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add vipworld modpack

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mods/vipworld/bushes_classic/textures/bushes_raspberry.png

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mods/vipworld/bushes_classic/textures/bushes_raspberry_pie_cooked.png

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mods/vipworld/bushes_classic/textures/bushes_raspberry_pie_raw.png

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mods/vipworld/bushes_classic/textures/bushes_raspberry_pie_slice.png

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mods/vipworld/bushes_classic/textures/bushes_strawberry.png

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mods/vipworld/bushes_classic/textures/bushes_strawberry_pie_cooked.png

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mods/vipworld/bushes_classic/textures/bushes_strawberry_pie_raw.png

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mods/vipworld/bushes_classic/textures/bushes_strawberry_pie_slice.png

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mods/vipworld/bushes_classic/textures/bushes_sugar.png

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# DarkAge Mod for Minetest
Original mod by Master Gollum
Modified by addi.
Contains code from CragiDavi and HybridDog
## Introduction:
This mod adds a few new blocks that allows to create new buildings in a
pre industrial landscape. Of course, feel free to use them in any other
construction :P
It also provides more layers of stones. I tried not to turn mining in
a rainbow, so don't expect to find them easily. There are two kinds of
materials, stones, that spawns in layers at different deep and clay
like materials (silt and mud) that you will find in water places.
Silt and Mud are more easy to find than stone layers, but if you find
one it will be a real mine, with all probability with hundreds of blocks.
I used mainly 4 square recipes to avoid collisions with other MODs,
anyway I have not checked all them, so it is possible that another
person is already using one or more of this combinations.
I also used Desert Sand and Desert Stone, because they almost are not
used in the default version. Probably I will change this recipes in
next releases.
## Release Notes
Version 1.2
* corrected Sounds of Stairs
* updated to new Moreblocks api
* added Serpentine Stairs
Version 1.1
* Fix spelling mistakes in README file
* Bug fix
* Rename slate_tale to slate_tile
* Remove unneeded code
* Add marble tile
* Remove unneeded code
* Capitalise a couple of descriptions
* Add marble tile texture
* Rename alias.lua to aliases.lua
Version 1.0.1
* fixed init.lua which get broken by upload on github
Version 1.0
* compatibility with stairsplus added
* added new item iron_stick
* added craft reziep for iron stick
* changed reziep of iron_bars to avoid conflicts with iron bars mod
* changed reziep of chain to avoid conflicts with 3d furniture mod
* changed reziep of darkage:stonebrick to avoid conflicts with moreblocks
* disabled marble_tile to avoid the message "texture not found"
* added compatibility with stairsplus (now its moreblocks)
* added darkage:glass a nice looking glass that must be in this mod
* changed the sound_node_leaves_default to wood_default from box and wooden shelves
* added craft reziep for darkage:chalk
* improved the textures of reinforced wood and chalk to save a bit more loadtime on servers
* added another reziep for darkage straw (this can be crafted now, if farming is installed, with farming:harvested_weed
Version 0.3
* 29 Nodes + 3 Craft Items
* Furniture and building decoration
* Stone layers
Version 0.2
* 13 Nodes
* Sedimentary stones
Version 0.1
* 6 Nodes
PS: This document has been structured as the README.txt of PilzAdam in
his Bed MOD.
### How to install:
Unzip the archive an place it in minetest-base-directory/mods/
if you have a windows client or a linux run-in-place client. If you
have a linux system-wide installation place it in
~/.minetest/mods/.
If you want to install this mod only in one world create the folder
worldmods/ in your worlddirectory. Remember to activate it for your world by pressing the 'configure' button and doubleclick darkage in the right list.
For further information or help see:
http://wiki.minetest.net/Installing_Mods
## BUILDING NODES
### Adobe:
Sand and Clay mixture with Straw to build houses or walls.
Used from historical times, one of the first bricks
invented. I have to improve this texture, it is ugly :P
CRAFT -> 4
[Sand] [Sand]
[Clay Lump] [Straw]
### Basalt:
A darken version of the default Stone
COOKING
[Basalt Cobble]
### Basalt Cobble:
A darken version of the default Cobble.
CRAFT -> 4
[Cobble] [Cobble]
[Coal Lump] [Coal Lump]
### Chalk:
A soft, white and porous sedimentary rock. It becomes
Chalk Powder when dug. Can't be craft, only found as stratum.
### Chalk Powder:
Pile of chalk from digging Chalk stones. Can
be used to prepare plaster. See Cobblestone with Plaster.
### Cobblestone with Plaster:
Cobbles where has been applied a
layer of white plaster.
When dug it lost the plaster layer!
CRAFT -> 2
[Cobblestone] [Chalk Powder]
[Cobblestone] [Chalk Powder]
### Dark Dirt:
A darken version of the Dirt where the grass doesn't
grown, perfect for create a path in a forest. I was using
Gravel, but the noise walking was annoying to me (like
walking over iron coal with the nude feet :P), for this I
created this node.
