core.register_on_dignode(function(pos) if core.settings:get_bool("replace") then core.after(0, minetest.place_node, pos) end end) local etime = 0 core.register_globalstep(function(dtime) etime = etime + dtime if etime < 1 then return end local player = core.localplayer if not player then return end local pos = player:get_pos() local item = player:get_wielded_item() local def = core.get_item_def(item:get_name()) local nodes_per_tick = tonumber(minetest.settings:get("nodes_per_tick")) or 8 if item and item:get_count() > 0 and def and def.node_placement_prediction ~= "" then if core.settings:get_bool("scaffold") then core.place_node(vector.add(pos, {x = 0, y = -0.6, z = 0})) elseif core.settings:get_bool("scaffold_plus") then local z = pos.z local positions = { {x = 0, y = -0.6, z = 0}, {x = 1, y = -0.6, z = 0}, {x = -1, y = -0.6, z = 0}, {x = -1, y = -0.6, z = -1}, {x = 0, y = -0.6, z = -1}, {x = 1, y = -0.6, z = -1}, {x = -1, y = -0.6, z = 1}, {x = 0, y = -0.6, z = 1}, {x = 1, y = -0.6, z = 1} } for i, p in pairs(positions) do core.place_node(vector.add(pos, p)) end elseif core.settings:get_bool("block_water") then local positions = core.find_nodes_near(pos, 5, {"mcl_core:water_source", "mcl_core:water_floating"}, true) for i, p in pairs(positions) do if i > nodes_per_tick then return end core.place_node(p) end elseif core.settings:get_bool("autotnt") then local positions = core.find_nodes_near_under_air_except(pos, 5, item:get_name(), true) for i, p in pairs(positions) do if i > nodes_per_tick then return end core.place_node(vector.add(p, {x = 0, y = 1, z = 0})) end end end end)