create woodworking mod and refactor.
move plank registration and recipe out of tree mod into newly created woodworking mod. also update plank recipe to require cobblestone instead of stone to be held while pummeling.
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@ -29,11 +29,6 @@ blockgame.reg_simple_node("sapling", "Sapling", {
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planty = 1,
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})
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-- TODO: move this to the woodworking mod.
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blockgame.reg_simple_node("plank", "Plank", {
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woody = 1,
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})
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minetest.register_node(modname .. ":leaves", {
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description = "Leaves",
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drawtype = "glasslike",
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@ -13,24 +13,3 @@ blockgame.crafting.register_pummel_recipe({
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minetest.set_node(pos, {name = "core:dirt"})
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end,
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})
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-- TODO: move this to the woodworking mod.
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blockgame.crafting.register_pummel_recipe({
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label = "pummel log into plank",
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used_item = "core:stone",
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target_node = modname .. ":log",
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check = function (pos, used_node, target_node)
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for _, side in pairs(blockgame.vector.sides) do
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local output_pos = pos + side
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if minetest.get_node(output_pos).name ~= "air" then return false end
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end
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return true
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end,
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on_success = function (pos, used_node, target_node)
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minetest.remove_node(pos)
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for _, side in pairs(blockgame.vector.sides) do
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local output_pos = pos + side
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minetest.set_node(output_pos, {name = modname .. ":plank"})
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end
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end,
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})
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2
mods/bg_woodworking/init.lua
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2
mods/bg_woodworking/init.lua
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@ -0,0 +1,2 @@
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load_file("node")
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load_file("recipes")
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3
mods/bg_woodworking/mod.conf
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3
mods/bg_woodworking/mod.conf
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@ -0,0 +1,3 @@
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name = woodworking
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description = blockgame wood related recipes and stuff.
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depends = core, crafting, api, tree
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5
mods/bg_woodworking/node.lua
Normal file
5
mods/bg_woodworking/node.lua
Normal file
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@ -0,0 +1,5 @@
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local modname = minetest.get_current_modname()
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blockgame.reg_simple_node("plank", "Plank", {
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woody = 1,
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})
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21
mods/bg_woodworking/recipes.lua
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21
mods/bg_woodworking/recipes.lua
Normal file
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@ -0,0 +1,21 @@
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local modname = minetest.get_current_modname()
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blockgame.crafting.register_pummel_recipe({
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label = "pummel log into plank",
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used_item = "core:cobblestone",
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target_node = "tree:log",
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check = function (pos, used_node, target_node)
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for _, side in pairs(blockgame.vector.sides) do
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local output_pos = pos + side
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if minetest.get_node(output_pos).name ~= "air" then return false end
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end
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return true
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end,
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on_success = function (pos, used_node, target_node)
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minetest.remove_node(pos)
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for _, side in pairs(blockgame.vector.sides) do
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local output_pos = pos + side
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minetest.set_node(output_pos, {name = modname .. ":plank"})
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end
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end,
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})
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Before Width: | Height: | Size: 218 B After Width: | Height: | Size: 218 B |
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