-- LUALOCALS < --------------------------------------------------------- local nodecore = nodecore -- LUALOCALS > --------------------------------------------------------- local addhint = nodecore.addhint ------------------------------------------------------------------------ -- SCALING addhint("scale a sheer wall", "scale sheer walls") addhint("scale a sheer overhang", "scale sheer ceilings") ------------------------------------------------------------------------ -- TERRAIN addhint("dig up dirt", "dig:nc_terrain:dirt_loose" ) addhint("dig up gravel", "dig:nc_terrain:gravel_loose", "toolcap:crumbly:2" ) addhint("dig up sand", "dig:nc_terrain:sand_loose" ) addhint("dig up stone", "dig:nc_terrain:cobble_loose", "toolcap:cracky:2" ) addhint("find deep stone strata", "group:hard_stone", "nc_terrain:cobble_loose" ) addhint("find molten rock", "group:lava", "nc_terrain:cobble_loose" ) ------------------------------------------------------------------------ -- SPONGE addhint("find a sponge", {true, "nc_sponge:sponge", "nc_sponge:sponge_wet", "nc_sponge:sponge_living" } ) addhint("harvest a sponge", "inv:nc_sponge:sponge_wet", {true, "nc_sponge:sponge", "nc_sponge:sponge_wet", "nc_sponge:sponge_living" } ) addhint("dry out a sponge", "nc_sponge:sponge", {true, "nc_sponge:sponge", "nc_sponge:sponge_wet", "nc_sponge:sponge_living" } ) addhint("squeeze out a sponge", "squeeze sponge", {true, "nc_sponge:sponge", "nc_sponge:sponge_wet", "nc_sponge:sponge_living" } ) ------------------------------------------------------------------------ -- TREE addhint("find dry (loose) leaves", "nc_tree:leaves_loose" ) addhint("find an eggcorn", "nc_tree:eggcorn" ) addhint("plant an eggcorn", "eggcorn planting", {"nc_tree:eggcorn", "nc_terrain:dirt_loose"} ) addhint("find a stick", "nc_tree:stick" ) addhint("cut down a tree", "dig:nc_tree:tree", "toolcap:choppy:2" ) addhint("dig up a tree stump", "dig:nc_tree:root", "toolcap:choppy:4" ) ------------------------------------------------------------------------ -- FIRE addhint("make fire by rubbing sticks together", "stick fire starting", "nc_tree:stick" ) addhint("find ash", "nc_fire:ash", "stick fire starting" ) addhint("find charcoal", "group:charcoal", "stick fire starting" ) addhint("chop up charcoal", "nc_fire:lump_coal", "group:charcoal" ) addhint("pack high-quality charcoal", "nc_fire:coal" .. nodecore.fire_max, "nc_fire:lump_coal" ) ------------------------------------------------------------------------ -- WOODWORK addhint("assemble a staff from sticks", "assemble staff", "nc_tree:stick" ) addhint("assemble an adze out of sticks", "assemble wood adze", {true, "nc_tree:stick", "nc_woodwork:staff"} ) addhint("assemble a wooden ladder from sticks", "assemble wood ladder", {true, "nc_tree:stick", "nc_woodwork:staff"} ) addhint("assemble a wooden frame from staves", "assemble wood frame", {true, "nc_tree:stick", "nc_woodwork:staff"} ) addhint("split a tree trunk into planks", "split tree to planks", {true, "nc_woodwork:adze", "nc_woodwork:tool_hatchet"} ) addhint("carve wooden tool heads from planks", "carve nc_woodwork:plank", "split tree to planks" ) addhint("assemble a wooden tool", {true, "assemble wood mallet", "assemble wood spade", "assemble wood hatchet", "assemble wood pick", }, "carve nc_woodwork:plank" ) addhint("carve a wooden plank completely", "carve nc_woodwork:toolhead_pick", "carve nc_woodwork:plank" ) addhint("bash a plank into sticks", "bash planks to sticks", {"nc_woodwork:plank", "toolcap:thumpy:3"} ) addhint("assemble a wooden shelf from frames and planks", "assemble wood shelf", {"nc_woodwork:plank", "nc_woodwork:frame"} ) ------------------------------------------------------------------------ -- STONEWORK addhint("break cobble into chips", "break cobble to chips", "nc_terrain:cobble_loose" ) addhint("pack stone chips back into cobble", "repack chips to cobble", "nc_stonework:chip" ) addhint("put a stone tip onto a wooden tool", {true, "assemble nc_stonework:tool_mallet", "assemble nc_stonework:tool_spade", "assemble nc_stonework:tool_hatchet", "assemble nc_stonework:tool_pick" }, "nc_stonework:chip" ) ------------------------------------------------------------------------ -- CONCRETE addhint("mix gravel into ash to make aggregate", "mix