = fountain_count + 1
elseif type == 'w' then
water_count = water_count + 1
end
end
end
end
end
local level = math.min(thirsty.config.fountain_max_level, math.min(fountain_count, water_count))
--print(string.format("Fountain (%d): %d + %d / %d", level, fountain_count, water_count, total_count))
thirsty.fountains[string.format("%d:%d:%d", pos.x, pos.y, pos.z)] = {
pos = { x=pos.x, y=pos.y, z=pos.z },
level = level,
-- time until check is 20 seconds, or twice the average
-- time until the abm ticks again. Should be enough.
time_until_check = 20,
}
end

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--[[
Better HUD config file, without Hunger mod.
This file mirrors the default settings of the Better HUD mod,
except that it moves the "breath" bar upwards to make room
for the "thirst" bar.
Use this config file as a starting point if you *don't* have the
Hunger mod enabled.
For more information, see hud.conf.example in the mods/hud
directory.
]]
HUD_SB_SIZE = { x = 24, y = 24 }
--[[ Layout:
ARMOR | (AIR)
HEALTH | THIRST
]]
HUD_HEALTH_POS = { x = 0.5, y = 1 }
HUD_HEALTH_OFFSET = { x = -262, y = -87 }
-- not used
HUD_HUNGER_POS = { x = 0.5, y = 1 }
HUD_HUNGER_OFFSET = { x = 15, y = -133 }
HUD_AIR_POS = { x = 0.5, y = 1 }
HUD_AIR_OFFSET = { x = 15, y = -110 }
HUD_ARMOR_POS = { x = 0.5, y = 1 }
HUD_ARMOR_OFFSET = { x = -262, y = -110 }
HUD_THIRST_POS = { x = 0.5, y = 1 }
HUD_THIRST_OFFSET = { x = 15, y = -87 }

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--[[
Better HUD config file, with Hunger mod.
This file mirrors the default settings of the Better HUD mod,
except that it moves the "breath" bar upwards to make room
for the "thirst" bar.
Use this config file as a starting point if you *do* have the
Hunger mod enabled.
For more information, see hud.conf.example in the mods/hud
directory.
]]
HUD_SB_SIZE = { x = 24, y = 24 }
--[[ Layout:
(AIR)
ARMOR | THIRST
HEALTH | HUNGER
]]
HUD_HEALTH_POS = { x = 0.5, y = 1 }
HUD_HEALTH_OFFSET = { x = -262, y = -87 }
-- At the time of writing, the Hunger mod contains code to swap
-- the positions of "hunger" and "air", so these positions are
-- "un-swapped"...
HUD_HUNGER_POS = { x = 0.5, y = 1 }
HUD_HUNGER_OFFSET = { x = 15, y = -133 }
HUD_AIR_POS = { x = 0.5, y = 1 }
HUD_AIR_OFFSET = { x = 15, y = -87 }
HUD_ARMOR_POS = { x = 0.5, y = 1 }
HUD_ARMOR_OFFSET = { x = -262, y = -110 }
HUD_THIRST_POS = { x = 0.5, y = 1 }
HUD_THIRST_OFFSET = { x = 15, y = -110 }

87
mods/thirsty/hud.lua Normal file
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--[[
HUD definitions for Thirsty
Optionally from one of the supported mods
Any hud needs to define the following functions:
- thirsty.hud_init(player)
Initialize the HUD for a new player.
- thirsty.hud_update(player, value)
Display the new value "value" for the given player. "value" is
a floating point number, not necessarily bounded. You can use the
"thirsty.hud_clamp(value)" function to get an integer between 0
and 20.
]]
local PPA = thirsty.persistent_player_attributes
function thirsty.hud_clamp(value)
if value < 0 then
return 0
elseif value > 20 then
return 20
else
return math.ceil(value)
end
end
if minetest.get_modpath("hudbars") then
hb.register_hudbar('thirst', 0xffffff, "Hydration", {
bar = 'thirsty_hudbars_bar.png',
icon = 'thirsty_cup_100_16.png'
}, 20, 20, false)
function thirsty.hud_init(player)
hb.init_hudbar(player, 'thirst',
thirsty.hud_clamp(PPA.get_value(player, 'thirsty_hydro')),
20, false)
end
function thirsty.hud_update(player, value)
hb.change_hudbar(player, 'thirst', thirsty.hud_clamp(value), 20)
end
elseif minetest.get_modpath("hud") then
-- default positions follow [hud] defaults
local position = HUD_THIRST_POS or { x=0.5, y=1 }
local offset = HUD_THIRST_OFFSET or { x=15, y=-133} -- above AIR
hud.register('thirst', {
hud_elem_type = "statbar",
position = position,
text = "thirsty_cup_100_24.png",
background = "thirsty_cup_0_24.png",
number = 20,
max = 20,
size = HUD_SD_SIZE, -- by default { x=24, y=24 },
offset = offset,
})
function thirsty.hud_init(player)
-- automatic by [hud]
end
function thirsty.hud_update(player, value)
hud.change_item(player, 'thirst', {
number = thirsty.hud_clamp(value)
})
end
else
-- 'builtin' hud
function thirsty.hud_init(player)
-- above breath bar, for now
local name = player:get_player_name()
thirsty.players[name].hud_id = player:hud_add({
hud_elem_type = "statbar",
position = { x=0.5, y=1 },
text = "thirsty_cup_100_24.png",
number = thirsty.hud_clamp(PPA.get_value(player, 'thirsty_hydro')),
direction = 0,
size = { x=24, y=24 },
offset = { x=25, y=-(48+24+16+32)},
})
end
function thirsty.hud_update(player, value)
local name = player:get_player_name()
local hud_id = thirsty.players[name].hud_id
player:hud_change(hud_id, 'number', thirsty.hud_clamp(value))
end
end

