-- 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;