CRAFT -> 4
[Dirt] [Dirt]
[Gravel] [Gravel]
### Desert Iron Ore:
I know that others MODs add ores to the
Desert Stones, mine also does it, but just Iron, I supposed
the red color is because of the iron, so it goes with more
high probability than regular Stones and it doesn't add
Coal to them. It will not be a lot so you can keep it with
another MOD that does the same or just comment the lines that
does it.
### Dry Leaves:
Just a cube of Leaves toasted :P Well I found the
Leaves are not useful so I thought to turn them into Straw, ok
it is not the same, but well, why not? Just dry them in a
Furnace and then put together to create the Straw
COOKING
[Leaves]
### Gneiss:
High grade metamorphic rock formed from Schist, very
common, and used in construction. It sometimes brakes in
Gneiss Cobble when being dug.
COOKING
[Schist]
### Gneiss Cobble:
Brick version of the gneiss.
From dig gneiss
### Mud:
Mixture of water and some combination of soil, silt, and
clay. Used for build houses, specially in desert regions.
It brakes in 4 Mud Lumps when dug.
CRAFT -> 3
[Dirt] [Dirt]
[Clay Lump] [Silt Lump]
CRAFT -> 1
[Mud Lump] [Mud Lump]
[Mud Lump] [Mud Lump]
### Old Red Sandstone:
A light red sandstone, in fact it's
sandstone with iron that gives it this color.
CRAFT -> 4
[Sandstone] [Sandstone]
[Iron Lump] [Sandstone]
COOKING
[Old Red Sandstone Cobble]
### Old Red Sandstone Cobble:
Cobbles of Old Red Sandstone.
CRAFT -> 4
[Sandstone Cobble] [Sandstone Cobble]
[Iron Lump] [Sandstone Cobble]
### Reinforced Cobble:
Brick with crossed wooden.
CRAFT -> 1
[Stick] [] [Stick]
[] [Cobble] []
[Stick] [] [Stick]
### Sandstone Cobble:
Brick version of the Sandstone, good for
buildings with a pale color.
COOKING
[Sandstone]
### Schist:
Medium grade metamorphic rock from Slate.
COOKING
[Slate]
### Silt:
Granular material of a size somewhere between sand and clay.
It brakes in 4 Silt Lumps.
CRAFT -> 1
[Silt Lump] [Silt Lump]
[Silt Lump] [Silt Lump]
### Slate:
Fine-grained, foliated, homogeneous metamorphic rock
derived from an original shale-type sedimentary rock through
low-grade regional metamorphism. It is used to build roof.
COOKING
[Shale]
COOKING
[Slate Cobble]
### Slate Cobble:
Cobble obtained from Slate
From dig Slate
### Slate Tile:
Nice blue slate tiles for roofs. They has been used
as building traditional building material in zones where
slate is easy to find.
Note: It has stairs and slabs.
CRAFT -> 2
[Slate Cobble] [Slate Cobble]
[Slate Cobble] [Slate Cobble]
### Straw Bale:
A decoration item, looks great for a farm or a
country side house.
CRAFT -> 1
[Straw] [Straw]
[Straw] [Straw]
### Desert Stone:
Just the default block, it can be obtained now
from Desert Sand. The idea is that Desert Sand is stonier
than regular Sand, so it takes less to create a Desert
Stone than a Sandstone.
CRAFT -> 2
[Sandstone] [Sandstone]
[Sandstone] [Sandstone]
##FURNITURE NODES
Just started so they are few ones
### Box:
A more smaller container than the Chest, but it requires
less wood. As cheep as 4 woods and have 16 slots. The craft
is a little weird but I think it makes sense and avoids
collision with the recipe of Hardwood of the MOD
building_blocks.
CRAFT -> 2
[Wood] [] [Wood]
[] [] []
[Wood] [] [Wood]
### Chain:
Climbable chain.
CRAFT -> 2
[Steel Ingot]
[Steel Ingot]
[Steel Ingot]
### Iron Bars:
Alternative window for the Glass.
CRAFT -> 3
[Iron Stick] [] [Iron Stick]
[Iron Stick] [] [Iron Stick]
[Iron Stick] [] [Iron Stick]
###Iron Grille:
Alternative window for the Glass.
CRAFT -> 3
[] [Iron Bars] []
[Iron Bars] [] [Iron Bars]
[] [Iron Bars] []
###Wood Bars:
Alternative window for the Glass.
CRAFT -> 3
[Stick] [] [Stick]
[Stick] [] [Stick]
[Stick] [] [Stick]
###Wood Frame:
Alternative window for the Glass.
