32cd936dc2
- Super-clear, ultimate form of clear glass. - Needs to be molded floating atop lava. - Not sure about merging this yet; there are kinda a lot of forms of glass already now...
118 lines
3.0 KiB
Lua
118 lines
3.0 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local minetest, nodecore
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= minetest, nodecore
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-- LUALOCALS > ---------------------------------------------------------
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local modname = minetest.get_current_modname()
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minetest.register_node(modname .. ":glass", {
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description = "Clear Glass",
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drawtype = "glasslike_framed_optional",
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tiles = {
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modname .. "_glass_glare.png^" .. modname .. "_glass_edges.png",
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modname .. "_glass_glare.png"
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},
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groups = {
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silica = 1,
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cracky = 3
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},
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sunlight_propagates = true,
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paramtype = "light",
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sounds = nodecore.sounds("nc_optics_glassy")
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})
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minetest.register_node(modname .. ":glass_opaque", {
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description = "Chromatic Glass",
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tiles = { modname .. "_glass_frost.png" },
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groups = {
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silica = 1,
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cracky = 3
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},
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paramtype = "light",
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sounds = nodecore.sounds("nc_optics_glassy")
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})
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minetest.register_node(modname .. ":glass_crude", {
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description = "Crude Glass",
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drawtype = "glasslike",
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tiles = { modname .. "_glass_crude.png" },
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paramtype = "light",
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groups = {
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silica = 1,
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falling_node = 1,
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crumbly = 2
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},
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sounds = nodecore.sounds("nc_terrain_crunchy")
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})
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minetest.register_node(modname .. ":glass_float", {
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description = "Float Glass",
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drawtype = "glasslike_framed_optional",
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tiles = {
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modname .. "_glass_float.png^" .. modname .. "_glass_edges.png",
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modname .. "_glass_float.png"
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},
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propagates_sunlight = true,
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paramtype = "light",
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groups = {
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silica = 1,
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cracky = 3
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},
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sounds = nodecore.sounds("nc_optics_glassy")
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})
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local molttxr = "nc_terrain_lava.png^nc_optics_glass_glare.png"
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local moltdef = {
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description = "Molten Glass",
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drawtype = "liquid",
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tiles = { molttxr },
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special_tiles = { molttxr, molttxr },
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paramtype = "light",
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liquid_viscosity = 7,
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liquid_renewable = false,
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liquid_range = 2,
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light_source = 4,
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walkable = false,
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diggable = false,
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buildable_to = false,
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drowning = 1,
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on_punch = nodecore.node_punch_hurt,
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damage_per_second = 4,
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drop = "",
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groups = { igniter = 1, silica = 1 },
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post_effect_color = {a = 191, r = 255, g = 64, b = 0},
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liquid_alternative_flowing = modname .. ":glass_hot_flowing",
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liquid_alternative_source = modname .. ":glass_hot_source",
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sounds = nodecore.sounds("nc_terrain_bubbly")
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}
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minetest.register_node(modname .. ":glass_hot_source",
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nodecore.underride({
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liquidtype = "source"
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}, moltdef))
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minetest.register_node(modname .. ":glass_hot_flowing",
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nodecore.underride({
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liquidtype = "flowing",
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drawtype = "flowingliquid",
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paramtype2 = "flowingliquid"
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}, moltdef))
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nodecore.register_ambiance({
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label = "Glass Source Ambiance",
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nodenames = {modname .. ":glass_hot_source"},
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neigbors = {"air"},
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interval = 1,
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chance = 10,
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sound_name = "nc_terrain_bubbly",
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sound_gain = 0.2
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})
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nodecore.register_ambiance({
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label = "Glass Flow Ambiance",
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nodenames = {modname .. ":glass_hot_flowing"},
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neigbors = {"air"},
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interval = 1,
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chance = 10,
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sound_name = "nc_terrain_bubbly",
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sound_gain = 0.2
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})
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