d1a937e973
This makes glassmaking more challenging, as glass that is quenched when not molded, or left wandering too long, will tend to quench to crude glass, which is inferior. This also prevents molten glass from wandering the countryside forever from failed glassmaking attempts, and precludes keeping molten glass in "captivity" as a crude infinite light source.
72 lines
1.4 KiB
Lua
72 lines
1.4 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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nodecore.register_craft({
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label = "hammer prism from glass",
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action = "pummel",
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toolgroups = {thumpy = 5},
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nodes = {
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{
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match = modname .. ":glass_opaque",
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replace = modname .. ":prism"
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}
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}
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})
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nodecore.register_craft({
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label = "cleave lenses from glass",
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action = "pummel",
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toolgroups = {choppy = 5},
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nodes = {
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{
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match = modname .. ":glass_opaque",
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replace = "air"
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}
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},
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items = {
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{name = modname .. ":lens", count = 2, scatter = 5}
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}
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})
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nodecore.register_craft({
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label = "hammer glass to crude",
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action = "pummel",
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priority = -1,
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toolgroups = {thumpy = 3},
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nodes = {
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{
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match = modname .. ":glass",
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replace = modname .. ":glass_crude"
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}
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}
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})
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nodecore.register_craft({
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label = "hammer glass back to sand",
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action = "pummel",
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priority = -2,
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toolgroups = {thumpy = 3},
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nodes = {
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{
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match = {groups = {silica = true}},
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replace = "nc_terrain:sand_loose"
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}
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}
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})
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nodecore.register_craft({
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label = "hammer lenses back to sand",
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action = "pummel",
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toolgroups = {thumpy = 3},
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nodes = {
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{
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match = {groups = {silica_lens = true}, count = 2},
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replace = "nc_terrain:sand_loose"
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}
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}
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})
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