a07cd9f6da
As per Copenhagen Bram, it doesn't really make sense to give the player credit for finding something if the player is likely not to have even noticed.
540 lines
10 KiB
Lua
540 lines
10 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local nodecore
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= nodecore
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-- LUALOCALS > ---------------------------------------------------------
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local addhint = nodecore.addhint
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------------------------------------------------------------------------
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-- SCALING
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addhint("scale a sheer wall", "scaling dy=0")
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addhint("scale a sheer overhang", "scaling dy=1")
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addhint("traverse a dark floor by feel", "scaling dy=-1")
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------------------------------------------------------------------------
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-- TERRAIN
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addhint("dig up dirt",
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"dig:nc_terrain:dirt_loose"
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)
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addhint("dig up gravel",
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"dig:nc_terrain:gravel_loose",
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"toolcap:crumbly:2"
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)
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addhint("dig up sand",
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"dig:nc_terrain:sand_loose"
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)
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addhint("dig up stone",
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"dig:nc_terrain:cobble_loose",
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"toolcap:cracky:2"
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)
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addhint("find deep stone strata",
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"group:hard_stone",
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"nc_terrain:cobble_loose"
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)
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addhint("find molten rock",
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"group:lava",
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"nc_terrain:cobble_loose"
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)
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addhint("quench molten rock to amalgamation",
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"group:amalgam",
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{"group:lava", "group:sponge"}
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)
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addhint("leech dirt to sand",
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"leech nc_terrain:dirt",
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"dig:nc_terrain:dirt_loose"
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)
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------------------------------------------------------------------------
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-- SPONGE
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addhint("find a sponge",
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"group:sponge"
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)
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addhint("harvest a sponge",
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"inv:nc_sponge:sponge_living",
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"group:sponge"
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)
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addhint("dry out a sponge",
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"nc_sponge:sponge",
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"group:sponge"
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)
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addhint("squeeze out a sponge",
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"squeeze sponge",
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{true,
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"nc_sponge:sponge",
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"nc_sponge:sponge_wet",
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"nc_sponge:sponge_living"
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}
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)
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------------------------------------------------------------------------
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-- TREE
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addhint("find dry (loose) leaves",
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"nc_tree:leaves_loose"
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)
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addhint("find an eggcorn",
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"nc_tree:eggcorn"
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)
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addhint("plant an eggcorn",
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"eggcorn planting",
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{"nc_tree:eggcorn", "nc_terrain:dirt_loose"}
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)
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addhint("see a tree grow",
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{true,
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"tree growth",
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"nc_tree:tree_bud"
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},
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"eggcorn planting"
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)
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addhint("find a stick",
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"nc_tree:stick"
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)
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addhint("cut down a tree",
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"dig:nc_tree:tree",
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"toolcap:choppy:2"
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)
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addhint("dig up a tree stump",
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"dig:nc_tree:root",
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"toolcap:choppy:4"
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)
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addhint("grind leaves into peat",
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"nc_tree:peat",
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"nc_tree:leaves_loose"
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)
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addhint("ferment peat into humus",
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"nc_tree:humus",
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"nc_tree:peat"
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)
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addhint("leech humus to dirt",
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"leech nc_tree:humus",
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"nc_tree:humus"
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)
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------------------------------------------------------------------------
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-- FIRE
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addhint("make fire by rubbing sticks together",
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"stick fire starting",
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"nc_tree:stick"
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)
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addhint("find ash",
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"nc_fire:ash",
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"stick fire starting"
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)
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addhint("find charcoal",
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"group:charcoal",
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"stick fire starting"
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)
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addhint("chop up charcoal",
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"nc_fire:lump_coal",
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"group:charcoal"
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)
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addhint("pack high-quality charcoal",
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"nc_fire:coal" .. nodecore.fire_max,
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"nc_fire:lump_coal"
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)
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------------------------------------------------------------------------
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-- TORCH
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addhint("craft a torch from staff and coal lump",
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"assemble torch",
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{"nc_woodwork:staff", "nc_fire:lump_coal"}
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)
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addhint("light a torch",
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"nc_torch:torch_lit",
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"assemble torch"
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)
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------------------------------------------------------------------------
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-- WOODWORK
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addhint("write on a surface with a charcoal lump",
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"charcoal writing",
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"nc_fire:lump_coal"
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)
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------------------------------------------------------------------------
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-- WOODWORK
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addhint("assemble a staff from sticks",
