Namespacing pt. 1

This commit is contained in:
2022-11-22 00:44:34 -05:00
parent 750d6abc26
commit 293822f2a9
763 changed files with 0 additions and 0 deletions

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6-4-20:
Code updates and cleaning. No new features.
8-26-15:
You can finally cook in the fires, there seems to be a little bug yet in the arrow showing the progress of the cooking, but mechanics all seem to work alright.
6-3-15:
Campfires and embers now have particles, smoke for the embers, and little sparks for the fires. Also lava now spawns little lava particles, the particles do nothing other than add a little visual effect.
5-30-15:
Napiophelios put together some nice smoke bombs and molotov cocktails for this mod, I(Nathan) did a few tweaks, changed some alignment and took care of some depreciated functions to stop debug spamming.
5-12-15:
Lanterns are here, both wall mounted a table top. Craft with a piece of glass above a string above a lump of iron. Yields one lantern, craft the lantern to change between wall mounted and table top.
Lanterns burn oil, twelve minutes of light for one bottle of oil. Put six leaves above a glass vessel to create lantern oil.
4-15-15:
All fires now die after time. When you create embers either by lighting kindling or crafting directly you have about three minutes to add wood. After the wood all burns up you have three minutes to add more wood or the embers turn back into kindling and need to be activated with a lighter again.
4-13-15:
Changed some how I add the drops to gravel, no longer do I replace the entire node, just add the new drop info to it. This should keep it from breaking anything that does the same to gravel.
4-12-15:
Some major overhauling, not of code, but layout, no longer is everything stored in the init.lua, it's all broken down into neat files.
I added finite torches, change the settings in the config, right now you can only turn them on or off, settings are not retro-active, only torches placed after the update will burn out. When a torch burns out it turns into a torch stub which can be picked up and burnt as fuel.
I changed a couple textures down to 16x16, they had been 32x32. Renamed textures to follow proper naming methods, this won't change any placed nodes.
11-22-14:
Changed a couple textures.
Currently using nodeboxes for torches, so they are no longer invisible.
11-19-14:
Campfires are working altogether now. Craft kindling and add some fuel to it, and then click on it with the lighter until it starts on fire.
11-12-14:
Removed the ABM for torches, and replaced the two nodes with just one.
Tweaked the lighter, it should last longer and light fires faster. Added a sparking sound effect as well.
The lighter takes damage every time it is used, regardless of if it starts a fire, or is used on kindling.
11-11-14:
Charcoal blocks are now flammable.
11-08-14:
Added a kindling that will created contained fire.
Updated the lighter to turn the two different kindling into the two different fires.
11-05-14:
Corrected the texture for the Charcoal Block.
Added recipe to turn charcoal block back into charcoal lumps.
11-04-14:
Added recipe for fire that uses torch and kindling.
10-27-14:
Made the torches a tad bit smaller.
Removed all the formspec stuff from the campfires. I couldn't get them to work, so I'll come back to that when I learn more of the coding needed.
Removed the .mlt files from the models folder as I discovered they aren't needed and just give errors in the debug.
10-26-14:
Added kindling, craft it from a stick, wood, and two other flammable grouped items. Light it with the lighter, which is made with flint and steel.
10-25-14:
Torches stick to the wall or the floor according as they should. Copied code from the 3d_torch mod.
10-24-14:
Campfires now have animated fire. Turns out that I was exporting the file wrong. :S
10-22-14:
Added 3d models for the torch and campfires. Textures aren't perfect on the campfire yet.
10-19-14:
Added the 'more_fire = {}' line and now the mod runs again, though the fire doesn't do anything when you right click on it.
10-17-14:
Renamed and relocated the git repository to match the forum topic
Updated the fire so it can only be placed on the ground.
Added flint that drops from gravel. Will be used for fire starters.
Campfire now drops charcoal.