91
mods/thirsty/init.lua Normal file
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--[[
Thirsty mod [thirsty]
==========================
A mod that adds a "thirst" mechanic, similar to hunger.
Copyright (C) 2015 Ben Deutsch <ben@bendeutsch.de>
License
-------
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
Terminology: "Thirst" vs. "hydration"
-------------------------------------
"Thirst" is the absence of "hydration" (a term suggested by
everamzah on the Minetest forums, thanks!). The overall mechanic
is still called "thirst", but the visible bar is that of
"hydration", filled with "hydro points".
]]
-- the main module variable
thirsty = {
-- Configuration variables
config = {
-- configuration in thirsty.default.conf
},
-- the players' values
players = {
--[[
name = {
last_pos = '-10:3',
time_in_pos = 0.0,
pending_dmg = 0.0,
thirst_factor = 1.0,
}
]]
},
-- water fountains
fountains = {
--[[
x:y:z = {
pos = { x=x, y=y, z=z },
level = 4,
time_until_check = 20,
-- something about times
}
]]
},
-- general settings
time_next_tick = 0.0,
}
local M = thirsty
dofile(minetest.get_modpath('thirsty')..'/configuration.lua')
local C = M.config
dofile(minetest.get_modpath('thirsty')..'/persistent_player_attributes.lua')
local PPA = M.persistent_player_attributes
thirsty.time_next_tick = thirsty.config.tick_time
dofile(minetest.get_modpath('thirsty')..'/hud.lua')
dofile(minetest.get_modpath('thirsty')..'/functions.lua')
minetest.register_on_joinplayer(thirsty.on_joinplayer)
minetest.register_on_dieplayer(thirsty.on_dieplayer)
minetest.register_globalstep(thirsty.main_loop)
dofile(minetest.get_modpath('thirsty')..'/components.lua')

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--[[
Persistent player attributes
]]
-- change this to inject into other module
local M = thirsty
M.persistent_player_attributes = {}
local PPA = M.persistent_player_attributes
--[[
Helper functions that take care of the conversions *and* the
clamping for us
]]
local function _count_for_val(value, def)
local count = math.floor((value - def.min) / (def.max - def.min) * 65535)
if count < 0 then count = 0 end
if count > 65535 then count = 65535 end
return count
end
local function _val_for_count(count, def)
local value = count / 65535 * (def.max - def.min) + def.min
if value < def.min then value = def.min end
if value > def.max then value = def.max end
return value
end
-- end helper functions
-- the stash of registered attributes
PPA.defs = {--[[
name = {
name = "mymod_attr1",
min = 0,
max = 10,
default = 5,
},
]]}
PPA.read_cache = {--[[
player_name = {
attr1 = value1,
attr2 = value2,
},
]]}
--[[
How to register a new attribute, with named parameters:
PPA.register({ name = "mymod_attr1", min = 0, ... })
]]
PPA.register = function(def)
PPA.defs[def.name] = {
name = def.name,
min = def.min or 0.0,
max = def.max or 1.0,
default = def.default or def.min or 0.0,
}
end
-- The on_joinplayer handler
PPA.on_joinplayer = function(player)
local inv = player:get_inventory()
local player_name = player:get_player_name()
PPA.read_cache[player_name] = {}
for name, def in pairs(PPA.defs) do
inv:set_size(name, 1)
if inv:is_empty(name) then
-- set default value
inv:set_stack(name, 1, ItemStack({ name = ":", count = _count_for_val(def.default, def) }))
-- cache default value
PPA.read_cache[player_name][name] = def.default
end
end
end
minetest.register_on_joinplayer(PPA.on_joinplayer)
--[[ get an attribute, procedural style:
local attr1 = PPA.get_value(player, "mymod_attr1")
]]
PPA.get_value = function(player, name)
local player_name = player:get_player_name()
if PPA.read_cache[player_name][name] == nil then
local def = PPA.defs[name]
local inv = player:get_inventory()
local count = inv:get_stack(name, 1):get_count()
PPA.read_cache[player_name][name] = _val_for_count(count, def)
end
return PPA.read_cache[player_name][name]
end
--[[ set an attribute, procedural style:
PPA.set_value(player, "mymod_attr1", attr1)
]]
PPA.set_value = function(player, name, value)
local def = PPA.defs[name]
local inv = player:get_inventory()
local player_name = player:get_player_name()
if value > def.max then value = def.max end
if value < def.min then value = def.min end
if value == nil then value = def.min end --if not then end MAYBE FIXED
PPA.read_cache[player_name][name] = value
inv:set_stack(name, 1, ItemStack({ name = ":", count = _count_for_val(value, def) }))
end