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"assemble staff",
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"nc_tree:stick"
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)
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addhint("assemble an adze out of sticks",
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"assemble wood adze",
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{true, "nc_tree:stick", "nc_woodwork:staff"}
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)
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addhint("assemble a wooden ladder from sticks",
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"assemble wood ladder",
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{true, "nc_tree:stick", "nc_woodwork:staff"}
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)
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addhint("assemble a wooden frame from staves",
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"assemble wood frame",
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{true, "nc_tree:stick", "nc_woodwork:staff"}
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)
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addhint("split a tree trunk into planks",
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"split tree to planks",
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{true, "nc_woodwork:adze", "nc_woodwork:tool_hatchet"}
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)
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addhint("carve wooden tool heads from planks",
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"carve nc_woodwork:plank",
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"split tree to planks"
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)
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addhint("assemble a wooden tool",
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{true,
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"assemble wood mallet",
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"assemble wood spade",
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"assemble wood hatchet",
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"assemble wood pick",
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},
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"carve nc_woodwork:plank"
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)
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addhint("carve a wooden plank completely",
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"carve nc_woodwork:toolhead_pick",
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"carve nc_woodwork:plank"
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)
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addhint("bash a plank into sticks",
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"bash planks to sticks",
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{"nc_woodwork:plank", "toolcap:thumpy:3"}
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)
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addhint("assemble a wooden shelf from frames and planks",
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"assemble wood shelf",
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{"nc_woodwork:plank", "nc_woodwork:frame"}
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)
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addhint("assemble a rake from adzes and a stick",
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"assemble rake",
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"assemble wood adze"
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)
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------------------------------------------------------------------------
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-- STONEWORK
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addhint("break cobble into chips",
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"break cobble to chips",
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"nc_terrain:cobble_loose"
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)
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addhint("pack stone chips back into cobble",
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"repack chips to cobble",
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"nc_stonework:chip"
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)
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addhint("put a stone tip onto a wooden tool",
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{true,
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"assemble nc_stonework:tool_mallet",
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"assemble nc_stonework:tool_spade",
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"assemble nc_stonework:tool_hatchet",
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"assemble nc_stonework:tool_pick"
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},
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"nc_stonework:chip"
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)
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------------------------------------------------------------------------
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-- CONCRETE
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addhint("mix gravel into ash to make aggregate",
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"mix concrete",
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{"nc_terrain:gravel_loose", "nc_fire:ash"}
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)
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addhint("make wet aggregate",
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{true, "nc_concrete:wet_source", "nc_concrete:wet_flowing"},
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"mix concrete"
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)
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------------------------------------------------------------------------
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-- LODE
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addhint("find lode ore",
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"nc_lode:ore",
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"group:lodey"
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)
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addhint("dig up lode ore",
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"nc_lode:cobble_loose",
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"nc_lode:ore"
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)
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addhint("melt down lode metal from lode cobble",
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{true,
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"nc_lode:prill_hot",
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"nc_lode:prill_annealed",
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"nc_lode:prill_tempered"
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},
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"nc_lode:cobble_loose"
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)
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addhint("sinter glowing lode prills into a cube",
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"forge lode block",
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{true,
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"nc_lode:prill_hot",
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"nc_lode:prill_annealed",
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"nc_lode:prill_tempered"
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}
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)
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addhint("chop a glowing lode cube into prills",
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"break apart lode block",
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{"forge lode block", "nc_lode:tool_hatchet_tempered"}
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)
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addhint("temper a lode cube to use as an anvil",
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"nc_lode:block_tempered",
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"forge lode block"
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)
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local any_lode_toolhead = {true,
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"annealed anvil making hot lode toolhead_mallet",
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"tempered anvil making hot lode toolhead_mallet",
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"tempered anvil making annealed lode toolhead_mallet"
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}
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local any_lode_anvil = {true,
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"nc_lode:block_annealed",
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"nc_lode:block_tempered"
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}
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addhint("forge lode prills into a tool head on an anvil",
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any_lode_toolhead,
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any_lode_anvil
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)
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addhint("forge lode down completely on an anvil",
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{true,
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"annealed anvil making hot lode prills",
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"tempered anvil making hot lode prills",
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"tempered anvil making annealed lode prills"
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},
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any_lode_toolhead
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)
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addhint("cold-forge annealed lode on a tempered anvil",
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"tempered anvil making annealed lode toolhead_mallet",
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"nc_lode:block_tempered"
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)
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addhint("temper a lode tool head",
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{true,
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"nc_lode:toolhead_mallet_tempered",
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"nc_lode:toolhead_spade_tempered",
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"nc_lode:toolhead_hatchet_tempered",
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"nc_lode:toolhead_pick_tempered",