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-- A couple variables used throughout.
percent = 100
-- GUI related stuff
default.gui_bg = 'bgcolor[#080808BB;true]'
default.gui_bg_img = 'background[5,5;1,1;gui_formbg.png;true]'
default.gui_slots = 'listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]'
more_fire = {}
dofile(minetest.get_modpath('more_fire')..'/molotov.lua')
dofile(minetest.get_modpath('more_fire')..'/pipebomb.lua')
dofile(minetest.get_modpath('more_fire')..'/smokebomb.lua')

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local THIS_VERSION = "1.0"
--- 3D vector class/operations.
--
-- Note that methods can be called in either an object-oriented way:
-- v1 = Vec3(1, 2, 3)
-- v2 = v1:add({ x = 2, y = 2, z = 0 })
-- or as simple functions:
-- Vec3.add({ x = 1, y = 2, z = 3 }, { x = 2, y = 2, z = 0 })
--
-- All methods that can be called on a Vec3 using ":" may be called on a table
-- using the second functional syntax, but the first parameter MUST have the
-- expected components "x", "y", and "z". If a vector is used as the second
-- paramter, it may instead be a list/array with numeric indices, like
-- { 1.0, 2.0, 3.0 } in place of { x = 1.0, y = 2.0, z = 3.0 }.
--
-- @author prestidigitator (as registered at forum.minetest.net)
-- @copyright 2013, licensed under WTFPL
--
local Vec3 = {}
local Vec3_meta = {}
local Vec3_inst_meta = {}
Vec3.VERSION = THIS_VERSION
setmetatable(Vec3, Vec3_meta)
Vec3_inst_meta.__index = Vec3
--- Constructs a Vec3 from three numbers.
--
-- Call with one of:
-- Vec3.new(x, y, z)
-- Vec3(x, y, z)
--
-- @return a new Vec3 object
local function Vec3_new(x, y, z)
local obj = { x = x or 0.0, y = y or 0.0, z = z or 0.0 }
setmetatable(obj, Vec3_inst_meta)
return obj
end
Vec3.new = Vec3_new
--- Constructs a new copy of a Vec3.
--
-- Call with one of:
-- vec:new_copy()
-- Vec3.new_copy(vec)
-- Vec3(vec)
--
-- @return a new Vec3 object that is a copy of the parameter
local function Vec3_new_copy(v)
local obj = { x = v.x or v[1] or 0.0,
y = v.y or v[2] or 0.0,
z = v.z or v[3] or 0.0 }
setmetatable(obj, Vec3_inst_meta)
return obj
end
Vec3.new_copy = Vec3_new_copy
Vec3_meta.__call = function(class, a, b, c)
if type(a) == "table" then
return Vec3.new_copy(a)
else
return Vec3.new(a, b, c)
end
end
--- Computes the square of the length of a Vec3.
--
-- Call with one of:
-- vec:len_sq()
-- Vec3.len_sq(vec)
--
-- @return a number
local function Vec3_len_sq(v)
return v.x^2 + v.y^2 + v.z^2
end
Vec3.len_sq = Vec3_len_sq
--- Computes the length of a Vec3.
--
-- Call with one of:
-- vec:len()
-- Vec3.len(vec)
--
-- @return a number
local function Vec3_len(v)
return math.sqrt(v.x^2 + v.y^2 + v.z^2)
end
Vec3.len = Vec3_len
--- Computes a unit vector pointing in the same direction as a Vec3.
-- Undefined for a zero-vector and may throw an error.
--
-- Call with one of:
-- vec:unit()
-- Vec3.unit(vec)
--
-- @return a new Vec3 with length 1.0
local function Vec3_unit(v)
local len = math.sqrt(v.x^2 + v.y^2 + v.z^2)
return Vec3.new(v.x/len, v.y/len, v.z/len)
end
Vec3.unit = Vec3_unit
--- Multiplies a Vec3 by a number.
--
-- Call with one of:
-- vec:mul(m)
-- Vec3.mul(vec, m)
-- vec*m
-- m*vec
--
-- @return a new Vec3 object with the result of the operation
local function Vec3_mul(v, m)
local mn = tonumber(m)
if not mn then error("Can't multiply vector by non-scalar") end
return Vec3.new(v.x*mn, v.y*mn, v.z*mn)
end
Vec3.mul = Vec3_mul
Vec3_inst_meta.__mul = function(a, b)
if type(a) == "table" then