CRAFT -> 1
[Stick] [Stick] [Stick]
[Stick] [Glass] [Stick]
[Stick] [Stick] [Stick]
### Medieval Glass:
A good looking glass, with small tiles
CRAFT -> 8
[Glass] [steel_ingot] [Glass]
[steel_ingot] [Glass] [steel_ingot]
[Glass] [steel_ingot] [Glass]
or:
CRAFT -> 1
[Medieval Glow Glass]
### Medieval Glow Glass:
A good looking glass, with small tiles which are glowing by itself
CRAFT -> 8
[Medieval Glass]
[torch]
##License:
Sourcecode: WTFPL (see below)
Graphics: WTFPL (see below)
#See also:
http://minetest.net/
---
```
#!
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.
```
\ No newline at end of file
--[[
This function registers the nodes and craft rezieps for the reinforce stuff
* name: String which is used in description and as technical name (lower letters)
* craftItem: the Item where the reinforce is crafted out of
* nodedef: Nodedefinition table as used as in minetest.register_node()
The Nodes are caled
<modname>:reinforced_<name>
<modname>:reinforced_<name>_slope
<modname>:reinforced_<name>_arrow
<modname>:reinforced_<name>_bars
The modname is automatically the mod that currently calls this function.
e.g. if you call darkage.register_reinforce from the mod medieval modname will be medieval
]]
function darkage.register_reinforce(name, craftItem, nodedef)
assert(type(nodedef.tiles)=="table","ERRROR: nodedef.tiles have to be a table")
assert(nodedef.tiles[1], "ERROR: "..dump(nodedef.tiles).." requires at least 1 entry")
local modname = minetest.get_current_modname();
local tname = string.gsub(name:lower()," ", "_"); -- Technical name
-- Reinforced X
local reinforced = table.copy(nodedef);
local reinforced_tname = modname..":reinforced_"..tname
reinforced.description = "Reinforced "..name
for i,tile in ipairs(reinforced.tiles) do
reinforced.tiles[i] = tile .."^darkage_reinforce.png"
end
minetest.register_node(reinforced_tname, reinforced)
-- Reinforced Slope
local slope = table.copy(nodedef);
local slope_tname = modname..":reinforced_"..tname.."_slope"
slope.description = "Reinforced "..name.." Slope\nHint: use the screwdriver to rotate."
slope.paramtype2 = "facedir";
local slope_tile_extend = {"^darkage_reinforce_right.png" , "^darkage_reinforce_right.png" , --top ,down
"^darkage_reinforce_right.png" , "^darkage_reinforce_right.png" , --right, left
"^darkage_reinforce_left.png" , "^darkage_reinforce_left.png"} -- front, back
for i=1,6 do
local tile = slope.tiles[i] or nodedef.tiles[1]; -- There have to be at least one tile.
slope.tiles[i] = tile ..slope_tile_extend[i]
end
minetest.register_node(slope_tname, slope)
-- Alias to convert old nodes
minetest.register_alias(modname..":reinforced_"..tname.."_right", slope_tname)
minetest.register_alias(modname..":reinforced_"..tname.."_left", slope_tname)
-- Arrow bar
local arrow = table.copy(nodedef)
local arrow_tname = modname..":reinforced_"..tname.."_arrow"
arrow.paramtype2 = "facedir";
arrow.description = "Reinforced "..name.." Arrow \nHint: use the screwdriver to rotate."
local arrow_tile_extend = {"" , "" , --top ,down
"^(darkage_reinforce_arrow.png^[transformR90)" , "^(darkage_reinforce_arrow.png^[transformR270)" , --right, left
"^(darkage_reinforce_arrow.png^[transformR180)" , "^darkage_reinforce_arrow.png"} -- front, back
for i=1,6 do
local tile = arrow.tiles[i] or arrow.tiles[1]; -- There have to be at least one tile.
arrow.tiles[i] = tile .. arrow_tile_extend[i]
end
minetest.register_node(arrow_tname, arrow)
-- Reinforced Bars
local bars = table.copy(nodedef)
local bars_tname = modname..":reinforced_"..tname.."_bars"
bars.description = name.." Bars"
for i,tile in ipairs(bars.tiles) do
bars.tiles[i] = tile .."^darkage_reinforce_bars.png"
end
minetest.register_node(bars_tname, bars)
end
darkage.register_reinforce("Chalk", "darkage:chalk_powder", {
tiles = {"darkage_chalk.png"},
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
darkage.register_reinforce("Wood", "default:wood", {
tiles = {"default_wood.png"},
groups = {snappy=2, choppy=3, flammable=3},
sounds = default.node_sound_wood_defaults()
})
darkage.register_reinforce("Chalked Bricks", "darkage:chalked_bricks", {
tiles = {"darkage_chalked_bricks.png"},
groups = {cracky = 2, stone = 1},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:glass", {
description = "Medieval Glass",
drawtype = "glasslike",
tiles = {"darkage_glass.png"},
use_texture_alpha=true,
paramtype = "light",
sunlight_propagates = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_node("darkage:glow_glass", {
description = "Medieval Glow Glass",
drawtype = "glasslike",
tiles = {"darkage_glass.png"},
use_texture_alpha=true,
paramtype = "light",
sunlight_propagates = true,
light_source = default.LIGHT_MAX-1,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_glass_defaults(),
})
default
farming?
moreblocks?
stairs?
