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This game contains mods published under different licenses.
Look into each mod directory to see its license.
I created a list of all of the mods licenses, but please keep in mind that it may be slightly outdated. I would highly recommend you looking in each mod directory if you want to redistribute this game or some of the mods included in it.
List of mods and their licenses:
cottages: GPLv3
food: MIT, CC BY 4.0 International
grenades: MIT License, CC BY 4.0 International
healing: MIT License, CC BY 4.0 International
main: MIT License, CC BY 4.0 International
mobs: MIT License
sprint: MIT License, CC BY 4.0 International (relicensed under MIT License by migdyn, the mod was released into the public domain by the original author, GunshipPenguin)
thirsty: LGPLv2.1, CC BY-SA 4.0 International
zombies: MIT License, CC BY 3.0 International

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name = Zombietest

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GNU GENERAL PUBLIC LICENSE
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under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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This mod was modified by migdyn on February 04, 2019
Changes made:
- REMOVED BEDS AND FUNCTIONS RELEATED TO THEM.
- REMOVED WASHING PLACES.
- REMOVED LADDER WITH ROPE AND RAIL.
- SOME OTHER MINOR CHANGES LIKE CHANGING NODE NAMES.
Contains nodes for building medieval houses.
This used to be part of my random_buildings modpack, found under
https://github.com/Sokomine/random_buildings
It is now its own mod as all other mods in the modpack have been
superseded by newer versions.
For more information about this mod, please refer to
https://forum.minetest.net/viewtopic.php?id=5120
The thread introduces the nodes, shows crafting receipes and provides a place
to discuss about the mod.
Special functions:
* Window shutters use an abm to automaticly close at night and open at day.
* The treshing place can be used to seperate harvested wheat into wheat seeds
and straw. The straw is useful for roofing purposes, straw bales etc.
* The handmill turns wheat seeds into flour.
* With anvil and hammer, tools can be repaired.
* The barrels do not yet have any further functionality. They may be used for
brewing in the future. Until then, punching makes them rotate and switch from
standing to lying on the ground.
Liscence of this mod: GPLv3
Autor: Sokomine
---
--- Textures and media:
---
VanessaE (CC-by-SA 3.0):
cottages_waonwheel.png
cottages_homedecor_shingles_asphalt.png
cottages_homedecor_shingles_terracotta.png
cottages_homedecor_shingles_wood.png
cottages_sleepingmat.png
cottages_barrel.png
CC-by-SA; done by GloopMaster (CC-by-SA):
glooptest_tool_steelhammer.png
badger436 (created for this mod; CC BY-SA 3.0):
cottages_feldweg.png
Some textures are taken from
https://github.com/minetest/minetest_game
and renamed (default_NAME.png -> cottages_NAME.png)
Cisoun's WTFPL texture pack:
cottages_stone.png (for anvil and handmill)
cottages_wool.png
Zeg9 (CC BY-SA 3.0):
cottages_steel_block.png (for steel hatch and stovepipie)
MasterGollum (WTFPL, darkage mod):
cottages_darkage_straw_bale.png
cottages_darkage_straw.png
cottages_reet.png (straw texture changed in color)
Sokomine (CC-by-SA 3.0):
cottages_glass_pane.png (modification of default_glass.png)
cottages_loam.png (part of a real loam wall)
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
cottages_clay.png (washing place, stairs and slab)
From the supplied minimal game:
cottages_minimal_wood.png
PilzAdam (WTFPL; default and beds mod):
cottages_junglewood.png
cottages_beds_bed_side.png
cottages_beds_bed_side_top_l.png
cottages_beds_bed_side_top_r.png
cottages_beds_bed_top_bottom.png
cottages_beds_bed_top_top.png
Bas080 (CC; see https://forum.minetest.net/viewtopic.php?t=2344)
cottages_rope.png
Derived from Universal schema.jpg by Stefanie Lindener, which can be found here: http://de.wikipedia.org/w/index.php?title=Datei:Universal_schema.jpg&filetimestamp=20060510110309& The texture is CC-by-sa 2.0/de.
cottages_slate.png
Textures not provided but used (need to be supplied by a default mod):
default_wood.png
default_tree.png
default_dirt.png
default_grass_side.png
default_chest_top.png
default_chest_side.png
default_chest_front.png
default_stick.png
farming_wheat.png

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

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

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default?
farming?
stairs?
homedecor?
intllib?
trees?
wool?
moreblocks?

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

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# Translation by Xanthin
### alias.lua ###
### init.lua ###
### nodes_anvil.lua ###
Steel hammer for repairing tools on the anvil = Stahlhammer um Werkzeuge auf dem Amboss zu reparieren
anvil = Amboss
Anvil = Amboss
The workpiece slot is for damaged tools only. = Das Werkstueckfeld gilt nur fuer beschaedigtes Werkzeug.
Your tool has been repaired successfully. = Dein Werkzeug wurde erfolgreich repariert.
Your workpiece improves. = Dein Werkstueck verbessert sich.
Anvil (owned by %s) = Amboss (gehoert %s)
Workpiece: = Werkstueck
Optional = Moegliche
storage for = Aufbewahrung fuer
your hammer = deinen Hammer
Owner: %s = Besitzer: %s
Punch anvil with hammer to = Schlage mit dem Hammer auf den Amboss um
repair tool in workpiece-slot. = das Werkzeug im Werkstueckfeld zu reparieren.
### nodes_barrel.lua ###
Pour: = Eingiessen
Fill: = Ausgiessen
barrel (closed) = Fass (geschlossen)
barrel (open) = Fass (offen)
barrel (closed), lying somewhere = Liegendes Fass (geschlossen)
barrel (opened), lying somewhere = Liegendes Fass (offen)
tub = Bottich
### nodes_chests.lua ###
private NPC chest = Private NSC-Truhe
chest for work utils and kitchens = NSC-Truhe fuer Arbeitsutensilien und Kuechen
storage chest = NSC-Lagertruhe
### nodes_doorlike.lua ###
opened window shutters = Offene Fensterlaeden
closed window shutters = Geschlossene Fensterlaeden
half door = Kloentuer
half door inverted = Umgekehrte Kloentuer
closed fence gate = Geschlossenes Zauntor
opened fence gate = Offenes Zauntor
wooden hatch = Holzfalltuer
metal hatch = Metallfalltuer
### nodes_fences.lua ###
small fence = Kleiner Zaun
small fence corner = Kleiner Zaun (Ecke)
small fence end = Kleiner Zaun (Ende)
### nodes_furniture.lua ###
Bed (foot region) = Bett (Fussende)
Bed (head region) = Bett (Kopfende)
sleeping mat = Schlafmatte
simple wooden bench = Einfache Holzbank
table = Tisch
open storage shelf = Offenes Lagerregal
open storage shelf (in use) = Offenes Lagerregal (in Gebrauch)
open storage shelf (empty) = Offenes Lagerregal (leer)
stovepipe = Ofenrohr
washing place = Waschplatz
Sorry. This washing place is out of water. Please place it above water! = Entschuldige, dieser Waschplatz hat kein Wasser mehr. Bitte platziere ihn ueber Wasser!
You feel much cleaner after some washing. = Nach einer kleinen Waesche fuehlst du dich nun sauberer.
### nodes_historic.lua ###
wagon wheel = Wagenrad
dirt road = Feldweg
loam = Lehm
Dirt Road Stairs = Feldwegtreppe
Dirt Road, half height = Feldwegstufe
Loam Stairs = Lehmtreppe
Loam Slab = Lehmstufe
Clay Stairs = Tontreppe
Clay Slab = Tonstufe
straw ground for animals = Strohboden fuer Tiere
simple glass pane = Einfache Fensterscheibe
### nodes_roof.lua ###
Roof straw = Strohdach
Roof wood = Holzdach
Roof black = Schwarzes Dach
Roof red = Rotes Dach
Roof brown = Braunes Dach
Roof reet = Reetdach
Roof slate = Schieferdach
Roof connector straw = Strohdachverbinder
Roof connector wood = Holzdachverbinder
Roof connector black = Schwarzer Dachverbinder
Roof connector red = Roter Dachverbinder
Roof connector brown = Brauner Dachverbinder
Roof connector reet = Reet-Dachverbinder
Roof connector slate = Schiefer-Dachverbinder
Roof (flat) straw = Strohdach (flach)
Roof (flat) wood = Holzdach (flach)
Roof (flat) black = Schwarzes Dach (flach)
Roof (flat) red = Rotes Dach (flach)
Roof (flat) brown = Braunes Dach (flach)
Roof (flat) reet = Reetdach (flach)
Roof (flat) slate = Schieferdach (flach)
Vertical Slate = Vertikaler Schiefer
Reet for thatching = Reet
### nodes_straw.lua ###
layer of straw = Strohschicht
straw bale = Strohballen
straw = Stroh
threshing floor = Dreschboden
Threshing floor = Dreschboden
Threshing floor (owned by %s) = Dreschboden (gehoert %s)
Harvested wheat: = Geernteter Weizen
Straw: = Stroh
Seeds: = Koerner
Owner: %s = Besitzer: %s
Punch threshing floor with a stick = Schlage mit einem Stock auf den Dreschboden
to get straw and seeds from wheat. = um Stroh und Koerner vom Weizen zu bekommen.
You have threshed %s wheat (%s are left). = Du hast %s Weizenaehren gedroschen (%s bleiben uebrig).
You have threshed the last %s wheat. = Du hast die letzten %s Weizenaehren gedroschen.
mill, powered by punching = Muehle, durch Schlagen antreiben
Mill, powered by punching = Muehle, durch Schlagen antreiben
Mill, powered by punching (owned by %s) = Muehle, durch Schlagen antreiben (gehoert %s)
Wheat seeds: = Weizenkoerner
Flour: = Mehl
Mill = Muehle
Owner: %s = Besitzer: %s
Punch this hand-driven mill = Schlage auf diese handbetriebene Muehle
to convert wheat seeds into flour. = um Weizenkoerner in Mehl umzuwandeln.
You have grinded %s wheat seeds (%s are left). = Du hast %s Weizenkoerner gemahlen (%s bleiben uebrig).
You have grinded the last %s wheat seeds. = Du hast die letzten %s Weizenkoerner gemahlen.