return Vec3_mul(a, b)
else
return Vec3_mul(b, a)
end
end
--- Divides a Vec3 by a number.
--
-- Call with one of:
-- vec:div(m)
-- Vec3.div(vec, m)
-- vec/m
--
-- @return a new Vec3 object with the result of the operation
local function Vec3_div(v, m)
return Vec3.new(v.x/m, v.y/m, v.z/m)
end
Vec3.div = Vec3_div
Vec3_inst_meta.__div = Vec3_div
--- Negates a Vec3 (signs of all components are inverted).
--
-- Call with one of:
-- vec:unm()
-- Vec3.unm(vec)
-- -vec
--
-- @return a new Vec3 object with the result of the operation
local function Vec3_unm(v)
return Vec3.new(-v.x, -v.y, -v.z)
end
Vec3.unm = Vec3_unm
Vec3_inst_meta.__unm = Vec3_unm
--- Adds two Vec3s or a Vec3 composed of three given components.
--
-- Call with one of:
-- vec1:add(vec2)
-- vec1:add(x, y, z)
-- Vec3.add(vec1, vec2)
-- Vec3.add(vec1, x, y, z)
-- vec1 + vec2
--
-- @return a new Vec3 object with the result of the operation
local function Vec3_add(v, a, b, c)
if type(a) == "table" then
return Vec3.new(v.x + (a.x or a[1] or 0.0),
v.y + (a.y or a[2] or 0.0),
v.z + (a.z or a[3] or 0.0))
else
return Vec3.new(v.x + a, v.y + b, v.z + c)
end
end
Vec3.add = Vec3_add
--- Subtracts two Vec3s or a Vec3 composed of three given components.
--
-- Call with one of:
-- vec1:sub(vec2)
-- vec1:sub(x, y, z)
-- Vec3.sub(vec1, vec2)
-- Vec3.sub(vec1, x, y, z)
-- vec1 - vec2
--
-- @return a new Vec3 object with the result of the operation
local function Vec3_sub(v, a, b, c)
if type(a) == "table" then
return Vec3.new(v.x - (a.x or a[1] or 0.0),
v.y - (a.y or a[2] or 0.0),
v.z - (a.z or a[3] or 0.0))
else
return Vec3.new(v.x - a, v.y - b, v.z - c)
end
end
Vec3.sub = Vec3_sub
--- Tests two Vec3s or a Vec3 composed of three given components for
-- exact component-wise equality.
--
-- Call with one of:
-- vec1:eq(vec2)
-- vec1:eq(x, y, z)
-- Vec3.eq(vec1, vec2)
-- Vec3.eq(vec1, x, y, z)
-- vec1 == vec2
-- vec1 ~= vec2
-- Note that because of built-in Lua logic "==" and "~=" work ONLY if
-- vec1 and vec2 are actually Vec3s (not tables).
--
-- @return a new Vec3 object with the result of the operation
local function Vec3_eq(v, a, b, c)
if type(a) == "table" then
return v.x == (a.x or a[1] or 0.0) and
v.y == (a.y or a[2] or 0.0) and
v.z == (a.z or a[3] or 0.0)
else
return v.x == a and v.y == b and v.z == c
end
end
Vec3.eq = Vec3_eq
--- Takes the dot product of a Vec3 and a Vec3s or a Vec3 composed of
-- three given components.
--
-- Call with one of:
-- vec1:dot(vec2)
-- vec1:dot(x, y, z)
-- Vec3.dot(vec1, vec2)
-- Vec3.dot(vec1, x, y, z)
--
-- @return a number
local function Vec3_dot(v, a, b, c)
if type(a) == "table" then
return v.x * (a.x or a[1] or 0.0) +
v.y * (a.y or a[2] or 0.0) +
v.z * (a.z or a[3] or 0.0)
else
return v.x * a + v.y * b + v.z * c
end
end
Vec3.dot = Vec3_dot
--- Takes the cross product of a Vec3 and a Vec3s or a Vec3 composed of
-- three given components.
--
-- Call with one of:
-- vec1:cross(vec2)
-- vec1:cross(x, y, z)
-- Vec3.cross(vec1, vec2)
-- Vec3.cross(vec1, x, y, z)
--
-- @return a new Vec3 with the result of the operation
local function Vec3_cross(v, a, b, c)
local ux, uy, uz
if type(a) == "table" then
ux = a.x or a[1] or 0.0
uy = a.y or a[2] or 0.0
uz = a.z or a[3] or 0.0
else
ux = a or 0.0
uy = b or 0.0
uz = c or 0.0
end
return Vec3.new(v.y*uz - v.z*uy, v.z*ux - v.x*uz, v.x*uy - v.y*ux)
end
Vec3.cross = Vec3_cross
--- Rotates this (the first) vector around the second vector by the
-- given angle.
--
-- Call with one of:
-- vec:rot_around(axis, angle)
