520 lines
9.8 KiB
Lua
520 lines
9.8 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 a lode stratum",
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"group:lodey"
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)
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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"
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)
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addhint("make an anvil by tempering a lode cube",
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"nc_lode:block_tempered",
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"forge lode block"
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)
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addhint("cold-forge annealed lode prills into a tool head",
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"anvil making lode toolhead_mallet",
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"nc_lode:block_tempered"
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)
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addhint("cold-forge lode down completely",
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"anvil making lode prills",
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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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},
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"anvil making lode toolhead_mallet"
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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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"anvil making lode toolhead_pick"
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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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