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# Template
### alias.lua ###
### init.lua ###
### nodes_anvil.lua ###
Steel hammer for repairing tools on the anvil =
anvil =
Anvil =
The workpiece slot is for damaged tools only. =
Your tool has been repaired successfully. =
Your workpiece improves. =
Anvil (owned by %s) =
Workpiece: =
Optional =
storage for =
your hammer =
Owner: %s =
Punch anvil with hammer to =
repair tool in workpiece-slot. =
### nodes_barrel.lua ###
Pour: =
Fill: =
barrel (closed) =
barrel (open) =
barrel (closed), lying somewhere =
barrel (opened), lying somewhere =
tub =
### nodes_chests.lua ###
private NPC chest =
chest for work utils and kitchens =
storage chest =
### nodes_doorlike.lua ###
opened window shutters =
closed window shutters =
half door =
half door inverted =
closed fence gate =
opened fence gate =
wooden hatch =
metal hatch =
### nodes_fences.lua ###
small fence =
small fence corner =
small fence end =
### nodes_furniture.lua ###
Bed (foot region) =
Bed (head region) =
sleeping mat =
simple wooden bench =
table =
open storage shelf =
open storage shelf (in use) =
open storage shelf (empty) =
stovepipe =
washing place =
Sorry. This washing place is out of water. Please place it above water! =
You feel much cleaner after some washing. =
### nodes_historic.lua ###
wagon wheel =
dirt road =
loam =
Dirt Road Stairs =
Dirt Road, half height =
Loam Stairs =
Loam Slab =
Clay Stairs =
Clay Slab =
straw ground for animals =
simple glass pane =
### nodes_roof.lua ###
Roof straw =
Roof wood =
Roof black =
Roof red =
Roof brown =
Roof reet =
Roof slate =
Roof connector straw =
Roof connector wood =
Roof connector black =
Roof connector red =
Roof connector brown =
Roof connector reet =
Roof connector slate =
Roof (flat) straw =
Roof (flat) wood =
Roof (flat) black =
Roof (flat) red =
Roof (flat) brown =
Roof (flat) reet =
Roof (flat) slate =
Vertical Slate =
Reet for thatching =
### nodes_straw.lua ###
layer of straw =
straw bale =
straw =
threshing floor =
Threshing floor =
Threshing floor (owned by %s) =
Harvested wheat: =
Straw: =
Seeds: =
Owner: %s =
Punch threshing floor with a stick =
to get straw and seeds from wheat. =
You have threshed %s wheat (%s are left). =
You have threshed the last %s wheat. =
mill, powered by punching =
Mill, powered by punching =
Mill, powered by punching (owned by %s) =
Wheat seeds: =
Flour: =
Mill =
Owner: %s =
Punch this hand-driven mill =
to convert wheat seeds into flour. =
You have grinded %s wheat seeds (%s are left). =
You have grinded the last %s wheat seeds. =

View File

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

@ -0,0 +1,453 @@
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# www.blender.org
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s off
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View File

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

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

@ -0,0 +1,376 @@
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# www.blender.org
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View File

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# www.blender.org
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# www.blender.org
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g Cube.002_Cube.002_road_ends
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g Cube.002_Cube.002_road_ends_cottages_feldweg_end.png
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g Cube.002_Cube.002_road_ends_cottages_feldweg.png
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g Cube.002_Cube.002_bottom
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g Cube.002_Cube.002_road-gass_blend
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View File

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# Blender v2.72 (sub 0) OBJ File: 'feldweg.blend'
# www.blender.org
o Cube
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g Cube_Cube_road_ends
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g Cube_Cube_road_sides
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g Cube_Cube_bottom
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g Cube_Cube_top_grass
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g Cube_Cube_road
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g Cube_Cube_road-grass_blend
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View File

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# Blender v2.72 (sub 0) OBJ File: 'feldweg_end.blend'
# www.blender.org
o Cube
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g Cube_Cube_ends
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g Cube_Cube_sides
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g Cube_Cube_bottom
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g Cube_Cube_top_grass
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g Cube_Cube_top_grass_blend
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g Cube_Cube_road
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View File

@ -0,0 +1,84 @@
# Blender v2.72 (sub 0) OBJ File: 'feldweg_slope.blend'
# www.blender.org
o Cube
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g Cube_Cube_road_ends
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g Cube_Cube_road_ends_default_grass_side.png
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g Cube_Cube_bottom
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g Cube_Cube_top_grass
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g Cube_Cube_road
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g Cube_Cube_road-grass_blend
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View File

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# Blender v2.72 (sub 0) OBJ File: 'feldweg_slope_long.blend'
# www.blender.org
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vt 1.000000 0.000000
vt 0.000000 0.875000
vt 0.000000 0.250000
vt 1.000000 0.312500
vt 0.000000 0.312500
vt 0.000000 0.500000
vt 1.000000 0.187500
vt 1.000000 0.500000
vt 1.000000 0.250000
vt 0.000000 0.187500
vt 1.000000 0.125000
vt 0.000000 0.125000
vt 1.000000 0.625000
vt 1.000000 0.750000
vt 0.000000 0.750000
vt 0.000000 0.625000
vt 1.000000 0.375000
vt 0.000000 0.375000
g Cube_Cube_road_ends
s off
f 4/1 20/2 21/3
f 6/4 2/1 19/2 11/5 15/6
f 20/2 12/5 21/3
f 12/5 16/6 21/3
f 16/6 18/7 21/3
f 18/7 10/8 21/3
f 10/8 14/9 21/3
f 14/9 3/10 21/3
f 3/10 7/11 21/3
f 7/11 8/12 21/3
f 8/12 4/1 21/3
f 1/10 5/13 17/7 9/8 13/9
g Cube_Cube_road_ends_default_grass_side.png
f 27/14 7/15 32/16
f 32/11 7/12 3/1 29/17
f 28/17 25/11 1/12
f 5/18 1/15 25/16 23/14
f 2/11 32/12 29/19
f 23/20 25/15 8/16
f 6/21 27/20 32/15 2/16
f 4/10 8/11 25/12 28/19
g Cube_Cube_bottom
f 8/11 7/12 27/1 23/10
f 23/11 27/12 6/1 5/10
g Cube_Cube_top_grass
f 30/4 29/1 3/10 14/13
f 28/12 24/22 20/23 4/11
f 1/12 13/22 24/23 28/11
f 19/4 2/1 29/10 30/13
g Cube_Cube_road
f 15/24 11/25 22/26 33/27
f 26/20 31/28 16/29 12/14
f 33/24 18/27 16/29 31/28
f 33/24 22/25 10/26 18/27
f 9/20 17/28 31/29 26/14
f 15/24 33/27 31/29 17/28
g Cube_Cube_road-grass_blend
f 24/19 26/24 12/27 20/17
f 11/25 19/4 30/13 22/26
f 22/25 30/4 14/13 10/26
f 13/19 9/24 26/27 24/17