DarkAge adds several new nodes and crafts to create a pre industrial landscape.
It also extends the stones and provides new construction materials.
minetest.register_node("darkage:chain", {
description = "Chain",
drawtype = "signlike",
tiles = {"darkage_chain.png"},
inventory_image = "darkage_chain.png",
wield_image = "darkage_chain.png",
paramtype = "light",
paramtype2 = "wallmounted",
is_ground_content = false,
walkable = false,
climbable = true,
selection_box = {
type = "wallmounted",
--wall_top = = <default>
--wall_bottom = = <default>
--wall_side = = <default>
},
groups = {snappy=1,cracky=2,oddly_breakable_by_hand=2},
legacy_wallmounted = true
})
local box_formspec = [[
size[8,9]
list[context;main;0,0.3;8,4;]
list[current_player;main;0,4.85;8,1;]
list[current_player;main;0,6.08;8,3;8]
listring[context;main]
listring[current_player;main]
]].. darkage.formbg
minetest.register_node("darkage:box", {
description = "Box",
tiles = { "darkage_box_top.png","darkage_box_top.png","darkage_box.png"},
groups = { snappy = 3 },
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", box_formspec )
meta:set_string("infotext", "Box")
local inv = meta:get_inventory()
inv:set_size("main", 16)
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main")
end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name()..
" moves stuff in box at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" moves stuff to box at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" takes stuff from box at "..minetest.pos_to_string(pos))
end,
})
local shelves_formspec = [[
size[8,9]
list[context;up;0,0;8,2;]
list[context;down;0,2.3;8,2;]
list[current_player;main;0,4.85;8,1;]
list[current_player;main;0,6.08;8,3;8]
listring[context;up]
listring[context;down]
listring[current_player;main]
]].. darkage.formbg
minetest.register_node("darkage:wood_shelves", {
description = "Wooden Shelves",
tiles = { "darkage_shelves.png","darkage_shelves.png","darkage_shelves.png",
"darkage_shelves.png","darkage_shelves.png","darkage_shelves_front.png"},
paramtype2 = "facedir",
groups = { snappy = 3 },
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", shelves_formspec)
meta:set_string("infotext", "Wooden Shelves")
local inv = meta:get_inventory()
inv:set_size("up", 16)
inv:set_size("down", 16)
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("up") and inv:is_empty("down")
end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name()..
" moves stuff in shelves at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" moves stuff to shelves at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" takes stuff from shelves at "..minetest.pos_to_string(pos))
end,
})
--minetest.register_node("darkage:rosace", {
-- description = "Rose Window",
-- tiles = {"darkage_rosace.png"},
-- is_ground_content = false,
-- groups = {cracky=3},
-- sounds = default.node_sound_stone_defaults()
--})
minetest.register_node("darkage:iron_bars", {
description = "Iron Bars",
drawtype = "glasslike",
tiles = {"darkage_iron_bars.png"},
inventory_image = "darkage_iron_bars.png",
wield_image = "darkage_iron_bars.png",
is_ground_content = false,
paramtype = "light",
sunlight_propagates = true,
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:lamp", {
description = "Lamp",
tiles = { "darkage_lamp.png" },
paramtype = "light",
sunlight_propagates = true,
light_source = default.LIGHT_MAX-1,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,flammable=1},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_node("darkage:iron_grille", {
description = "Iron Grille",
drawtype = "glasslike",
tiles = {"darkage_iron_grille.png"},
inventory_image = "darkage_iron_grille.png",
wield_image = "darkage_iron_grille.png",
is_ground_content = false,
paramtype = "light",
sunlight_propagates = true,
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:wood_bars", {
description = "Wooden Bars",
drawtype = "glasslike",
tiles = {"darkage_wood_bars.png"},
inventory_image = "darkage_wood_bars.png",
wield_image = "darkage_wood_bars.png",
is_ground_content = false,
paramtype = "light",
sunlight_propagates = true,
groups = {snappy=1,choppy=2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:wood_grille", {
description = "Wooden Grille",
drawtype = "glasslike",
tiles = {"darkage_wood_grille.png"},
inventory_image = "darkage_wood_grille.png",
wield_image = "darkage_wood_grille.png",
is_ground_content = false,