concrete", {"nc_terrain:gravel_loose", "nc_fire:ash"} ) addhint("make wet aggregate", {true, "nc_concrete:wet_source", "nc_concrete:wet_flowing"}, "mix concrete" ) ------------------------------------------------------------------------ -- LODE addhint("find a lode stratum", "group:lodey" ) addhint("find lode ore", "nc_lode:ore", "group:lodey" ) addhint("dig up lode ore", "nc_lode:cobble_loose", "nc_lode:ore" ) addhint("melt down lode metal from lode cobble", {true, "nc_lode:prill_hot", "nc_lode:prill_annealed", "nc_lode:prill_tempered" }, "nc_lode:cobble_loose" ) addhint("sinter glowing lode prills into a cube", "forge lode block", {true, "nc_lode:prill_hot", "nc_lode:prill_annealed", "nc_lode:prill_tempered" } ) addhint("chop a glowing lode cube into prills", "break apart lode block", "forge lode block" ) addhint("make an anvil by tempering a lode cube", "nc_lode:block_tempered", "forge lode block" ) addhint("cold-forge annealed lode prills into a tool head", "anvil making lode toolhead_mallet", "nc_lode:block_tempered" ) addhint("cold-forge lode down completely", "anvil making lode prills", "nc_lode:block_tempered" ) addhint("temper a lode tool head", {true, "nc_lode:toolhead_mallet_tempered", "nc_lode:toolhead_spade_tempered", "nc_lode:toolhead_hatchet_tempered", "nc_lode:toolhead_pick_tempered" }, "anvil making lode toolhead_mallet" ) addhint("weld glowing lode pick and spade heads together", "assemble lode mattock head", "anvil making lode toolhead_pick" ) addhint("hammer a lode prill into a bar", "anvil making lode bar", "nc_lode:block_tempered" ) addhint("hammer a lode bar back to a prill", "anvil recycle lode bar", "anvil making lode bar" ) addhint("hammer lode bars into a rod", "anvil making lode rod", "anvil making lode bar" ) addhint("chop lode a rod back into bars", "recycle lode rod", "anvil making lode rod" ) addhint("solder lode rods into crates", "assemble lode shelf", "anvil making lode rod" ) addhint("chop a lode crate back apart", "break apart lode shelf", "assemble lode shelf" ) ------------------------------------------------------------------------ -- DOORS addhint("chisel a hinge groove into a wooden plank", "drill door plank", {"anvil making lode rod", "split tree to planks"} ) addhint("lubricate a wooden panel with graphite", "lubricate door plank", "drill door plank" ) addhint("hammer a staff into a lubricated wooden panel", "door pin plank", "lubricate door plank" ) addhint("chisel a hinge groove into cobble", "drill door cobble", {"anvil making lode rod", "nc_terrain:cobble"} ) addhint("lubricate a cobble panel with graphite", "lubricate door cobble", "drill door cobble" ) addhint("hammer a metal rod into a cobble panel", "door pin cobble", "lubricate door cobbleWWW" ) ------------------------------------------------------------------------ -- LUX addhint("find lux", "group:lux_emit" ) addhint("dig up lux cobble", "dig:group:lux_cobble", "group:lux_emit" ) addhint("observe a lux reaction", "group:lux_hot", "group:lux_cobble" ) addhint("observe lux criticality", "group:lux_cobble_max", "group:lux_hot" ) addhint("lux-infuse a lode tool", "group:lux_tool", "group:lux_cobble_max" ) ------------------------------------------------------------------------ -- TOTE addhint("assemble an annealed lode tote handle", "craft tote handle", {"nc_lode:block_annealed", "nc_woodwork:shelf"} ) ------------------------------------------------------------------------ -- OPTICS addhint("melt sand into glass", "group:silica", "nc_terrain:sand_loose" ) addhint("quench molten glass into chromatic glass", "nc_optics:glass_opaque", "group:silica" ) addhint("mold molten glass into clear glass", "nc_optics:glass", "group:silica" ) addhint("mold molten glass into float glass", "nc_optics:glass_float", {"nc_optics:glass", "group:lava"} ) addhint("cool molten glass into crude glass", "nc_optics:glass_crude", "group:silica" ) addhint("chip chromatic glass into prisms", "nc_optics:prism", "nc_optics:glass_opaque" ) addhint("chop chromatic glass into lenses", "nc_optics:lens", "nc_optics:glass_opaque" ) local opticactive = {true, "nc_optics:lens_on", "nc_optics:prism_on"} addhint("activate a lens", opticactive, "nc_optics:lens" ) addhint("produce light from a lens", "nc_optics:lens_glow", opticactive )