3d_armor - integrate technic if mod detected
6
mods/3d_armor/3d_armor_technic/LICENSE.txt
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License Source Code: Copyright (C) 2013-2018 Stuart Jones - LGPL v2.1
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License Source Code: Copyright (C) 2023 mckayerhard CC-BY-SA-NC
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License Textures: poet-nohit and numberZero - 2015-2018 WTFPL
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31
mods/3d_armor/3d_armor_technic/README.md
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minetest mod 3d_armor_technic
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============================
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ARMOR from procesed materials
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Information
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-----------
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Adds armor made from lead, brass, cast iron, carbon steel, stainless steel, tin and silver.
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![](screenshot.png)
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Technical information
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---------------------
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This mod is named `3d_armor_technic` and is(was) part of the `3d_armor`,
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it was slited since version 0.4.11 of `3d_armor` now in minenux flavor merged again
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#### Depends
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* default
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* 3d_armor
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* technic (technic_worldgen)
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* moreores
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## LICENSE
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Textures by @poet-nohit and @numberZero
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Copyright (C) 2013-2018 Stuart Jones - LGPL v2.1
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3
mods/3d_armor/3d_armor_technic/depends.txt
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3d_armor
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technic_worldgen?
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moreores?
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1
mods/3d_armor/3d_armor_technic/description.txt
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ARMOR TECH made from lead, brass, cast iron, carbon steel, stainless steel, tin and silver
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155
mods/3d_armor/3d_armor_technic/init.lua
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-- Use 3d_armor translator to take advantage of existing translations for armor parts
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local S = armor_i18n.gettext
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local F = armor_i18n.fgettext
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if not minetest.get_modpath("technic_worldgen") then
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minetest.log("warning", S("[3d_armor_technic]: Mod loaded but unused."))
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return
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end
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local materials = {}
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if minetest.get_modpath("technic_worldgen") then
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materials.lead = {
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name = S("Lead"),
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craft_item = "technic:lead_ingot",
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armor = 1.6,
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heal = 0,
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use = 500,
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radiation = 88
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}
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materials.brass = {
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name = S("Brass"),
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craft_item = "technic:brass_ingot",
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armor = 1.8,
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heal = 0,
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use = 650,
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radiation = 43
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}
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materials.cast = {
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name = S("Cast Iron"),
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craft_item = "technic:cast_iron_ingot",
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armor = 2.5,
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heal = 8,
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use = 200,
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radiation = 40
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}
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materials.carbon = {
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name = S("Carbon Steel"),
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craft_item = "technic:carbon_steel_ingot",
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armor = 2.7,
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heal = 10,
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use = 100,
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radiation = 40
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}
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materials.stainless = {
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name = S("Stainless Steel"),
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craft_item = "technic:stainless_steel_ingot",
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armor = 2.7,
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heal = 10,
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use = 75,
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radiation = 40
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}
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end
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local tin_ingot
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if minetest.registered_items["default:tin_ingot"] then
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tin_ingot = "default:tin_ingot"
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end
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if minetest.get_modpath("moreores") then
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tin_ingot = "moreores:tin_ingot"
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materials.silver = {
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name = S("Silver"),
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craft_item = "moreores:silver_ingot",
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armor = 1.8,
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heal = 6,
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use = 650,
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radiation = 53
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}
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end
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if tin_ingot then
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materials.tin = {
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name = S("Tin"),
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craft_item = tin_ingot,
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armor = 1.6,
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heal = 0,
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use = 750,
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radiation = 37
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}
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end
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local parts = {
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helmet = {
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name = S("Helmet"),
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place = "head",
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level = 5,
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radlevel = 0.10,
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craft = {{1, 1, 1}, {1, 0, 1}}
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},
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chestplate = {
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name = S("Chestplate"),
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place = "torso",
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level = 8,
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radlevel = 0.35,
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craft = {{1, 0, 1}, {1, 1, 1}, {1, 1, 1}}
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},
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leggings = {
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name = S("Leggings"),
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place = "legs",
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level = 7,
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radlevel = 0.15,
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craft = {{1, 1, 1}, {1, 0, 1}, {1, 0, 1}}
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},
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boots = {
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name = S("Boots"),
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place = "feet",
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level = 4,
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radlevel = 0.10,
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craft = {{1, 0, 1}, {1, 0, 1}}
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}
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}
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if minetest.get_modpath("shields") then
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parts.shield = {
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name = S("Shield"),
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place = "shield",
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level = 5,
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radlevel = 0.00,
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craft = {{1, 1, 1}, {1, 1, 1}, {0, 1, 0}}
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}
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end
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local function make_recipe(template, material)
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local recipe = {}
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for i, row in ipairs(template) do
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recipe[i] = {}
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for j, item in ipairs(row) do
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recipe[i][j] = item == 0 and "" or material
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end
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end
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return recipe
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end
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for material, m in pairs(materials) do
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for part, p in pairs(parts) do
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local name = ":3d_armor:"..part.."_"..material
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armor:register_armor(name, {
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description = S("@1 @2", m.name, p.name),
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inventory_image = "3d_armor_inv_"..part.."_"..material..".png",
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groups = {
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["armor_"..p.place] = math.floor(p.level * m.armor),
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armor_heal = m.heal,
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armor_use = m.use,
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armor_radiation = math.floor(p.radlevel * m.radiation)
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}
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})
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minetest.register_craft({
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output = name,
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recipe = make_recipe(p.craft, m.craft_item),
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})
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end
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end
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5
mods/3d_armor/3d_armor_technic/mod.conf
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title = technic_armor
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name = technic_armor
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description = ARMOR TECH made from lead, brass, cast iron, carbon steel, stainless steel, tin and silver
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depends = 3d_armor
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optional_depends = default, moreores, technic_worldgen
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mods/3d_armor/3d_armor_technic/screenshot.png
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mods/3d_armor/3d_armor_technic/textures/3d_armor_boots_brass.png
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mods/3d_armor/3d_armor_technic/textures/3d_armor_boots_cast.png
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mods/3d_armor/3d_armor_technic/textures/3d_armor_boots_lead.png
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mods/3d_armor/3d_armor_technic/textures/3d_armor_boots_tin.png
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mods/3d_armor/3d_armor_technic/textures/3d_armor_helmet_cast.png
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mods/3d_armor/3d_armor_technic/textures/3d_armor_helmet_lead.png
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mods/3d_armor/3d_armor_technic/textures/3d_armor_helmet_tin.png
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