paramtype = "light",
sunlight_propagates = true,
groups = {snappy=1,choppy=2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:wood_frame", {
description = "Wooden Frame",
drawtype = "glasslike",
tiles = {"darkage_wood_frame.png"},
inventory_image = "darkage_wood_frame.png",
wield_image = "darkage_wood_frame.png",
is_ground_content = false,
paramtype = "light",
sunlight_propagates = true,
groups = {snappy=1,choppy=2},
sounds = default.node_sound_stone_defaults()
})
---------------
-- Crafts Item
---------------
----------
-- Crafts
----------
--[[
minetest.register_craft({
output = "darkage:box",
recipe = {
{"default:wood", "", "default:wood"},
{"", "", ""},
{"default:wood", "", "default:wood"},
}
})
minetest.register_craft({
output = "darkage:chain 2",
recipe = {
{"darkage:iron_stick"},
{"darkage:iron_stick"},
{"darkage:iron_stick"},
}
})
minetest.register_craft({
output = "darkage:iron_bars 2",
recipe = {
{"darkage:iron_stick", "", "darkage:iron_stick"},
{"darkage:iron_stick", "", "darkage:iron_stick"},
{"darkage:iron_stick", "", "darkage:iron_stick"},
}
})
minetest.register_craft({
output = "darkage:iron_grille 3",
recipe = {
{"", "darkage:iron_bars", ""},
{"darkage:iron_bars", "", "darkage:iron_bars"},
{"", "darkage:iron_bars", ""},
}
})
minetest.register_craft({
output = "darkage:lamp",
recipe = {
{"group:stick", "", "group:stick"},
{"", "default:torch", ""},
{"group:stick", "", "group:stick"},
}
})
minetest.register_craft({
output = "darkage:wood_bars 2",
recipe = {
{"group:stick", "", "group:stick"},
{"group:stick", "", "group:stick"},
{"group:stick", "", "group:stick"},
}
})
minetest.register_craft({
output = "darkage:wood_grille 3",
recipe = {
{"", "darkage:wood_bars", ""},
{"darkage:wood_bars", "", "darkage:wood_bars"},
{"", "darkage:wood_bars", ""},
}
})
minetest.register_craft({
output = "darkage:wood_shelves",
recipe = {
{"darkage:box"},
{"darkage:box"},
}
})
minetest.register_craft({
output = "darkage:wood_frame",
recipe = {
{"group:stick", "", "group:stick"},
{"", "default:glass", ""},
{"group:stick", "", "group:stick"},
}
})
-- Cookings
minetest.register_craft({
type = "cooking",
output = "default:glass",
recipe = "darkage:wood_frame",
})
]]
minetest.log("action"," ---- Dark Age Version 1.3 is Loading! ---- ")
darkage = {}; -- Create darkage namespace
darkage.formbg = (default.gui_bg or "")..
(default.gui_bg_img or "")..
(default.gui_slots or "")
local MODPATH = minetest.get_modpath("darkage")
dofile(MODPATH.."/nodes.lua")
--dofile(MODPATH.."/mapgen.lua")
dofile(MODPATH.."/building.lua")
dofile(MODPATH.."/furniture.lua")
dofile(MODPATH.."/aliases.lua")
dofile(MODPATH.."/walls.lua")
dofile(MODPATH.."/stairs_functions.lua")
dofile(MODPATH.."/stairs.lua")
if minetest.get_modpath("moreblocks") then
dofile(minetest.get_modpath("darkage").."/moreblocks.lua")
end
register_stair_slab_panel_micro("slate", "block", "darkage:slate",
{cracky=3},
{"darkage_slate.png"},
"Slate",
"block",
0
)
register_stair_slab_panel_micro("slate_tile", "block", "darkage:slate_tile",
{cracky=3},
{"darkage_slate_tile.png"},
"Slate Tile",
"block",
0
)
register_stair_slab_panel_micro("adobe", "block", "darkage:adobe",
{cracky=3},
{"darkage_adobe.png"},
"Adobe",
"block",
0
)
register_stair_slab_panel_micro("basalt", "block", "darkage:basalt",
{cracky=3},
{"darkage_basalt.png"},
"Basalt",
"block",
0
)
register_stair_slab_panel_micro("basalt_cobble", "block", "darkage:basalt_cobble",
{cracky=3},
{"darkage_basalt_cobble.png"},
"Basalt Cobble",
"block",
0
)
register_stair_slab_panel_micro("chalk", "block", "darkage:chalk",
{cracky=3},
{"darkage_chalk.png"},
"Chalk",
"block",
0
)
register_stair_slab_panel_micro("cobble_with_plaster", "block", "darkage:cobble_with_plaster",
{cracky=3},
{"darkage_cobble_with_plaster_D.png"},
"Cobble With Plaster",
"block",
0
)
register_stair_slab_panel_micro("gneiss", "block", "darkage:gneiss",
{cracky=3},
{"darkage_gneiss.png"},
"Gneiss",
"block",
0
)
register_stair_slab_panel_micro("gneiss_cobble", "block", "darkage:gneiss_cobble",
{cracky=3},
{"darkage_gneiss_cobble.png"},
"Gneiss Cobble",
"block",
0
)
register_stair_slab_panel_micro("schist", "block", "darkage:schist",
{cracky=3},
{"darkage_schist.png"},
"Schist",
"block",
0
)
register_stair_slab_panel_micro("serpentine", "block", "darkage:serpentine",
{cracky=3},
{"darkage_serpentine.png"},
"Serpentine",
"block",
0
)
