Graveled adze, new path to wood tech

Get rid of the intuitive leap necessary to climb a
tree to make planks.  Instead, a wooden adze
can be gravel-tipped (adzes are now represented
in all tiers) and can chop tree trunks.

The graveled adze is as powerful as a wooden
hatchet and spade combined, in terms of
diggability, but it breaks after a SINGLE use.
It doesn't consume the gravel it's made from,
but reapplying the tip each use is a lot of extra
process.
This commit is contained in:
Aaron Suen 2021-08-06 23:39:39 -04:00
parent 58968f39b7
commit 46e60a2348
7 changed files with 46 additions and 20 deletions

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@ -9,13 +9,6 @@ IDEAS: Possible future additions/improvements to the game
# # # # # # # # # # # #
#### # #### # ###### ###### # # ####
- Alternative path to wood tech.
- Get around the "climb a tree and chop from the top"
counterintuitive leap.
- Use gravel to stone-tip an adze, giving it choppy=2
- Make stone adze break really fast if used to cut a tree
(modify durability? post-dig hook?)
- Lenses in inventory react to nearby light.
- Shine if facing an active lens within range.
- Cast a distant flashlight beam if carrying a source (e.g. torch)?

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@ -46,19 +46,7 @@ ISSUES-GAME: Gameplay-affecting issues
down to regular cobble, but it only works with the base node, not the
etched ones.
- YCTIWY/Pickpocketing integration/overhaul.
- Protect items from being taken if:
- Player was non-idle within a certain amount of time
- Player is offline but was last on within certain time
- Player has a certain priv
- Display a "ghost" player entity for offline players
- Include a priv to prevent.
- Overlay a texture modifier to make them an outline.
- Make wield use an API to access players to allow virtual
players with virtual inventories.
- Disable pickpocket taking w/ sneak.
- Don't get into the weeds of trying to optimize for the "tons of
players" case until we have evidence it's a real issue.
- Integrate YCTIWY into base game
- Rakes don't work with door press.

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@ -10,6 +10,7 @@ local function breakfx(who, def)
end
return nodecore.toolbreakparticles(who, def, 40)
end
nodecore.toolbreakeffects = breakfx
nodecore.register_on_register_item(function(_, def)
if def.tool_wears_to or def.type == "tool" then

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@ -0,0 +1,38 @@
-- LUALOCALS < ---------------------------------------------------------
local ItemStack, minetest, nodecore
= ItemStack, minetest, nodecore
-- LUALOCALS > ---------------------------------------------------------
local modname = minetest.get_current_modname()
local adzedef
adzedef = {
description = "Graveled Adze",
inventory_image = "nc_woodwork_adze.png^" .. modname .. "_tip_adze.png",
groups = {
firestick = 2,
flammable = 2
},
tool_capabilities = nodecore.toolcaps({
choppy = 2,
crumbly = 2
}),
sounds = nodecore.sounds("nc_tree_sticky"),
after_use = function(_, who)
nodecore.toolbreakeffects(who, adzedef)
return ItemStack("nc_woodwork:adze")
end
}
minetest.register_tool(modname .. ":adze", adzedef)
nodecore.register_craft({
label = "assemble graveled adze",
indexkeys = {"group:gravel"},
nodes = {
{match = {groups = {gravel = true}}},
{y = -1, match = "nc_woodwork:adze", replace = "air"},
},
items = {
{name = modname .. ":adze"}
}
})

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@ -3,6 +3,11 @@ local nodecore
= nodecore
-- LUALOCALS > ---------------------------------------------------------
nodecore.register_hint("put a gravel edge on a wooden adze",
"assemble graveled adze",
{"inv:group:gravel", "nc_woodwork:adze"}
)
nodecore.register_hint("break cobble into chips",
"break cobble to chips",
"nc_terrain:cobble_loose"

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@ -5,6 +5,7 @@ local include, nodecore
nodecore.amcoremod()
include("adze")
include("chip")
include("tools")
include("bricks")

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