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

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

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

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

View File

@ -0,0 +1,406 @@
---------------------------------------------------------------------------------------
-- decoration and building material
---------------------------------------------------------------------------------------
-- * includes a wagon wheel that can be used as decoration on walls or to build (stationary) wagons
-- * dirt road - those are more natural in small old villages than cobble roads
-- * loam - no, old buildings are usually not built out of clay; loam was used
-- * straw - useful material for roofs
-- * glass pane - an improvement compared to fence posts as windows :-)
---------------------------------------------------------------------------------------
local S = cottages.S
-- supported modes:
-- * simple: only a straight dirt road; no curves, junctions etc.
-- * flat: each node is a full node; junction, t-junction and corner are included
-- * nodebox: like flat - except that each node has a nodebox that fits to that road node
-- * mesh: like nodebox - except that it uses a nice roundish model
if( not( cottages_feldweg_mode )) then
cottages_feldweg_mode = "mesh";
end
--- a nice dirt road for small villages or paths to fields
if( cottages_feldweg_mode == "simple" or cottages_feldweg_mode == "flat" ) then
minetest.register_node("cottages:feldweg", {
description = S("dirt road"),
tiles = {"cottages_feldweg.png","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
})
end
-- add crossing, t-junction and corner
--
-- flat - just textures, full blocks
--
if( cottages_feldweg_mode == "flat" ) then
minetest.register_node("cottages:feldweg_crossing", {
description = S("dirt road crossing"),
tiles = {"cottages_feldweg_kreuzung.png","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
})
minetest.register_node("cottages:feldweg_t_junction", {
description = S("dirt road t junction"),
tiles = {"cottages_feldweg_t-kreuzung.png^[transform2","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
})
minetest.register_node("cottages:feldweg_curve", {
description = S("dirt road curve"),
tiles = {"cottages_feldweg_ecke.png^[transform2","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
})
--
-- cube-style nodebox version
--
elseif( cottages_feldweg_mode == "nodebox" ) then
minetest.register_node("cottages:feldweg", {
description = S("dirt road"),
tiles = {"cottages_feldweg_orig.png","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
roups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5-2/16, 0.5},
-- Rasenkanten
{ -0.5, 0.5-2/16, -0.5, -0.5+3/16, 0.5, 0.5},
{ 0.5-3/16, 0.5-2/16, -0.5, 0.5, 0.5, 0.5},
-- uebergang zwischen Wagenspur und Rasenkante
{ -0.5+3/16, 0.5-2/16, -0.5, -0.5+4/16, 0.5-1/16, 0.5},
{ 0.5-4/16, 0.5-2/16, -0.5, 0.5-3/16, 0.5-1/16, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
minetest.register_node("cottages:feldweg_crossing", {
description = S("dirt road crossing"),
tiles = {"cottages_feldweg_kreuzung.png","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5-2/16, 0.5},
-- Rasenkanten
{ -0.5, 0.5-2/16, -0.5, -0.5+3/16, 0.5, -0.5+3/16},
{ 0.5-3/16, 0.5-2/16, -0.5, 0.5, 0.5, -0.5+3/16},
{ -0.5, 0.5-2/16, 0.5-3/16, -0.5+3/16, 0.5, 0.5},
{ 0.5-3/16, 0.5-2/16, 0.5-3/16, 0.5, 0.5, 0.5},
-- uebergang zwischen Wagenspur und Rasenkante
{ -0.5+3/16, 0.5-2/16, -0.5, -0.5+4/16, 0.5-1/16, -0.5+4/16},
{ 0.5-4/16, 0.5-2/16, -0.5, 0.5-3/16, 0.5-1/16, -0.5+4/16},
{ -0.5+3/16, 0.5-2/16, 0.5-4/16, -0.5+4/16, 0.5-1/16, 0.5},
{ 0.5-4/16, 0.5-2/16, 0.5-4/16, 0.5-3/16, 0.5-1/16, 0.5},
{ -0.5, 0.5-2/16, -0.5+3/16, -0.5+3/16, 0.5-1/16, -0.5+4/16},
{ 0.5-3/16, 0.5-2/16, -0.5+3/16, 0.5, 0.5-1/16, -0.5+4/16},
{ -0.5, 0.5-2/16, 0.5-4/16, -0.5+3/16, 0.5-1/16, 0.5-3/16},
{ 0.5-3/16, 0.5-2/16, 0.5-4/16, 0.5, 0.5-1/16, 0.5-3/16},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
minetest.register_node("cottages:feldweg_t_junction", {
description = S("dirt road t junction"),
tiles = {"cottages_feldweg_t-kreuzung.png^[transform2","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5-2/16, 0.5},
-- Rasenkanten
{ -0.5, 0.5-2/16, -0.5, -0.5+3/16, 0.5, -0.5+3/16},
{ -0.5, 0.5-2/16, 0.5-3/16, -0.5+3/16, 0.5, 0.5},
-- Rasenkante seitlich durchgehend
{ 0.5-3/16, 0.5-2/16, -0.5, 0.5, 0.5, 0.5},
-- uebergang zwischen Wagenspur und Rasenkante
{ -0.5+3/16, 0.5-2/16, -0.5, -0.5+4/16, 0.5-1/16, -0.5+4/16},
{ -0.5+3/16, 0.5-2/16, 0.5-4/16, -0.5+4/16, 0.5-1/16, 0.5},
{ -0.5, 0.5-2/16, -0.5+3/16, -0.5+3/16, 0.5-1/16, -0.5+4/16},
{ -0.5, 0.5-2/16, 0.5-4/16, -0.5+3/16, 0.5-1/16, 0.5-3/16},
-- Ueberganng seitlich durchgehend
{ 0.5-4/16, 0.5-2/16, -0.5, 0.5-3/16, 0.5-1/16, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
minetest.register_node("cottages:feldweg_curve", {
description = S("dirt road curve"),
tiles = {"cottages_feldweg_ecke.png^[transform2","default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5-2/16, 0.5},
-- Rasenkante vorne durchgehend
{ -0.5, 0.5-2/16, -0.5, 0.5-3/16, 0.5, -0.5+3/16},
-- Rasenkanten
{ -0.5, 0.5-2/16, 0.5-3/16, -0.5+3/16, 0.5, 0.5},
-- Rasenkante seitlich durchgehend
{ 0.5-3/16, 0.5-2/16, -0.5, 0.5, 0.5, 0.5},
-- uebergang zwischen Wagenspur und Rasenkante
{ -0.5+3/16, 0.5-2/16, 0.5-4/16, -0.5+4/16, 0.5-1/16, 0.5},
-- Uebergang vorne durchgehend
{ -0.5, 0.5-2/16, -0.5+3/16, 0.5-3/16, 0.5-1/16, -0.5+4/16},
{ -0.5, 0.5-2/16, 0.5-4/16, -0.5+3/16, 0.5-1/16, 0.5-3/16},
-- Ueberganng seitlich durchgehend
{ 0.5-4/16, 0.5-2/16, -0.5, 0.5-3/16, 0.5-1/16, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
--
-- the mesh version (rounded); provided and created by VanessaE
--
elseif( cottages_feldweg_mode == "mesh" ) then
-- a nice dirt road for small villages or paths to fields
minetest.register_node("cottages:feldweg", {
description = S("dirt road"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png^default_grass_side.png",
"default_dirt.png", "default_grass.png",
"cottages_feldweg_surface.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg.obj",
})
minetest.register_node("cottages:feldweg_crossing", {
description = S("dirt road crossing"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png",
"default_grass.png","cottages_feldweg_surface.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg-crossing.obj",
})
minetest.register_node("cottages:feldweg_t_junction", {
description = S("dirt road t junction"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png^default_grass_side.png", "default_dirt.png",
"default_grass.png","cottages_feldweg_surface.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg-T-junction.obj",
})
minetest.register_node("cottages:feldweg_curve", {
description = S("dirt road curve"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
tiles = {"default_dirt.png^default_grass_side.png","default_grass.png",
"default_dirt.png^default_grass_side.png","cottages_feldweg_surface.png",
"default_dirt.png","cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg-curve.obj",
})
minetest.register_node("cottages:feldweg_end", {
description = S("dirt road end"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png^default_grass_side.png",
"default_dirt.png", "default_grass.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png",
"cottages_feldweg_surface.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg_end.obj",
})
end
-- create stairs if possible
if( minetest.get_modpath("stairs") and stairs and stairs.register_stair_and_slab) then
stairs.register_stair_and_slab("feldweg", "cottages:feldweg",
{snappy=2,choppy=2,oddly_breakable_by_hand=2},
{"cottages_feldweg.png","default_dirt.png", "default_grass.png","default_grass.png","cottages_feldweg.png","cottages_feldweg.png"},
S("Dirt Road Stairs"),
S("Dirt Road, half height"),
default.node_sound_dirt_defaults)
end
if( cottages_feldweg_mode == "nodebox" or cottages_feldweg_mode == "mesh" ) then
local box_slope = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.25, 0.5},
{-0.5, -0.25, -0.25, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.25, 0.5},
{-0.5, 0.25, 0.25, 0.5, 0.5, 0.5}
}};
local box_slope_long = {
type = "fixed",
fixed = {
{-0.5, -0.5, -1.5, 0.5, -0.10, 0.5},
{-0.5, -0.25, -1.3, 0.5, -0.25, 0.5},
{-0.5, -0.25, -1.0, 0.5, 0, 0.5},
{-0.5, 0, -0.5, 0.5, 0.25, 0.5},
{-0.5, 0.25, 0, 0.5, 0.5, 0.5}
}};
minetest.register_node("cottages:feldweg_slope", {
description = S("dirt road slope"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png^default_grass_side.png",
"default_dirt.png", "default_grass.png",
"cottages_feldweg_surface.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg_slope.obj",
collision_box = box_slope,
selection_box = box_slope,
})
minetest.register_node("cottages:feldweg_slope_long", {
description = S("dirt road slope long"),
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
tiles = {"cottages_feldweg_end.png","default_dirt.png^default_grass_side.png",
"default_dirt.png", "default_grass.png",
"cottages_feldweg_surface.png",
"cottages_feldweg_surface.png^cottages_feldweg_edges.png"},
paramtype = "light",
drawtype = "mesh",
mesh = "feldweg_slope_long.obj",
collision_box = box_slope_long,
selection_box = box_slope_long,
})
end