-- Vec3.rot_around(vec, axis, angle)
--
-- @param axis
-- The axis about which to rotate.
-- @param angle
-- The angle by which to rotate this vector, in radians.
-- @return
-- a new Vec3 with the result of the operation.
local function Vec3_rot_around(v, axis, angle)
local uaxis = Vec3.new_copy(axis):unit()
local alen = uaxis:dotvec(v)
local avec = uaxis:mul(alen)
local pvec = Vec3.subvec(v, avec)
local rvec = uaxis:crossvec(v)
local v1 = pvec:mul(math.cos(angle))
local v2 = rvec:mul(math.sin(angle))
return avec:addvec(v1):addvec(v2)
end
Vec3.rot_around = Vec3_rot_around
--- Adds two Vec3s. Optimized for pure Vec3/table operations by removing
-- type checking and conditionals. If called with Vec3-likes table(s),
-- ensure all expected components "x", "y", and "z" exist.
--
-- Call with one of:
-- vec1:addvec(vec2)
-- Vec3.addvec(vec1, vec2)
--
-- @return a new Vec3 object with the result of the operation
local function Vec3_addvec(v1, v2)
return Vec3.new(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z)
end
Vec3.addvec = Vec3_addvec
Vec3_inst_meta.__add = Vec3_addvec
--- Subtracts two Vec3s. Optimized for pure Vec3/table operations by
-- removing type checking and conditionals. If called with Vec3-likes
-- table(s), ensure all expected components "x", "y", and "z" exist.
--
-- Call with one of:
-- vec1:subvec(vec2)
-- Vec3.subvec(vec1, vec2)
--
-- @return a new Vec3 object with the result of the operation
local function Vec3_subvec(v1, v2)
return Vec3.new(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z)
end
Vec3.subvec = Vec3_subvec
Vec3_inst_meta.__sub = Vec3_subvec
--- Tests two Vec3s for exact component-wise equality. Optimized for pure
-- Vec3/table operations by removing type checking and conditionals.
-- If called with Vec3-likes table(s), ensure all expected components
-- "x", "y", and "z" exist.
--
-- Call with one of:
-- vec1:eqvec(vec2)
-- Vec3.eqvec(vec1, vec2)
--
-- @return a new Vec3 object with the result of the operation
local function Vec3_eqvec(v1, v2)
return v1.x == v2.x and v1.y == v2.y and v1.z == v2.z
end
Vec3.eqvec = Vec3_eqvec
Vec3_inst_meta.__eq = Vec3_eqvec
--- Takes the dot product of two Vec3s. Optimized for pure Vec3/table
-- operations by removing type checking and conditionals. If called
-- with Vec3-likes table(s), ensure all expected components "x", "y",
-- and "z" exist.
--
-- Call with one of:
-- vec1:dotvec(vec2)
-- Vec3.dotvec(vec1, vec2)
--
-- @return a number
local function Vec3_dotvec(v1, v2)
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
end
Vec3.dotvec = Vec3_dotvec
--- Takes the cross product of two Vec3s. Optimized for pure Vec3/table
-- operations by removing type checking and conditionals. If called
-- with Vec3-likes table(s), ensure all expected components "x", "y",
-- and "z" exist.
--
-- Call with one of:
-- vec1:crossvec(vec2)
-- Vec3.crossvec(vec1, vec2)
--
-- @return a new Vec3 with the result of the operation
local function Vec3_crossvec(v1, v2)
return Vec3.new(v1.y*v2.z - v1.z*v2.y,
v1.z*v2.x - v1.x*v2.z,
v1.x*v2.y - v1.y*v2.x)
end
Vec3.crossvec = Vec3_crossvec
--- Converts Vec3 to a string with format "(x,y,z)".
--
-- Call with one of:
-- vec:tostring()
-- Vec3.tostring(vec)
-- tostring(vec)
--
-- @return a string
local function Vec3_tostring(v)
return "("..
(v.x or v[1] or "0")
..","..
(v.y or v[2] or "0")
..","..
(v.z or v[3] or "0")
..")"
end
Vec3.tostring = Vec3_tostring
Vec3_inst_meta.__tostring = Vec3_tostring
return Vec3