register_stair_slab_panel_micro("shale", "block", "darkage:shale",
{cracky=3},
{"darkage_shale.png"},
"Shale",
"block",
0
)
register_stair_slab_panel_micro("slate", "block", "darkage:slate",
{cracky=3},
{"darkage_slate.png"},
"Slate",
"block",
0
)
register_stair_slab_panel_micro("slate_cobble", "block", "darkage:slate_cobble",
{cracky=3},
{"darkage_slate_cobble.png"},
"Slate Cobble",
"block",
0
)
register_stair_slab_panel_micro("slate_tale", "block", "darkage:slate_tale",
{cracky=3},
{"darkage_slate_tale.png"},
"Slate Tale",
"block",
0
)
register_stair_slab_panel_micro("stone_brick", "block", "darkage:stone_brick",
{cracky=3},
{"darkage_stone_brick.png"},
"Stone Brick",
"block",
0
)
register_stair_slab_panel_micro("ors", "block", "darkage:ors",
{cracky=3},
{"darkage_ors.png"},
"Old Red Sandstone",
"block",
0
)
register_stair_slab_panel_micro("ors_brick", "block", "darkage:ors_brick",
{cracky=3},
{"darkage_ors_brick.png"},
"Old Red Sandstone Brick",
"block",
0
)
register_stair_slab_panel_micro("marble", "block", "darkage:marble",
{cracky=3},
{"darkage_marble.png"},
"Marble",
"block",
0
)
table.insert(circular_saw.known_stairs, "darkage:slate")
table.insert(circular_saw.known_stairs, "darkage:slate_tale")
table.insert(circular_saw.known_stairs, "darkage:adobe")
table.insert(circular_saw.known_stairs, "darkage:basalt")
table.insert(circular_saw.known_stairs, "darkage:basalt_cobble")
table.insert(circular_saw.known_stairs, "darkage:chalk")
table.insert(circular_saw.known_stairs, "darkage:cobble_with_plaster")
table.insert(circular_saw.known_stairs, "darkage:gneiss")
table.insert(circular_saw.known_stairs, "darkage:gneiss_cobble")
table.insert(circular_saw.known_stairs, "darkage:schist")
table.insert(circular_saw.known_stairs, "darkage:serpentine")
table.insert(circular_saw.known_stairs, "darkage:slate")
table.insert(circular_saw.known_stairs, "darkage:slate_cobble")
table.insert(circular_saw.known_stairs, "darkage:slate_tale")
table.insert(circular_saw.known_stairs, "darkage:stone_brick")
table.insert(circular_saw.known_stairs, "darkage:shale")
table.insert(circular_saw.known_stairs, "darkage:ors")
table.insert(circular_saw.known_stairs, "darkage:ors_brick")
table.insert(circular_saw.known_stairs, "darkage:marble")
----------
-- Nodes
----------
minetest.register_node("darkage:adobe", {
description = "Adobe",
tiles = {"darkage_adobe.png"},
is_ground_content = true,
groups = {crumbly=3},
sounds = default.node_sound_sand_defaults(),
})
minetest.register_node("darkage:basalt", {
description = "Basalt",
tiles = {"darkage_basalt.png"},
is_ground_content = true,
drop = 'darkage:basalt_cobble',
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:basalt_cobble", {
description = "Basalt Cobble",
tiles = {"darkage_basalt_cobble.png"},
is_ground_content = true,
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:chalk", {
description = "Chalk",
tiles = {"darkage_chalk.png"},
is_ground_content = true,
drop = 'darkage:chalk_powder 4',
groups = {crumbly=2,cracky=2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:cobble_with_plaster", {
description = "Cobblestone with Plaster",
tiles = {"darkage_chalk.png^(default_cobble.png^[mask:darkage_plaster_mask_D.png)", "darkage_chalk.png^(default_cobble.png^[mask:darkage_plaster_mask_B.png)",
"darkage_chalk.png^(default_cobble.png^[mask:darkage_plaster_mask_C.png)", "darkage_chalk.png^(default_cobble.png^[mask:darkage_plaster_mask_A.png)",
"default_cobble.png", "darkage_chalk.png"},
is_ground_content = false,
paramtype2 = "facedir",
groups = {cracky=3},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("darkage:chalked_bricks_with_plaster", {
description = "Chalked Bricks with Plaster",
tiles = {"darkage_chalk.png", "darkage_chalk.png", "darkage_chalk.png", "darkage_chalk.png", "darkage_chalk.png", "darkage_chalked_bricks.png"},
is_ground_content = false,
paramtype2 = "facedir",
groups = {cracky=3},
sounds = default.node_sound_stone_defaults(),
})
--lbm to convert the old cobble_with_plaster to the new chalked_bricks to keep texture consistent
minetest.register_lbm({
name="darkage:convert_cobble_with_plaster",
nodenames= "darkage:cobble_with_plaster",
run_at_every_load = false,
action = function(pos,node)
node.name = "darkage:chalked_bricks_with_plaster"
minetest.swap_node(pos, node)
end
})
minetest.register_node("darkage:desert_stone_with_iron", {
description = "Desert Iron Ore",