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

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@ -0,0 +1,319 @@
---------------------------------------------------------------------------------------
-- furniture
---------------------------------------------------------------------------------------
-- contains:
-- * a sleeping mat - mostly for NPC that cannot afford a bet yet
-- * bench - if you don't have 3dforniture:chair, then this is the next best thing
-- * table - very simple one
-- * shelf - for stroring things; this one is 3d
-- * stovepipe - so that the smoke from the furnace can get away
---------------------------------------------------------------------------------------
-- TODO: change the textures of the bed (make the clothing white, foot path not entirely covered with cloth)
local S = cottages.S
-- the basic version of a bed - a sleeping mat
-- to facilitate upgrade path straw mat -> sleeping mat -> bed, this uses a nodebox
minetest.register_node("cottages:sleeping_mat", {
description = S("sleeping mat"),
drawtype = 'nodebox',
tiles = { 'cottages_sleepingmat.png' }, -- done by VanessaE
wield_image = 'cottages_sleepingmat.png',
inventory_image = 'cottages_sleepingmat.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
walkable = false,
groups = { snappy = 3 },
sounds = default.node_sound_leaves_defaults,
selection_box = {
type = "wallmounted",
},
node_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+1/16, 0.48},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+2/16, 0.48},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- this one has a pillow for the head; thus, param2 becomes visible to the builder, and mobs may use it as a bed
minetest.register_node("cottages:sleeping_mat_head", {
description = S("sleeping mat with pillow"),
drawtype = 'nodebox',
tiles = { 'cottages_sleepingmat.png' }, -- done by VanessaE
wield_image = 'cottages_sleepingmat.png',
inventory_image = 'cottages_sleepingmat.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
groups = { snappy = 3 },
sounds = default.node_sound_leaves_defaults,
node_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+1/16, 0.48},
{-0.34, -0.5+1/16,-0.12, 0.34, -0.5+2/16, 0.34},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+2/16, 0.48},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- furniture; possible replacement: 3dforniture:chair
minetest.register_node("cottages:bench", {
drawtype = "nodebox",
description = S("simple wooden bench"),
tiles = {"cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults,
node_box = {
type = "fixed",
fixed = {
-- sitting area
{-0.5, -0.15, 0.1, 0.5, -0.05, 0.5},
-- stützen
{-0.4, -0.5, 0.2, -0.3, -0.15, 0.4},
{ 0.3, -0.5, 0.2, 0.4, -0.15, 0.4},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0, 0.5, 0, 0.5},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sit_on_bench( pos, node, clicker, itemstack, pointed_thing );
end,
})
-- a simple table; possible replacement: 3dforniture:table
local cottages_table_def = {
description = S("table"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.1, -0.5, -0.1, 0.1, 0.3, 0.1},
{ -0.5, 0.48, -0.5, 0.5, 0.4, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.4, 0.5},
},
},
is_ground_content = false,
}
-- search for the workbench in AdventureTest
local workbench = minetest.registered_nodes[ "workbench:3x3"];
if( workbench ) then
cottages_table_def.tiles = {workbench.tiles[1], cottages_table_def.tiles[1]};
cottages_table_def.on_rightclick = workbench.on_rightclick;
end
-- search for the workbench from RealTEst
workbench = minetest.registered_nodes[ "workbench:work_bench_birch"];
if( workbench ) then
cottages_table_def.tiles = {workbench.tiles[1], cottages_table_def.tiles[1]};
cottages_table_def.on_construct = workbench.on_construct;
cottages_table_def.can_dig = workbench.can_dig;
cottages_table_def.on_metadata_inventory_take = workbench.on_metadata_inventory_take;
cottages_table_def.on_metadata_inventory_move = workbench.on_metadata_inventory_move;
cottages_table_def.on_metadata_inventory_put = workbench.on_metadata_inventory_put;
end
minetest.register_node("cottages:table", cottages_table_def );
-- looks better than two slabs impersonating a shelf; also more 3d than a bookshelf
-- the infotext shows if it's empty or not
minetest.register_node("cottages:shelf", {
description = S("open storage shelf"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.3, -0.4, 0.5, 0.5},
{ 0.4, -0.5, -0.3, 0.5, 0.5, 0.5},
{ -0.5, -0.2, -0.3, 0.5, -0.1, 0.5},
{ -0.5, 0.3, -0.3, 0.5, 0.4, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
on_construct = function(pos)
local meta = minetest.get_meta(pos);
meta:set_string("formspec",
"size[8,8]"..
"list[current_name;main;0,0;8,3;]"..
"list[current_player;main;0,4;8,4;]")
meta:set_string("infotext", S("open storage shelf"))
local inv = meta:get_inventory();
inv:set_size("main", 24);
end,
can_dig = function( pos,player )
local meta = minetest.get_meta( pos );
local inv = meta:get_inventory();
return inv:is_empty("main");
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta( pos );
meta:set_string('infotext', S('open storage shelf (in use)'));
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta( pos );
local inv = meta:get_inventory();
if( inv:is_empty("main")) then
meta:set_string('infotext', S('open storage shelf (empty)'));
end
end,
is_ground_content = false,
})
-- so that the smoke from a furnace can get out of a building
minetest.register_node("cottages:stovepipe", {
description = S("stovepipe"),
drawtype = "nodebox",
tiles = {"cottages_steel_block.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ 0.20, -0.5, 0.20, 0.45, 0.5, 0.45},
},
},
selection_box = {
type = "fixed",
fixed = {
{ 0.20, -0.5, 0.20, 0.45, 0.5, 0.45},
},
},
is_ground_content = false,
climbable = true,
})
---------------------------------------------------------------------------------------
-- functions for sitting or sleeping
---------------------------------------------------------------------------------------
cottages.allow_sit = function( player )
-- no check possible
if( not( player.get_player_velocity )) then
return true;
end
local velo = player:get_player_velocity();
if( not( velo )) then
return false;
end
local max_velo = 0.0001;
if( math.abs(velo.x) < max_velo
and math.abs(velo.y) < max_velo
and math.abs(velo.z) < max_velo ) then
return true;
end
return false;
end
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:sleeping_mat 3",
recipe = {
{"cottages:wool_tent", "cottages:straw_mat","cottages:straw_mat" }
}
})
minetest.register_craft({
output = "cottages:sleeping_mat_head",
recipe = {
{"cottages:sleeping_mat","cottages:straw_mat" }
}
})
minetest.register_craft({
output = "cottages:table",
recipe = {
{"", cottages.craftitem_slab_wood, "", },
{"", cottages.craftitem_stick, "" }
}
})
minetest.register_craft({
output = "cottages:bench",
recipe = {
{"", cottages.craftitem_wood, "", },
{cottages.craftitem_stick, "", cottages.craftitem_stick, }
}
})
minetest.register_craft({
output = "cottages:shelf",
recipe = {
{cottages.craftitem_stick, cottages.craftitem_wood, cottages.craftitem_stick, },
{cottages.craftitem_stick, cottages.craftitem_wood, cottages.craftitem_stick, },
{cottages.craftitem_stick, "", cottages.craftitem_stick}
}
})
minetest.register_craft({
output = "cottages:stovepipe 2",
recipe = {
{cottages.craftitem_steel, '', cottages.craftitem_steel},
}
})

View File

@ -0,0 +1,272 @@
---------------------------------------------------------------------------------------
-- decoration and building material
---------------------------------------------------------------------------------------
-- * includes a wagon wheel that can be used as decoration on walls or to build (stationary) wagons
-- * dirt road - those are more natural in small old villages than cobble roads
-- * loam - no, old buildings are usually not built out of clay; loam was used
-- * straw - useful material for roofs
-- * glass pane - an improvement compared to fence posts as windows :-)
---------------------------------------------------------------------------------------
local S = cottages.S
-- can be used to buid real stationary wagons or attached to walls as decoration
minetest.register_node("cottages:wagon_wheel", {
description = S("wagon wheel"),
drawtype = "signlike",
tiles = {"cottages_wagonwheel.png"}, -- done by VanessaE!
inventory_image = "cottages_wagonwheel.png",
wield_image = "cottages_wagonwheel.png",
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "wallmounted",
},
groups = {choppy=2,dig_immediate=2,attached_node=1},
legacy_wallmounted = true,
sounds = default.node_sound_defaults,
is_ground_content = false,
})
-- people didn't use clay for houses; they did build with loam
minetest.register_node("cottages:loam", {
description = S("loam"),
tiles = {"cottages_loam.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
})
-- create stairs if possible
if( minetest.get_modpath("stairs") and stairs and stairs.register_stair_and_slab) then
stairs.register_stair_and_slab("loam", "cottages:loam",
{snappy=2,choppy=2,oddly_breakable_by_hand=2},
{"cottages_loam.png"},
S("Loam Stairs"),
S("Loam Slab"),
default.node_sound_dirt_defaults)
if( minetest.registered_nodes["default:clay"]) then
stairs.register_stair_and_slab("clay", "default:clay",
{crumbly=3},
{"cottages_clay.png"},
S("Clay Stairs"),
S("Clay Slab"),
default.node_sound_dirt_defaults)
end
end
-- straw is a common material for places where animals are kept indoors
-- right now, this block mostly serves as a placeholder
minetest.register_node("cottages:straw_ground", {
description = S("straw ground for animals"),
tiles = {"cottages_darkage_straw.png","cottages_loam.png","cottages_loam.png","cottages_loam.png","cottages_loam.png","cottages_loam.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults,
is_ground_content = false,
})
-- note: these houses look good with a single fence pile as window! the glass pane is the version for 'richer' inhabitants
minetest.register_node("cottages:glass_pane", {
description = S("simple glass pane (centered)"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_glass_pane.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.05, 0.5, 0.5, 0.05},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.05, 0.5, 0.5, 0.05},
},
},
is_ground_content = false,
})
minetest.register_node("cottages:glass_pane_side", {
description = S("simple glass pane"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_glass_pane.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.40, 0.5, 0.5, -0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.40, 0.5, 0.5, -0.50},
},
},
is_ground_content = false,
})
---------------------------------------------------------------------------------------
-- a very small wooden slab
---------------------------------------------------------------------------------------
minetest.register_node("cottages:wood_flat", {
description = S("flat wooden planks"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
is_ground_content = false,
on_place = minetest.rotate_node,
})
---------------------------------------------------------------------------------------
-- useful for building tents
---------------------------------------------------------------------------------------
minetest.register_node("cottages:wool_tent", {
description = S("wool for tents"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_wool.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50},
},
},
is_ground_content = false,
on_place = minetest.rotate_node,
})
-- a fallback for cases in which there is no wool
minetest.register_node("cottages:wool", {
description = "Wool",
tiles = {"cottages_wool.png"},
is_ground_content = false,
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=3,flammable=3,wool=1},
})
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:wagon_wheel 3",
recipe = {
{cottages.craftitem_iron, cottages.craftitem_stick, cottages.craftitem_iron },
{cottages.craftitem_stick, cottages.craftitem_steel, cottages.craftitem_stick },
{cottages.craftitem_iron, cottages.craftitem_stick, cottages.craftitem_iron }
}
})
-- run a wagon wheel over dirt :-)
minetest.register_craft({
output = "cottages:feldweg 4",
recipe = {
{"", "cottages:wagon_wheel", "" },
{cottages.craftitem_dirt,cottages.craftitem_dirt,cottages.craftitem_dirt }
},
replacements = { {'cottages:wagon_wheel', 'cottages:wagon_wheel'}, }
})
minetest.register_craft({
output = "cottages:loam 4",
recipe = {
{cottages.craftitem_sand},
{cottages.craftitem_clay}
}
})
minetest.register_craft({
output = "cottages:straw_ground 2",
recipe = {
{"cottages:straw_mat" },
{"cottages:loam"}
}
})
minetest.register_craft({
output = "cottages:glass_pane 4",
recipe = {
{cottages.craftitem_stick, cottages.craftitem_stick, cottages.craftitem_stick },
{cottages.craftitem_stick, cottages.craftitem_glass, cottages.craftitem_stick },
{cottages.craftitem_stick, cottages.craftitem_stick, cottages.craftitem_stick }
}
})
minetest.register_craft({
output = "cottages:glass_pane_side",
recipe = {
{"cottages:glass_pane"},
}
})
minetest.register_craft({
output = "cottages:glass_pane",
recipe = {
{"cottages:glass_pane_side"},
}
})
minetest.register_craft({
output = "cottages:wood_flat 16",
recipe = {
{cottages.craftitem_stick, "farming:string",cottages.craftitem_stick },
{cottages.craftitem_stick, "", cottages.craftitem_stick },
}
})
minetest.register_craft({
output = "cottages:wool_tent 2",
recipe = {
{"farming:string", "farming:string"},
{"",cottages.craftitem_stick}
}
})
minetest.register_craft({
output = "cottages:wool",
recipe = {
{"cottages:wool_tent", "cottages:wool_tent"}
}
})