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--[[
Thirsty configuration
-----------------------------
To modify the configuration without fear of it being overwritten
by an update of this mod, copy this file to
thirsty.conf
in the mod directory or the directory of a specific world, and
modify away. The mod will read configuration first from the
default file, then from the mod directory copy, and finally from
the world directory copy.
The settings from these locations will be merged together in an
intelligent fashion. Normal entries in the config table will get
overwritten. Table entries (those with {} at the left of the =)
will get merged together, unless the special table entry 'CLEAR'
is given, with a true value. This merging does not go deeper than
one level, but this should be sufficient.
]]
thirsty.config = {
--[[ The period, in seconds, in which this mod updates values.
Changing this will not directly affect other values, but
may change computation load or accuracy.
]]
tick_time = 0.5,
-------------------------------------------
-- Tier 0: basics, and standing in water --
-------------------------------------------
-- Thirst per second (full hydration is 20 hydro points)
thirst_per_second = 1.0 / 20.0,
-- Damage per second if completely thirsty / out of hydration
damage_per_second = 0.5 / 10.0,
--[[ How long in seconds you have to remain still to drink
from standing in water
]]
stand_still_for_drink = 1.0,
--[[ How long in seconds of not moving before a player is deemed
AFK (away from keyboard), such players no longer get thirsty
or damaged
]]
stand_still_for_afk = 120.0, -- 2 Minutes
--[[ regen_from_node is a table defining, for each node type, the
amount of hydro per second a player drinks by standing in it.
Assign 0 to stop a player from drinking from this node type.
]]
regen_from_node = {
['default:water_source'] = 0.5,
['default:water_flowing'] = 0.5,
['default:river_water_source'] = 0.5,
['default:river_water_flowing'] = 0.5,
},
---------------------------------
-- Tier 1: drinking with bowls --
---------------------------------
--[[ node_drinkable: which nodes can we drink from, given a
container (a cup, a bowl etc.)
]]
node_drinkable = {
['default:water_source'] = true,
['default:water_flowing'] = true,
['default:river_water_source'] = true,
['default:river_water_flowing'] = true,
['thirsty:drinking_fountain'] = true,
},
--[[ drink_from_container: the hydration you drink to when
using each container. Remember that "full hydration" is
20 points; these should be more to reward using them.
]]
drink_from_container = {
['thirsty:wooden_bowl'] = 25,
['thirsty:steel_canteen'] = 25,
['thirsty:bronze_canteen'] = 25,
},
----------------------
-- Tier 2: canteens --
----------------------
--[[ container_capacity: how much hydration each container
(canteens) can hold. Remember that "full hydration" is
20 points
]]
container_capacity = {
['thirsty:steel_canteen'] = 40,
['thirsty:bronze_canteen'] = 60,
},
--------------------------------
-- Tier 3: drinking fountains --
--------------------------------
--[[ drink_from_node: if you use one of these node
(i.e. fountains), even without cups or bowls, how full
will you get?
]]
drink_from_node = {
['thirsty:drinking_fountain'] = 30,
},
-------------------------------------
-- Tier 4: free-standing fountains --
-------------------------------------
--[[ fountain_type: when scanning the surroundings of fountains,
which nodes are "fountains" and which are "water"? You need
at least one "fountain" and one "water" per fountain level.
]]
fountain_type = {
['thirsty:water_fountain'] = 'f',
['thirsty:water_extender'] = 'f',
['default:water_source'] = 'w',
['default:water_flowing'] = 'w',
['default:river_water_source'] = 'w',
['default:river_water_flowing'] = 'w',
},
--[[ Regeneration from being within a fountain's radius; see also
regen_from_node (it's as if you're standing in water)
]]
regen_from_fountain = 0.5,
-- How far should the fountain scanning pyramid go?
fountain_height = 4,
-- The max level of a fountain
fountain_max_level = 20,
--[[ How many nodes away can you still benefit from a fountain,
per fountain level
]]
fountain_distance_per_level = 5,
---------------------
-- Tier 5: amulets --
---------------------
--[[ How much hydration does a given item *extract*
(pull out of the air)
]]
extraction_for_item = {
['thirsty:extractor']= 0.6,
},
--[[ How much hydration does a given item *inject*
(fill you up with)
]]
injection_for_item = {
['thirsty:injector'] = 0.5,
},
---------------------------------------
-- Toggle node and craft definitions --
---------------------------------------
--[[ These flags enable or disable the predefined components
included in this mod. They do *not* enable or disable
the functionality.
]]
-- Should we augment the vessels from the "vessels" mod?
register_vessels = true,
-- Add the wooden bowl and crafting recipe?
register_bowl = true,
-- Add the canteens and crafting recipes?
register_canteens = true,
-- Add the drinking fountain and crafting recipes?
register_drinking_fountain = true,
-- Add the fountain and extenders and crafting recipes?
register_fountains = true,
-- Add the amulets (extractor / injector) and crafting recipes?
register_amulets = true,
}

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