tiles = {"default_desert_stone.png^default_mineral_iron.png"},
is_ground_content = true,
groups = {cracky=3},
drop = 'default:iron_lump',
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("darkage:darkdirt", {
description = "Dark Dirt",
tiles = {"darkage_darkdirt.png"},
is_ground_content = false,
groups = {crumbly=2},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("darkage:dry_leaves", {
description = "Dry Leaves",
tiles = {"darkage_dry_leaves.png"},
is_ground_content = false,
paramtype = "light",
groups = {snappy=3, flammable=2},
sounds = default.node_sound_leaves_defaults()
})
minetest.register_node("darkage:gneiss", {
description = "Gneiss",
tiles = {"darkage_gneiss.png"},
is_ground_content = true,
groups = {cracky=3},
drop = 'darkage:gneiss_cobble',
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:gneiss_cobble", {
description = "Gneiss Cobble",
tiles = {"darkage_gneiss_cobble.png"},
is_ground_content = false,
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:marble", {
description = "Marble",
tiles = {"darkage_marble.png"},
is_ground_content = true,
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:mud", {
description = "Mud",
tiles = {"darkage_mud_up.png","darkage_mud.png"},
is_ground_content = true,
groups = {crumbly=3},
drop = 'darkage:mud_lump 4',
sounds = default.node_sound_dirt_defaults({
footstep = "",
}),
})
minetest.register_node("darkage:ors", {
description = "Old Red Sandstone",
tiles = {"darkage_ors.png"},
is_ground_content = true,
drop = "darkage:ors_brick",
groups = {crumbly=1,cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:ors_brick", {
description = "Old Red Sandstone Brick",
tiles = {"darkage_ors_brick.png"},
is_ground_content = false,
groups = {crumbly=1,cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:serpentine", {
description = "Serpentine",
tiles = {"darkage_serpentine.png"},
is_ground_content = true,
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:shale", {
description = "Shale",
tiles = {"darkage_shale.png","darkage_shale.png","darkage_shale_side.png"},
is_ground_content = true,
groups = {crumbly=2,cracky=2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:schist", {
description = "Schist",
tiles = {"darkage_schist.png"},
is_ground_content = true,
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:silt", {
description = "Silt",
tiles = {"darkage_silt.png"},
is_ground_content = true,
groups = {crumbly=3},
drop = 'darkage:silt_lump 4',
sounds = default.node_sound_dirt_defaults({
footstep = "",
}),
})
minetest.register_node("darkage:slate", {
description = "Slate",
tiles = {"darkage_slate.png","darkage_slate.png","darkage_slate_side.png"},
is_ground_content = true,
drop = 'darkage:slate_cobble',
groups = {cracky=2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:slate_cobble", {
description = "Slate Cobble",
tiles = {"darkage_slate_cobble.png"},
is_ground_content = false,
groups = {cracky=2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:slate_tile", {
description = "Slate Tile",
tiles = {"darkage_slate_tile.png"},
is_ground_content = false,
groups = {cracky=2},
sounds = default.node_sound_stone_defaults()
})
-- Removed straw, because its in minetst game. Registering alias for compatibility reasons
minetest.register_alias("darkage:straw", "farming:straw")
minetest.register_node("darkage:stone_brick", {
description = "Stone Brick",
tiles = {"darkage_stone_brick.png"},
is_ground_content = false,
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:straw_bale", {
description = "Straw Bale",
tiles = {"darkage_straw_bale.png"},
is_ground_content = false,
drop = 'farming:straw 4',
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_node("darkage:marble", {
description = "Marble",
tiles = {"darkage_marble.png"},
is_ground_content = true,
groups = {cracky=2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:marble_tile", {
description = "Marble Tile",
tiles = {"darkage_marble_tile.png"},
is_ground_content = false,
groups = {cracky=2},
sounds = default.node_sound_stone_defaults()
})
--[[
Tuff
]]
minetest.register_node("darkage:tuff", {
description = "Tuff",
tiles = {"darkage_tuff.png"},
is_ground_content = true,
legacy_mineral = true,
groups = {cracky = 3, stone = 1},
drop = {
max_items = 1,
items = {
{
-- player get tuff node if he is lucky :)
items = {'darkage:tuff'},
rarity = 3,
},
{
-- player will get rubble with 2/3 chance