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

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

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

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113
mods/food/LICENSE.txt Normal file
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=====================================
Code License: MIT License (see below)
=====================================
Copyright 2019 migdyn
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
================================================================
Textures and sounds license: CC BY 4.0 International (see below)
================================================================
Creative Commons Attribution 4.0 International Public License
By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution 4.0 International Public License ("Public License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.
Section 1 Definitions.
Adapted Material means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image.
Adapter's License means the license You apply to Your Copyright and Similar Rights in Your contributions to Adapted Material in accordance with the terms and conditions of this Public License.
Copyright and Similar Rights means copyright and/or similar rights closely related to copyright including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights, without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights.
Effective Technological Measures means those measures that, in the absence of proper authority, may not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted on December 20, 1996, and/or similar international agreements.
Exceptions and Limitations means fair use, fair dealing, and/or any other exception or limitation to Copyright and Similar Rights that applies to Your use of the Licensed Material.
Licensed Material means the artistic or literary work, database, or other material to which the Licensor applied this Public License.
Licensed Rights means the rights granted to You subject to the terms and conditions of this Public License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed Material and that the Licensor has authority to license.
Licensor means the individual(s) or entity(ies) granting rights under this Public License.
Share means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them.
Sui Generis Database Rights means rights other than copyright resulting from Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, as amended and/or succeeded, as well as other essentially equivalent rights anywhere in the world.
You means the individual or entity exercising the Licensed Rights under this Public License. Your has a corresponding meaning.
Section 2 Scope.
License grant.
Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to:
reproduce and Share the Licensed Material, in whole or in part; and
produce, reproduce, and Share Adapted Material.
Exceptions and Limitations. For the avoidance of doubt, where Exceptions and Limitations apply to Your use, this Public License does not apply, and You do not need to comply with its terms and conditions.
Term. The term of this Public License is specified in Section 6(a).
Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures. For purposes of this Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted Material.
Downstream recipients.
Offer from the Licensor Licensed Material. Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License.
No downstream restrictions. You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so restricts exercise of the Licensed Rights by any recipient of the Licensed Material.
No endorsement. Nothing in this Public License constitutes or may be construed as permission to assert or imply that You are, or that Your use of the Licensed Material is, connected with, or sponsored, endorsed, or granted official status by, the Licensor or others designated to receive attribution as provided in Section 3(a)(1)(A)(i).
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Moral rights, such as the right of integrity, are not licensed under this Public License, nor are publicity, privacy, and/or other similar personality rights; however, to the extent possible, the Licensor waives and/or agrees not to assert any such rights held by the Licensor to the limited extent necessary to allow You to exercise the Licensed Rights, but not otherwise.
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To the extent possible, the Licensor waives any right to collect royalties from You for the exercise of the Licensed Rights, whether directly or through a collecting society under any voluntary or waivable statutory or compulsory licensing scheme. In all other cases the Licensor expressly reserves any right to collect such royalties.
Section 3 License Conditions.
Your exercise of the Licensed Rights is expressly made subject to the following conditions.
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If You Share the Licensed Material (including in modified form), You must:
retain the following if it is supplied by the Licensor with the Licensed Material:
identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated);
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a notice that refers to the disclaimer of warranties;
a URI or hyperlink to the Licensed Material to the extent reasonably practicable;
indicate if You modified the Licensed Material and retain an indication of any previous modifications; and
indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License.
You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information.
If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to the extent reasonably practicable.
If You Share Adapted Material You produce, the Adapter's License You apply must not prevent recipients of the Adapted Material from complying with this Public License.
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Where the Licensed Rights include Sui Generis Database Rights that apply to Your use of the Licensed Material:
for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database;
if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material; and
You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents of the database.
For the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this Public License where the Licensed Rights include other Copyright and Similar Rights.
Section 5 Disclaimer of Warranties and Limitation of Liability.
Unless otherwise separately undertaken by the Licensor, to the extent possible, the Licensor offers the Licensed Material as-is and as-available, and makes no representations or warranties of any kind concerning the Licensed Material, whether express, implied, statutory, or other. This includes, without limitation, warranties of title, merchantability, fitness for a particular purpose, non-infringement, absence of latent or other defects, accuracy, or the presence or absence of errors, whether or not known or discoverable. Where disclaimers of warranties are not allowed in full or in part, this disclaimer may not apply to You.
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The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.
Section 6 Term and Termination.
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For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate this Public License.
Sections 1, 5, 6, 7, and 8 survive termination of this Public License.
Section 7 Other Terms and Conditions.
The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed.
Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.
Section 8 Interpretation.
For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License.
To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions.
No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor.
Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority.

0
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18
mods/grenades/.luacheckrc Normal file
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unused_args = false
allow_defined_top = true
globals = {
"minetest",
}
read_globals = {
string = {fields = {"split"}},
table = {fields = {"copy", "getn"}},
-- Builtin
"vector", "ItemStack",
"dump", "DIR_DELIM", "VoxelArea", "Settings",
-- MTG
"default", "sfinv", "creative",
}

24
mods/grenades/API.md Normal file
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#Grenades API
Still WIP. Please suggest new features here: https://forum.minetest.net/viewtopic.php?f=9&t=21466
##API
grenades.register_grenade("name", { -- Name of the grenade (Like 'smoke' or 'flashbang')
description = "", -- A short description of the grenade.
image = "", -- The name of the grenade's texture
on_explode = function(pos, name)
-- This function is called when the grenade 'explodes'
-- <pos> the place the grenade 'exploded' at
-- <name> the name of the player that threw the grenade
end,
placeable = false, -- Optional, default is false
timeout = 5, -- Optional, default is 5
particle = { -- Adds particles in the grenade's trail
image = "grenades_smoke.png", -- The particle's image
life = 1, -- How long (seconds) it takes for the particle to disappear
size = 4, -- Size of the particle
glow = 0, -- Brightens the texture in darkness
interval = 5, -- How long it takes before a particle can be added
}
})

21
mods/grenades/LICENSE Normal file
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MIT License
Copyright (c) 2018-2019 Lone_Wolf
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
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The above copyright notice and this permission notice shall be included in all
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

6
mods/grenades/README.md Normal file
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# grenades
Adds a grenade API and a few grenades to Minetest
License of code: **MIT**
License of sound and textures: **CC-BY 4.0**

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default?

151
mods/grenades/grenades.lua Normal file
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local settings = minetest.settings
local regular = settings:get_bool("enable_regular_grenade")
local flash = settings:get_bool("enable_flashbang_grenade")
local smoke = settings:get_bool("enable_smoke_grenade")
-- Regular Grenade
if not regular or regular == true then
grenades.register_grenade("regular", {
description = "Regular grenade (Kills anyone near blast)",
image = "grenades_regular.png",
on_explode = function(pos, name)
if not name or not pos then
return
end
local player = minetest.get_player_by_name(name)
local radius = 10
minetest.add_particlespawner({
amount = 20,
time = 0.5,
minpos = vector.subtract(pos, radius),
maxpos = vector.add(pos, radius),
minvel = {x = 0, y = 5, z = 0},
maxvel = {x = 0, y = 7, z = 0},
minacc = {x = 0, y = 1, z = 0},
maxacc = {x = 0, y = 1, z = 0},
minexptime = 0.3,
maxexptime = 0.6,
minsize = 7,
maxsize = 10,
collisiondetection = true,
collision_removal = false,
vertical = false,
texture = "grenades_smoke.png",
})
minetest.sound_play("boom", {
pos = pos,
gain = 1.0,
max_hear_distance = 32,
})
for k, v in ipairs(minetest.get_objects_inside_radius(pos, radius)) do
if v:get_hp() > 0 then
v:punch(player, 2, {damage_groups = {fleshy = 24 - (vector.distance(pos, v:get_pos()) * 2)}}, nil)
end
end
end,
})
end
-- Flashbang Grenade
if not flash or flash == true then
grenades.register_grenade("flashbang", {
description = "Flashbang grenade (Blinds all who look at blast)",
image = "grenades_flashbang.png",
on_explode = function(pos, name)
for k, v in ipairs(minetest.get_objects_inside_radius(pos, 20)) do
if v:is_player() and v:get_hp() > 0 then
local playerdir = vector.round(v:get_look_dir())
local grenadedir = vector.round(vector.direction(v:get_pos(), pos))
local pname = v:get_player_name()
minetest.sound_play("glasslike_break", {
pos = pos,
gain = 1.0,
max_hear_distance = 32,
})
if vector.equals(playerdir, grenadedir) then
for i = 0, 5, 1 do
local key = v:hud_add({
hud_elem_type = "image",
position = {x = 0, y = 0},
name = "flashbang hud "..pname,
scale = {x = -200, y = -200},
text = "grenades_white.png^[opacity:"..tostring(255 - (i * 13)),
alignment = {x = 0, y = 0},
offset = {x = 0, y = 0}
})
.
minetest.after(2 * i, function()
if minetest.get_player_by_name(pname) then
minetest.get_player_by_name(pname):hud_remove(key)
end
end)
end
end
end
end
end,
})
end
-- Smoke Grenade
if not smoke or smoke == true then
grenades.register_grenade("smoke", {
description = "Smoke grenade (Generates smoke around blast site)",
image = "grenades_smoke_grenade.png",
on_explode = function(pos, name)
minetest.sound_play("glasslike_break", {
pos = pos,
gain = 1.0,
max_hear_distance = 32,
})
minetest.sound_play("hiss", {
pos = pos,
gain = 1.0,
max_hear_distance = 32,
})
for i = 0, 5, 1 do
minetest.add_particlespawner({
amount = 60,
time = 20,
minpos = vector.subtract(pos, 3),
maxpos = vector.add(pos, 4),
minvel = {x = 0, y = 2, z = 0},
maxvel = {x = 0, y = 3, z = 0},
minacc = {x = 1, y = 0.2, z = 1},
maxacc = {x = 1, y = 0.2, z = 1},
minexptime = 0.3,
maxexptime = 0.5,
minsize = 90,
maxsize = 180,
collisiondetection = false,
collision_removal = false,
vertical = false,
texture = "grenades_smoke.png",
})
end
end,
particle = {
image = "grenades_smoke.png",
life = 1,
size = 4,
glow = 0,
interval = 5,
}
})
end

