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.
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@ -9,13 +9,6 @@ IDEAS: Possible future additions/improvements to the game
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# # # # # # # # # # # #
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#### # #### # ###### ###### # # ####
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- Alternative path to wood tech.
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- Get around the "climb a tree and chop from the top"
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counterintuitive leap.
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- Use gravel to stone-tip an adze, giving it choppy=2
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- Make stone adze break really fast if used to cut a tree
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(modify durability? post-dig hook?)
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- Lenses in inventory react to nearby light.
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- Shine if facing an active lens within range.
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- 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
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down to regular cobble, but it only works with the base node, not the
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etched ones.
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- YCTIWY/Pickpocketing integration/overhaul.
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- Protect items from being taken if:
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- Player was non-idle within a certain amount of time
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- Player is offline but was last on within certain time
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- Player has a certain priv
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- Display a "ghost" player entity for offline players
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- Include a priv to prevent.
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- Overlay a texture modifier to make them an outline.
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- Make wield use an API to access players to allow virtual
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players with virtual inventories.
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- Disable pickpocket taking w/ sneak.
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- Don't get into the weeds of trying to optimize for the "tons of
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players" case until we have evidence it's a real issue.
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- Integrate YCTIWY into base game
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- Rakes don't work with door press.
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@ -10,6 +10,7 @@ local function breakfx(who, def)
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end
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return nodecore.toolbreakparticles(who, def, 40)
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end
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nodecore.toolbreakeffects = breakfx
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nodecore.register_on_register_item(function(_, def)
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if def.tool_wears_to or def.type == "tool" then
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38
mods/nc_stonework/adze.lua
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38
mods/nc_stonework/adze.lua
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@ -0,0 +1,38 @@
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-- LUALOCALS < ---------------------------------------------------------
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local ItemStack, minetest, nodecore
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= ItemStack, minetest, nodecore
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-- LUALOCALS > ---------------------------------------------------------
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local modname = minetest.get_current_modname()
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local adzedef
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adzedef = {
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description = "Graveled Adze",
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inventory_image = "nc_woodwork_adze.png^" .. modname .. "_tip_adze.png",
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groups = {
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firestick = 2,
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flammable = 2
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},
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tool_capabilities = nodecore.toolcaps({
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choppy = 2,
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crumbly = 2
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}),
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sounds = nodecore.sounds("nc_tree_sticky"),
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after_use = function(_, who)
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nodecore.toolbreakeffects(who, adzedef)
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return ItemStack("nc_woodwork:adze")
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end
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}
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minetest.register_tool(modname .. ":adze", adzedef)
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nodecore.register_craft({
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label = "assemble graveled adze",
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indexkeys = {"group:gravel"},
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nodes = {
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{match = {groups = {gravel = true}}},
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{y = -1, match = "nc_woodwork:adze", replace = "air"},
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},
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items = {
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{name = modname .. ":adze"}
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}
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})
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@ -3,6 +3,11 @@ local nodecore
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= nodecore
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-- LUALOCALS > ---------------------------------------------------------
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nodecore.register_hint("put a gravel edge on a wooden adze",
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"assemble graveled adze",
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{"inv:group:gravel", "nc_woodwork:adze"}
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)
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nodecore.register_hint("break cobble into chips",
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"break cobble to chips",
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"nc_terrain:cobble_loose"
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@ -5,6 +5,7 @@ local include, nodecore
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nodecore.amcoremod()
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include("adze")
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include("chip")
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include("tools")
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include("bricks")
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BIN
mods/nc_stonework/textures/nc_stonework_tip_adze.png
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BIN
mods/nc_stonework/textures/nc_stonework_tip_adze.png
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After Width: | Height: | Size: 85 B |
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