items = {'darkage:tuff_rubble'},
}
}
},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:tuff_bricks", {
description = "Tuff Bricks",
tiles = {"darkage_tuff_bricks.png"},
is_ground_content = false,
groups = {cracky=2},
sounds = default.node_sound_stone_defaults()
})
-- abm to turn Tuff bricks to old Tuff bricks if water is nearby
minetest.register_abm({
nodenames = {"darkage:tuff_bricks"},
neighbors = {"group:water"},
interval = 16,
chance = 200,
catch_up = false,
action = function(pos, node)
minetest.set_node(pos, {name = "darkage:old_tuff_bricks"})
end
})
minetest.register_node("darkage:tuff_rubble", {
description = "Tuff Rubble",
tiles = {"darkage_tuff_rubble.png"},
groups = {crumbly = 2, falling_node = 1},
sounds = default.node_sound_gravel_defaults(),
})
--[[
Rhyolitic Tuff
]]
minetest.register_node("darkage:rhyolitic_tuff", {
description = "Rhyolitic Tuff",
tiles = {"darkage_rhyolitic_tuff.png"},
is_ground_content = true,
legacy_mineral = true,
groups = {cracky = 3, stone = 1},
drop = {
max_items = 1,
items = {
{
-- player get tuff node if he is lucky :)
items = {'darkage:rhyolitic_tuff'},
rarity = 3,
},
{
-- player will get rubble with 2/3 chance
items = {'darkage:rhyolitic_tuff_rubble'},
}
}
},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:rhyolitic_tuff_bricks", {
description = "Rhyolitic Tuff Bricks",
tiles = {"darkage_rhyolitic_tuff_bricks.png"},
is_ground_content = false,
groups = {cracky=2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:old_tuff_bricks", {
description = "Old Tuff Bricks",
tiles = {"darkage_old_tuff_bricks.png"},
is_ground_content = false,
groups = {cracky=3},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("darkage:rhyolitic_tuff_rubble", {
description = "Rhyolitic Tuff Rubble",
tiles = {"darkage_rhyolitic_tuff_rubble.png"},
groups = {crumbly = 2, falling_node = 1},
sounds = default.node_sound_gravel_defaults(),
})
--[[
add a node using the cobble texture that was introduced in minetest 0.4.dev-20120408 and got removed in 0.4.7
It has a nice contrast together the stone bricks, so I think it could get usefull.
]]
minetest.register_node("darkage:chalked_bricks", {
description = "Chalked Brick",
tiles = {"darkage_chalked_bricks.png"},
is_ground_content = false,
groups = {cracky = 2, stone = 1},
sounds = default.node_sound_stone_defaults(),
})
for _,name in ipairs({"basalt_cobble", "slate_tale", "straw", "stone_brick", "ors_cobble", "gneiss_cobble", "slate_cobble"}) do
local nodename = "darkage:"..name
local tmp = minetest.registered_nodes[nodename]
if not tmp then
print("[darkage] "..nodename.." not yet defined")
return
end
local desc = tmp.description
stairs.register_stair_and_slab("darkage_"..name, nodename,
tmp.groups,
{"darkage_"..name..".png"},
desc.." Stair",
desc.." Slab",
tmp.sounds
)
end
--"desert_stone_cobble" "sandstone_cobble"
if minetest.get_modpath("moreblocks") then
function darkage.register_stairs(nodeName)
local ndef = assert(minetest.registered_nodes[nodeName], "Error: "..nodeName.." is not registered")
local mod = "darkage"
local node = nodeName:split(":")[2]
stairsplus:register_all(mod, node, nodeName, ndef)
end
elseif minetest.get_modpath("stairs") then
function darkage.register_stairs(nodeName)
local ndef = assert(minetest.registered_nodes[nodeName], "Error: "..nodeName.." is not registered")
local node = nodeName:split(":")[2]
-- The stairs api does not allow to use the darkage modname, so we have to call the nodes stairs:stair_darkage_
-- and creating an alias
local subname = "darkage_".. node;
stairs.register_stair_and_slab(subname, nodeName,
ndef.groups, ndef.tiles,
ndef.description.." Stair", ndef.description.." Slab",
ndef.sounds)
--stairs.register_stair_and_slab(subname, recipeitem,
-- groups, images,
-- desc_stair, desc_slab, sounds)
minetest.register_alias("darkage:stair_"..node, "stairs:stair_darkage_"..node)
minetest.register_alias("darkage:slab_"..node, "stairs:slab_darkage_"..node)
end
else
-- No compatible stairs mod found.
minetest.log("error", "[darkage] Darkage requires at least moreblocks or stairs to be installed. Its not possible to register stairs.")
function darkage.register_stairs(nodeName)
minetest.log("warning", "could not create stair of type "..nodeName .." because no compatible stairs mod is installed.")
end
end
mods/vipworld/darkage/textures/darkage_adobe.png

645 B

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