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mods/grenades/init.lua Normal file
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grenades = {}
local function throw_grenade(name, player)
local dir = player:get_look_dir()
local pos = player:get_pos()
local obj = minetest.add_entity({x = pos.x + dir.x, y = pos.y + 1.6, z = pos.z + dir.z}, name)
obj:set_velocity({x = dir.x * 40, y = dir.y * 40, z = dir.z * 40})
obj:set_acceleration({x = dir.x * -12, y = -41, z = dir.z * -12})
return(obj:get_luaentity())
end
function grenades.register_grenade(name, def)
if not def.timeout then
def.timeout = 5
end
local grenade_entity = {
physical = false,
collide_with_objects = true,
timer = 0,
visual = "sprite",
visual_size = {x = 1, y = 1, z = 1},
textures = {def.image},
collisionbox = {1, 1, 1, 1, 1, 1},
on_step = function(self, dtime)
local obj = self.object
local pos = obj:get_pos()
local node = minetest.get_node(vector.add(pos, vector.normalize(obj:get_velocity())))
if self.particle == nil then
self.particle = 0
end
if self.timer then
self.timer = self.timer + dtime
else
self.timer = dtime
end
if def.particle and self.particle >= 4 then
self.particle = 0
minetest.add_particle({
pos = obj:get_pos(),
velocity = vector.divide(obj:get_velocity(), 2),
acceleration = vector.divide(obj:get_acceleration(), -5),
expirationtime = def.particle.life,
size = def.particle.size,
collisiondetection = true,
collision_removal = true,
vertical = false,
texture = def.particle.image,
glow = def.particle.glow
})
elseif def.particle and self.particle < def.particle.interval then
self.particle = self.particle + 1
end
if self.timer > def.timeout or node.name ~= "air" then
if self.thrower_name then
minetest.log("[Grenades] A grenade thrown by "..self.thrower_name..
" is exploding at "..minetest.pos_to_string(pos))
def.on_explode(pos, self.thrower_name)
else
minetest.chat_send_all(minetest.colorize("red", "[Error] self.thrower_name on line 62"..
" (grenades/init.lua) was nil. Removing grenade"))
minetest.log("[Error] self.thrower_name on line 62 (grenades/init.lua) was nil. Removing grenade")
end
obj:remove()
end
end
}
minetest.register_entity("grenades:grenade_"..name, grenade_entity)
local newdef = {}
newdef.description = def.description
newdef.stack_max = 1
newdef.range = 4
newdef.inventory_image = def.image
newdef.on_use = function(itemstack, user, pointed_thing)
local player_name = user:get_player_name()
if pointed_thing.type ~= "node" then
local grenade = throw_grenade("grenades:grenade_"..name, user)
grenade.timer = 0
grenade.thrower_name = player_name
if not minetest.settings:get_bool("creative_mode") then
itemstack = ""
end
end
return itemstack
end
if def.placeable == true then
newdef.tiles = {def.image}
newdef.selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, 0.4, 0.3},
}
newdef.groups = {oddly_breakable_by_hand = 2}
newdef.paramtype = "light"
newdef.sunlight_propagates = true
newdef.walkable = false
newdef.drawtype = "plantlike"
minetest.register_node("grenades:grenade_"..name, newdef)
else
minetest.register_craftitem("grenades:grenade_"..name, newdef)
end
end
dofile(minetest.get_modpath("grenades").."/grenades.lua")

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mods/grenades/mod.conf Normal file
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name = grenades

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#Add a regular grenade
enable_regular_grenade (Add a regular grenade to the world) bool true
#Add a flashbang grenade
enable_flashbang_grenade (Add a flashbang grenade to the world) bool true
#Add a smoke grenade
enable_smoke_grenade (Add a smoke grenade to the world) bool true
#Enable Recipes
enable_grenade_recipes (Gives enabled grenades cafting recipes) bool true

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Creative Commons Attribution 4.0 International Public License
Copyright (c) 2019 Lone_Wolf
By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution 4.0 International Public License ("Public License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.
Section 1 Definitions.
Adapted Material means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image.
Adapter's License means the license You apply to Your Copyright and Similar Rights in Your contributions to Adapted Material in accordance with the terms and conditions of this Public License.
Copyright and Similar Rights means copyright and/or similar rights closely related to copyright including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights, without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights.
Effective Technological Measures means those measures that, in the absence of proper authority, may not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted on December 20, 1996, and/or similar international agreements.
Exceptions and Limitations means fair use, fair dealing, and/or any other exception or limitation to Copyright and Similar Rights that applies to Your use of the Licensed Material.
Licensed Material means the artistic or literary work, database, or other material to which the Licensor applied this Public License.
Licensed Rights means the rights granted to You subject to the terms and conditions of this Public License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed Material and that the Licensor has authority to license.
Licensor means the individual(s) or entity(ies) granting rights under this Public License.
Share means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them.
Sui Generis Database Rights means rights other than copyright resulting from Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, as amended and/or succeeded, as well as other essentially equivalent rights anywhere in the world.
You means the individual or entity exercising the Licensed Rights under this Public License. Your has a corresponding meaning.
Section 2 Scope.
License grant.
Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to:
reproduce and Share the Licensed Material, in whole or in part; and
produce, reproduce, and Share Adapted Material.
Exceptions and Limitations. For the avoidance of doubt, where Exceptions and Limitations apply to Your use, this Public License does not apply, and You do not need to comply with its terms and conditions.
Term. The term of this Public License is specified in Section 6(a).
Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures. For purposes of this Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted Material.
Downstream recipients.
Offer from the Licensor Licensed Material. Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License.
No downstream restrictions. You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so restricts exercise of the Licensed Rights by any recipient of the Licensed Material.
No endorsement. Nothing in this Public License constitutes or may be construed as permission to assert or imply that You are, or that Your use of the Licensed Material is, connected with, or sponsored, endorsed, or granted official status by, the Licensor or others designated to receive attribution as provided in Section 3(a)(1)(A)(i).
Other rights.
Moral rights, such as the right of integrity, are not licensed under this Public License, nor are publicity, privacy, and/or other similar personality rights; however, to the extent possible, the Licensor waives and/or agrees not to assert any such rights held by the Licensor to the limited extent necessary to allow You to exercise the Licensed Rights, but not otherwise.
Patent and trademark rights are not licensed under this Public License.
To the extent possible, the Licensor waives any right to collect royalties from You for the exercise of the Licensed Rights, whether directly or through a collecting society under any voluntary or waivable statutory or compulsory licensing scheme. In all other cases the Licensor expressly reserves any right to collect such royalties.
Section 3 License Conditions.
Your exercise of the Licensed Rights is expressly made subject to the following conditions.
Attribution.
If You Share the Licensed Material (including in modified form), You must:
retain the following if it is supplied by the Licensor with the Licensed Material:
identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated);
a copyright notice;
a notice that refers to this Public License;
a notice that refers to the disclaimer of warranties;
a URI or hyperlink to the Licensed Material to the extent reasonably practicable;
indicate if You modified the Licensed Material and retain an indication of any previous modifications; and
indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License.
You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information.
If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to the extent reasonably practicable.
If You Share Adapted Material You produce, the Adapter's License You apply must not prevent recipients of the Adapted Material from complying with this Public License.
Section 4 Sui Generis Database Rights.
Where the Licensed Rights include Sui Generis Database Rights that apply to Your use of the Licensed Material:
for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database;
if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material; and
You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents of the database.
For the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this Public License where the Licensed Rights include other Copyright and Similar Rights.
Section 5 Disclaimer of Warranties and Limitation of Liability.
Unless otherwise separately undertaken by the Licensor, to the extent possible, the Licensor offers the Licensed Material as-is and as-available, and makes no representations or warranties of any kind concerning the Licensed Material, whether express, implied, statutory, or other. This includes, without limitation, warranties of title, merchantability, fitness for a particular purpose, non-infringement, absence of latent or other defects, accuracy, or the presence or absence of errors, whether or not known or discoverable. Where disclaimers of warranties are not allowed in full or in part, this disclaimer may not apply to You.
To the extent possible, in no event will the Licensor be liable to You on any legal theory (including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental, consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of this Public License or use of the Licensed Material, even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this limitation may not apply to You.
The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.
Section 6 Term and Termination.
This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this Public License terminate automatically.
Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:
automatically as of the date the violation is cured, provided it is cured within 30 days of Your discovery of the violation; or
upon express reinstatement by the Licensor.
For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek remedies for Your violations of this Public License.
For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate this Public License.
Sections 1, 5, 6, 7, and 8 survive termination of this Public License.
Section 7 Other Terms and Conditions.
The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed.
Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.
Section 8 Interpretation.
For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License.
To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions.
No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor.
Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority.