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"nc_lode:toolhead_mattock_tempered"
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},
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any_lode_toolhead
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)
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addhint("weld glowing lode pick and spade heads together",
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"assemble lode mattock head",
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{true,
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"annealed anvil making hot lode toolhead_pick",
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"tempered anvil making hot lode toolhead_pick",
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"tempered anvil making annealed lode toolhead_pick"
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}
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)
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addhint("hammer a lode prill into a bar",
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"anvil making lode bar",
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"nc_lode:block_tempered"
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)
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addhint("hammer a lode bar back to a prill",
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"anvil recycle lode bar",
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"anvil making lode bar"
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)
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addhint("hammer lode bars into a rod",
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"anvil making lode rod",
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"anvil making lode bar"
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)
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addhint("chop a lode rod back into bars",
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"recycle lode rod",
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"anvil making lode rod"
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)
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addhint("solder lode rods into crates",
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"assemble lode shelf",
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"anvil making lode rod"
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)
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addhint("chop a lode crate back apart",
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"break apart lode shelf",
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"assemble lode shelf"
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)
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------------------------------------------------------------------------
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-- DOORS
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addhint("chisel a hinge groove into a wooden plank",
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"drill door plank",
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{"anvil making lode rod", "split tree to planks"}
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)
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addhint("insert wooden pin into wooden door panel",
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"door pin plank",
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"drill door plank"
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)
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addhint("chisel a hinge groove into cobble",
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"drill door cobble",
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{"anvil making lode rod", "nc_terrain:cobble"}
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)
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addhint("insert metal rod into a cobble panel",
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"door pin cobble",
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"drill door cobble"
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)
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addhint("compress something with a hinged panel",
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"witness:press",
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"group:door"
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)
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addhint("catapult an item with a hinged panel",
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"door catapult",
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"group:door"
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)
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addhint("propel hinged panel with focused light",
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"door ablation",
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{"nc_optics:lens_on", "group:door"}
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)
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------------------------------------------------------------------------
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-- LUX
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addhint("find lux",
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"group:lux_emit"
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)
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addhint("dig up lux cobble",
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"group:lux_cobble",
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"group:lux_emit"
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)
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addhint("observe a lux reaction",
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"group:lux_hot",
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"group:lux_cobble"
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)
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addhint("observe lux criticality",
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"group:lux_cobble_max",
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"group:lux_hot"
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)
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addhint("lux-infuse a lode tool",
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"group:lux_tool",
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"group:lux_cobble_max"
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)
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------------------------------------------------------------------------
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-- TOTE
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addhint("assemble an annealed lode tote handle",
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"craft tote handle",
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{"nc_lode:block_annealed", "nc_woodwork:shelf"}
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)
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addhint("pack up a complete tote",
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"inv:nc_tote:handle_full",
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"craft tote handle"
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)
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------------------------------------------------------------------------
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-- OPTICS
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addhint("melt sand into glass",
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"group:silica",
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"nc_terrain:sand_loose"
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)
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addhint("quench molten glass into chromatic glass",
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"nc_optics:glass_opaque",
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"group:silica"
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)
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addhint("mold molten glass into clear glass",
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"nc_optics:glass",
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"group:silica"
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)
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addhint("mold molten glass into float glass",
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"nc_optics:glass_float",
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{"nc_optics:glass", "group:lava"}
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)
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addhint("cool molten glass into crude glass",
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"nc_optics:glass_crude",
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"group:silica"
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)
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addhint("chip chromatic glass into prisms",
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"nc_optics:prism",
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"nc_optics:glass_opaque"
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)
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addhint("chop chromatic glass into lenses",
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"nc_optics:lens",
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"nc_optics:glass_opaque"
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)
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local opticactive = {true, "nc_optics:lens_on", "nc_optics:prism_on"}
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addhint("activate a lens",
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opticactive,
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"nc_optics:lens"
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)
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addhint("produce light from a lens",
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"nc_optics:lens_glow",
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opticactive
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)
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addhint("gate a prism",
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"nc_optics:prism_gated",
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opticactive
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)
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addhint("assemble a glass tank",
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"assemble glass tank",
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{"nc_optics:glass", "nc_woodwork:frame"}
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)
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