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Creative Commons Attribution 4.0 International Public License
Copyright (c) 2019 Lone_Wolf
By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution 4.0 International Public License ("Public License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.
Section 1 Definitions.
Adapted Material means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image.
Adapter's License means the license You apply to Your Copyright and Similar Rights in Your contributions to Adapted Material in accordance with the terms and conditions of this Public License.
Copyright and Similar Rights means copyright and/or similar rights closely related to copyright including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights, without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights.
Effective Technological Measures means those measures that, in the absence of proper authority, may not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted on December 20, 1996, and/or similar international agreements.
Exceptions and Limitations means fair use, fair dealing, and/or any other exception or limitation to Copyright and Similar Rights that applies to Your use of the Licensed Material.
Licensed Material means the artistic or literary work, database, or other material to which the Licensor applied this Public License.
Licensed Rights means the rights granted to You subject to the terms and conditions of this Public License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed Material and that the Licensor has authority to license.
Licensor means the individual(s) or entity(ies) granting rights under this Public License.
Share means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them.
Sui Generis Database Rights means rights other than copyright resulting from Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, as amended and/or succeeded, as well as other essentially equivalent rights anywhere in the world.
You means the individual or entity exercising the Licensed Rights under this Public License. Your has a corresponding meaning.
Section 2 Scope.
License grant.
Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to:
reproduce and Share the Licensed Material, in whole or in part; and
produce, reproduce, and Share Adapted Material.
Exceptions and Limitations. For the avoidance of doubt, where Exceptions and Limitations apply to Your use, this Public License does not apply, and You do not need to comply with its terms and conditions.
Term. The term of this Public License is specified in Section 6(a).
Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures. For purposes of this Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted Material.
Downstream recipients.
Offer from the Licensor Licensed Material. Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License.
No downstream restrictions. You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so restricts exercise of the Licensed Rights by any recipient of the Licensed Material.
No endorsement. Nothing in this Public License constitutes or may be construed as permission to assert or imply that You are, or that Your use of the Licensed Material is, connected with, or sponsored, endorsed, or granted official status by, the Licensor or others designated to receive attribution as provided in Section 3(a)(1)(A)(i).
Other rights.
Moral rights, such as the right of integrity, are not licensed under this Public License, nor are publicity, privacy, and/or other similar personality rights; however, to the extent possible, the Licensor waives and/or agrees not to assert any such rights held by the Licensor to the limited extent necessary to allow You to exercise the Licensed Rights, but not otherwise.
Patent and trademark rights are not licensed under this Public License.
To the extent possible, the Licensor waives any right to collect royalties from You for the exercise of the Licensed Rights, whether directly or through a collecting society under any voluntary or waivable statutory or compulsory licensing scheme. In all other cases the Licensor expressly reserves any right to collect such royalties.
Section 3 License Conditions.
Your exercise of the Licensed Rights is expressly made subject to the following conditions.
Attribution.
If You Share the Licensed Material (including in modified form), You must:
retain the following if it is supplied by the Licensor with the Licensed Material:
identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated);
a copyright notice;
a notice that refers to this Public License;
a notice that refers to the disclaimer of warranties;
a URI or hyperlink to the Licensed Material to the extent reasonably practicable;
indicate if You modified the Licensed Material and retain an indication of any previous modifications; and
indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License.
You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information.
If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to the extent reasonably practicable.
If You Share Adapted Material You produce, the Adapter's License You apply must not prevent recipients of the Adapted Material from complying with this Public License.
Section 4 Sui Generis Database Rights.
Where the Licensed Rights include Sui Generis Database Rights that apply to Your use of the Licensed Material:
for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database;
if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material; and
You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents of the database.
For the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this Public License where the Licensed Rights include other Copyright and Similar Rights.
Section 5 Disclaimer of Warranties and Limitation of Liability.
Unless otherwise separately undertaken by the Licensor, to the extent possible, the Licensor offers the Licensed Material as-is and as-available, and makes no representations or warranties of any kind concerning the Licensed Material, whether express, implied, statutory, or other. This includes, without limitation, warranties of title, merchantability, fitness for a particular purpose, non-infringement, absence of latent or other defects, accuracy, or the presence or absence of errors, whether or not known or discoverable. Where disclaimers of warranties are not allowed in full or in part, this disclaimer may not apply to You.
To the extent possible, in no event will the Licensor be liable to You on any legal theory (including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental, consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of this Public License or use of the Licensed Material, even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this limitation may not apply to You.
The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.
Section 6 Term and Termination.
This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this Public License terminate automatically.
Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:
automatically as of the date the violation is cured, provided it is cured within 30 days of Your discovery of the violation; or
upon express reinstatement by the Licensor.
For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek remedies for Your violations of this Public License.
For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate this Public License.
Sections 1, 5, 6, 7, and 8 survive termination of this Public License.
Section 7 Other Terms and Conditions.
The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed.
Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.
Section 8 Interpretation.
For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License.
To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions.
No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor.
Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority.

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LICENSE OF CODE: MIT License (see below)
Copyright 2019 migdyn
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-------------------------------------------------------------------------------
LICENSE OF TEXTURES: Creative Commons Attribution 4.0 International (see below)
-------------------------------------------------------------------------------
Creative Commons Attribution 4.0 International Public License
By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution 4.0 International Public License ("Public License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.
Section 1 Definitions.
Adapted Material means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image.
Adapter's License means the license You apply to Your Copyright and Similar Rights in Your contributions to Adapted Material in accordance with the terms and conditions of this Public License.
Copyright and Similar Rights means copyright and/or similar rights closely related to copyright including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights, without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights.
Effective Technological Measures means those measures that, in the absence of proper authority, may not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted on December 20, 1996, and/or similar international agreements.
Exceptions and Limitations means fair use, fair dealing, and/or any other exception or limitation to Copyright and Similar Rights that applies to Your use of the Licensed Material.
Licensed Material means the artistic or literary work, database, or other material to which the Licensor applied this Public License.
Licensed Rights means the rights granted to You subject to the terms and conditions of this Public License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed Material and that the Licensor has authority to license.
Licensor means the individual(s) or entity(ies) granting rights under this Public License.
Share means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them.
Sui Generis Database Rights means rights other than copyright resulting from Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, as amended and/or succeeded, as well as other essentially equivalent rights anywhere in the world.
You means the individual or entity exercising the Licensed Rights under this Public License. Your has a corresponding meaning.
Section 2 Scope.
License grant.
Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to:
reproduce and Share the Licensed Material, in whole or in part; and
produce, reproduce, and Share Adapted Material.
Exceptions and Limitations. For the avoidance of doubt, where Exceptions and Limitations apply to Your use, this Public License does not apply, and You do not need to comply with its terms and conditions.
Term. The term of this Public License is specified in Section 6(a).
Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures. For purposes of this Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted Material.
Downstream recipients.
Offer from the Licensor Licensed Material. Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License.
No downstream restrictions. You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so restricts exercise of the Licensed Rights by any recipient of the Licensed Material.
No endorsement. Nothing in this Public License constitutes or may be construed as permission to assert or imply that You are, or that Your use of the Licensed Material is, connected with, or sponsored, endorsed, or granted official status by, the Licensor or others designated to receive attribution as provided in Section 3(a)(1)(A)(i).
Other rights.
Moral rights, such as the right of integrity, are not licensed under this Public License, nor are publicity, privacy, and/or other similar personality rights; however, to the extent possible, the Licensor waives and/or agrees not to assert any such rights held by the Licensor to the limited extent necessary to allow You to exercise the Licensed Rights, but not otherwise.
Patent and trademark rights are not licensed under this Public License.
To the extent possible, the Licensor waives any right to collect royalties from You for the exercise of the Licensed Rights, whether directly or through a collecting society under any voluntary or waivable statutory or compulsory licensing scheme. In all other cases the Licensor expressly reserves any right to collect such royalties.
Section 3 License Conditions.
Your exercise of the Licensed Rights is expressly made subject to the following conditions.
Attribution.
If You Share the Licensed Material (including in modified form), You must:
retain the following if it is supplied by the Licensor with the Licensed Material:
identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated);
a copyright notice;
a notice that refers to this Public License;
a notice that refers to the disclaimer of warranties;
a URI or hyperlink to the Licensed Material to the extent reasonably practicable;
indicate if You modified the Licensed Material and retain an indication of any previous modifications; and
indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License.
You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information.
If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to the extent reasonably practicable.
If You Share Adapted Material You produce, the Adapter's License You apply must not prevent recipients of the Adapted Material from complying with this Public License.
Section 4 Sui Generis Database Rights.
Where the Licensed Rights include Sui Generis Database Rights that apply to Your use of the Licensed Material:
for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database;
if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material; and
You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents of the database.
For the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this Public License where the Licensed Rights include other Copyright and Similar Rights.
Section 5 Disclaimer of Warranties and Limitation of Liability.
Unless otherwise separately undertaken by the Licensor, to the extent possible, the Licensor offers the Licensed Material as-is and as-available, and makes no representations or warranties of any kind concerning the Licensed Material, whether express, implied, statutory, or other. This includes, without limitation, warranties of title, merchantability, fitness for a particular purpose, non-infringement, absence of latent or other defects, accuracy, or the presence or absence of errors, whether or not known or discoverable. Where disclaimers of warranties are not allowed in full or in part, this disclaimer may not apply to You.
To the extent possible, in no event will the Licensor be liable to You on any legal theory (including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental, consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of this Public License or use of the Licensed Material, even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this limitation may not apply to You.
The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.
Section 6 Term and Termination.
This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this Public License terminate automatically.
Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:
automatically as of the date the violation is cured, provided it is cured within 30 days of Your discovery of the violation; or
upon express reinstatement by the Licensor.
For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek remedies for Your violations of this Public License.
For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate this Public License.
Sections 1, 5, 6, 7, and 8 survive termination of this Public License.
Section 7 Other Terms and Conditions.
The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed.
Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.
Section 8 Interpretation.
For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License.
To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions.
No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor.
Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority.

24
mods/healing/init.lua Normal file
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minetest.register_tool("healing:bandage", {
description = "Bandage",
inventory_image = "healing_bandage.png",
on_use = function(player, itemstack, pointed_thing)
seal_wound(player)
end
})
minetest.register_tool("healing:antibiotic", {
description = "Antibiotic",
inventory_image = "healing_antibiotic.png",
on_use = function(player, itemstack, pointed_thing)
seal_wound(player)
end
})
function seal_wound(player)
end
function cure_infectcion(player)
end

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=====================================
Code License: MIT License (see below)
=====================================
Copyright 2019 migdyn
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
================================================================
Textures and sounds license: CC BY 4.0 International (see below)
================================================================
Creative Commons Attribution 4.0 International Public License
By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution 4.0 International Public License ("Public License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.
Section 1 Definitions.
Adapted Material means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image.
Adapter's License means the license You apply to Your Copyright and Similar Rights in Your contributions to Adapted Material in accordance with the terms and conditions of this Public License.
Copyright and Similar Rights means copyright and/or similar rights closely related to copyright including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights, without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights.
Effective Technological Measures means those measures that, in the absence of proper authority, may not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted on December 20, 1996, and/or similar international agreements.
Exceptions and Limitations means fair use, fair dealing, and/or any other exception or limitation to Copyright and Similar Rights that applies to Your use of the Licensed Material.
Licensed Material means the artistic or literary work, database, or other material to which the Licensor applied this Public License.
Licensed Rights means the rights granted to You subject to the terms and conditions of this Public License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed Material and that the Licensor has authority to license.
Licensor means the individual(s) or entity(ies) granting rights under this Public License.
Share means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them.
Sui Generis Database Rights means rights other than copyright resulting from Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, as amended and/or succeeded, as well as other essentially equivalent rights anywhere in the world.
You means the individual or entity exercising the Licensed Rights under this Public License. Your has a corresponding meaning.
Section 2 Scope.
License grant.
Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to:
reproduce and Share the Licensed Material, in whole or in part; and
produce, reproduce, and Share Adapted Material.
Exceptions and Limitations. For the avoidance of doubt, where Exceptions and Limitations apply to Your use, this Public License does not apply, and You do not need to comply with its terms and conditions.
Term. The term of this Public License is specified in Section 6(a).
Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures. For purposes of this Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted Material.
Downstream recipients.
Offer from the Licensor Licensed Material. Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License.
No downstream restrictions. You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so restricts exercise of the Licensed Rights by any recipient of the Licensed Material.
No endorsement. Nothing in this Public License constitutes or may be construed as permission to assert or imply that You are, or that Your use of the Licensed Material is, connected with, or sponsored, endorsed, or granted official status by, the Licensor or others designated to receive attribution as provided in Section 3(a)(1)(A)(i).
Other rights.
Moral rights, such as the right of integrity, are not licensed under this Public License, nor are publicity, privacy, and/or other similar personality rights; however, to the extent possible, the Licensor waives and/or agrees not to assert any such rights held by the Licensor to the limited extent necessary to allow You to exercise the Licensed Rights, but not otherwise.
Patent and trademark rights are not licensed under this Public License.
To the extent possible, the Licensor waives any right to collect royalties from You for the exercise of the Licensed Rights, whether directly or through a collecting society under any voluntary or waivable statutory or compulsory licensing scheme. In all other cases the Licensor expressly reserves any right to collect such royalties.
Section 3 License Conditions.
Your exercise of the Licensed Rights is expressly made subject to the following conditions.
Attribution.
If You Share the Licensed Material (including in modified form), You must:
retain the following if it is supplied by the Licensor with the Licensed Material:
identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated);
a copyright notice;
a notice that refers to this Public License;
a notice that refers to the disclaimer of warranties;
a URI or hyperlink to the Licensed Material to the extent reasonably practicable;
indicate if You modified the Licensed Material and retain an indication of any previous modifications; and
indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License.
You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information.
If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to the extent reasonably practicable.
If You Share Adapted Material You produce, the Adapter's License You apply must not prevent recipients of the Adapted Material from complying with this Public License.
Section 4 Sui Generis Database Rights.
Where the Licensed Rights include Sui Generis Database Rights that apply to Your use of the Licensed Material:
for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database;
if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material; and
You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents of the database.
For the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this Public License where the Licensed Rights include other Copyright and Similar Rights.
Section 5 Disclaimer of Warranties and Limitation of Liability.
Unless otherwise separately undertaken by the Licensor, to the extent possible, the Licensor offers the Licensed Material as-is and as-available, and makes no representations or warranties of any kind concerning the Licensed Material, whether express, implied, statutory, or other. This includes, without limitation, warranties of title, merchantability, fitness for a particular purpose, non-infringement, absence of latent or other defects, accuracy, or the presence or absence of errors, whether or not known or discoverable. Where disclaimers of warranties are not allowed in full or in part, this disclaimer may not apply to You.
To the extent possible, in no event will the Licensor be liable to You on any legal theory (including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental, consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of this Public License or use of the Licensed Material, even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this limitation may not apply to You.
The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.
Section 6 Term and Termination.
This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this Public License terminate automatically.
Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:
automatically as of the date the violation is cured, provided it is cured within 30 days of Your discovery of the violation; or
upon express reinstatement by the Licensor.
For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek remedies for Your violations of this Public License.
For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate this Public License.
Sections 1, 5, 6, 7, and 8 survive termination of this Public License.
Section 7 Other Terms and Conditions.
The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed.
Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.
Section 8 Interpretation.
For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License.
To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions.
No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor.
Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority.

6
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local modpath = minetest.get_modpath("main")
dofile(modpath.."/nodes.lua")
--dofile(modpath.."/craftitems.lua")
dofile(modpath.."/mapgen.lua")
dofile(modpath.."/tools.lua")

97
mods/main/mapgen.lua Normal file
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minetest.register_alias("mapgen_stone", "main:stone")
minetest.register_alias("mapgen_dirt", "main:dirt")
minetest.register_alias("mapgen_dirt_with_grass", "main:grass")
minetest.register_alias("mapgen_sand", "main:sand")
minetest.register_alias("mapgen_water_source", "main:water_source")
minetest.register_alias("mapgen_river_water_source", "main:water_source")
minetest.register_alias("mapgen_lava_source", "main:lava_source")
--Grasslands
minetest.register_biome(
{
name = "Grasslands",
node_top = "main:grass",
node_filler = "main:dirt",
depth_top = 1,
depth_filler = 1,
y_min = 1,
y_max = 30,
heat_point = 60,
humidity_point = 30,
})
--Forest
minetest.register_biome(
{
name = "Forest",
node_top = "main:grass_forest",
node_filler = "main:dirt",
depth_top = 1,
depth_filler = 3,
y_min = 10,
y_max = 20,
heat_point = 60,
humidity_point = 40,
})
--Mountains
minetest.register_biome(
{
name = "Mountains",
node_top = "main:cobble",
node_filler = "main:stone",
depth_top = 10,
depth_filler = 1,
y_min = 15,
y_max = 30000,
heat_point = 40,
humidity_point = 60,
})
-------
--Decor
-------
--Oak Tree
minetest.register_decoration(
{
deco_type = "schematic",
place_on = {"main:grass"},
rotation = "random",
sidelen = 16,
fill_ratio = 0.004,
biomes = {"Grasslands"},
flags = "place_center_x, place_center_z",
schematic = minetest.get_modpath("main")
.. "/schematics/main_tree_oak.mts",
y_min = 1,
y_max = 32000,
})
--Oak Tree (forest)
minetest.register_decoration(
{
deco_type = "schematic",
place_on = {"main:grass_forest"},
rotation = "random",
sidelen = 16,
fill_ratio = 0.1,
biomes = {"Forest"},
flags = "place_center_x, place_center_z",
schematic = minetest.get_modpath("main")
.. "/schematics/main_tree_oak.mts",
y_min = 1,
y_max = 32000,
})

171
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minetest.register_node("main:dirt", {
description = "Dirt",
tiles = {"main_dirt.png"},
groups = {crumbly = 3},
})
minetest.register_node("main:stone", {
description = "Stone",
tiles = {"main_stone.png"},
groups = {cracky = 3},
})
minetest.register_node("main:cobble", {
description = "Cobble",
tiles = {"main_cobble.png"},
groups = {cracky = 2},
})
minetest.register_node("main:grass", {
description = "Dirt with Grass",
tiles = {"main_grass.png", "main_dirt.png",
{name = "main_dirt.png^main_grass_side.png",
tileable_vertical = false}},
groups = {crumbly = 2, snappy = 2},
})
minetest.register_node("main:grass_forest", {
description = "Dirt with Forest Grass",
tiles = {"main_grass_forest.png", "main_dirt.png",
{name = "main_dirt.png^main_grass_forest_side.png",
tileable_vertical = false}},
groups = {crumbly = 2, snappy = 2},
})
minetest.register_node("main:sand", {
description = "Sand",
tiles = {"main_sand.png"},
groups = {crumbly = 3, falling_node = 1, sand = 1},
})
--Oak Planks
minetest.register_node("main:planks_oak", {
description = "Oak Wood Planks",
tiles = {"main_planks_oak.png"},
groups = {choppy = 2},
})
--Oak Log
minetest.register_node("main:log_oak", {
description = "Oak Log",
tiles = {"main_log_oak.png"},
groups = {choppy = 2},
})
--Oak Leaves
minetest.register_node("main:leaves_oak", {
drawtype = "allfaces",
paramtype = "light",
light_propagates = true,
sunlight_propagates = true,
walkable = false,
is_ground_content = false,
description = "Oak Leaves",
tiles = {"main_leaves_oak.png"},
groups = {snappy = 2},
})
--Spikes
minetest.register_node("main:spiked_wire", {
drawtype = "plantlike",
damage_per_second = 2 * 4,
paramtype = "light",
light_propagates = true,
sunlight_propagates = true,
walkable = false,
is_ground_content = false,
description = "Spiked Wire",
tiles = {"main_spikedwire.png"},
groups = {cracky = 2},
})
--WATER
minetest.register_node("main:water_source", {
description = "Water Source",
drawtype = "liquid",
paramtype = "light",
tiles = {
{
name = "main_water_source_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
},
},
alpha = 180,
post_effect_color = {a = 50, r = 0, g = 50, b = 200},
--Behavior
walkable = false,
pointable = false,
buildable_to = true,
diggable = false,
is_ground_content = false,
--Properties
liquid_range = 14,
liquid_viscosity = 0.1,
drowning = 1,
liquidtype = "source",
liquid_alternative_flowing = "main:water_flowing",
liquid_alternative_source = "main:water_source",
groups = {liquid = 3, water = 1},
})
minetest.register_node("main:water_flowing", {
description = "Flowing Water",
drawtype = "flowingliquid",
paramtype = "light",
tiles = {
{
name = "main_water_flowing_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
},
},
special_tiles = {
{
name = "main_water_flowing_animated.png",
animation = {type = "vertical_frames", aspect_w = 16,
aspect_h = 16, length = 2.0},
backface_culling = true,
},
{
name = "main_water_flowing_animated.png",
animation = {type = "vertical_frames", aspect_w = 16,
aspect_h = 16, length = 2.0},
backface_culling = false,
}
},
alpha = 180,
post_effect_color = {a = 50, r = 0, g = 50, b = 200},
--Behavior
walkable = false,
pointable = false,
buildable_to = true,
diggable = false,
is_ground_content = false,
--Properties
liquid_range = 14,
liquid_viscosity = 0.1,
drowning = 1,
liquidtype = "flowing",
liquid_alternative_flowing = "main:water_flowing",
liquid_alternative_source = "main:water_source",
groups = {liquid = 3, water = 1},
})

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