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Code is licensed MIT
Smokebomb and Molotov cocktail by Napiophelios.
Everything else by Nathan Salapat
lib/Vec3_1-0.lua by prestidigitator licensed under WTFPL
Models and Textures licensed CC by SA Nathan Salapat
Spark sound licensed CC0 by BroAsis, https://freesound.org/people/BroAsis/sounds/106853/
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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name = more_fire
title = More Fire
depends = explosives, fire, vessels
description = This is a Minetest mod that adds more/better fire related stuff.
author = Nathan, Napiophelios
optional_depends = ethereal

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# Blender v2.79 (sub 0) OBJ File: 'campfire.blend'
# www.blender.org
o Plane
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vn -0.5998 0.0008 0.8001
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g Plane_Plane_Material.001
s off
f 1/1/1 2/2/1 4/3/1 3/4/1
f 5/5/2 6/6/2 8/7/2 7/8/2
o nodebox3
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View File

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# www.blender.org
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View File

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Binary file not shown.

View File

@@ -0,0 +1,285 @@
--Molotov Cocktail_[rev002]
--base code is from throwing enhanced and potions mods
local MOD_NAME = minetest.get_current_modname()
local MOD_PATH = minetest.get_modpath(MOD_NAME)
local Vec3 = dofile(MOD_PATH..'/lib/Vec3_1-0.lua')
minetest.register_craftitem('more_fire:molotov_cocktail', {
description = 'Throwable Firebomb',
inventory_image = 'more_fire_molotov_cocktail.png',
on_place = function(itemstack, user, pointed_thing)
itemstack:take_item()
minetest.sound_play('more_fire_shatter', {gain = 1.0})
n = minetest.get_node(pointed_thing)
if pointed_thing.type == 'node' then
minetest.add_node(pointed_thing.above, {name='fire:basic_flame'})
minetest.sound_play('more_fire_ignite', {pos,pos})
end
--Shattered glass Particles
minetest.add_particlespawner({
amount = 40,
time = 0.1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=2, y=0.2, z=2},
maxvel = {x=-2, y=0.5, z=-2},
minacc = {x=0, y=-6, z=0},
maxacc = {x=0, y=-10, z=0},
minexptim = 0.5,
maxexptime = 2,
minsize = 0.2,
maxsize = 5,
collisiondetection = true,
texture = 'more_fire_shatter.png'})
--fire ember particles
minetest.add_particlespawner({
amount = 100,
time = 0.1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=-2, y=0.5, z=-2},
maxvel = {x=2, y=0.5, z=2},
minacc = {x=0, y=-10, z=0},
maxacc = {x=0, y=-6, z=0},
minexptime = 2,
maxexptime = 3,
minsize = 0.25,
maxsize = 0.5,
collisiondetection = true,
texture = 'more_fire_spark.png'})
local dir = Vec3(user:get_look_dir()) *20
minetest.add_particle(
{x=user:getpos().x, y=user:getpos().y+1.5, z=user:getpos().z}, {x=dir.x, y=dir.y, z=dir.z}, {x=0, y=-10, z=0}, 0.2,
6, false, 'more_fire_molotov_cocktail.png')
return itemstack
end,
})
local function throw_cocktail(item, player)
local playerpos = player:getpos()
local obj = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.625,z=playerpos.z}, 'more_fire:molotov_entity')
local dir = player:get_look_dir()
obj:setvelocity({x=dir.x*30, y=dir.y*30, z=dir.z*30})
obj:setacceleration({x=dir.x*-3, y=-dir.y^8*80-10, z=dir.z*-3})
if not minetest.settings:get_bool('creative_mode') then
item:take_item()
end
return item
end
local radius = 5.0
local function add_effects(pos, radius)
minetest.add_particlespawner({
amount = 10,
time = 0.2,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x=-2, y=-2, z=-2},
maxvel = {x=2, y=-4, z=2},
minacc = {x=0, y=-4, z=0},
--~ maxacc = {x=-20, y=-50, z=-50},
minexptime = 1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
texture = 'more_fire_spark.png',
})
minetest.add_particlespawner({
amount = 10,
time = 0.2,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x=-1.25, y=-1.25, z=-1.25},
maxvel = {x=0.5, y=-4, z=0.5},
minacc = {x=1.25, y=-1.25, z=1.25},
--~ maxacc = {x=-20, y=-50, z=-50},
minexptime =1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
texture = 'more_fire_spark.png',
})
end
local MORE_FIRE_MOLOTOV_ENTITY = {
timer=0,
collisionbox = {0,0,0,0,0,0},
physical = false,
textures = {'more_fire_molotov_cocktail.png'},
lastpos={},
}
MORE_FIRE_MOLOTOV_ENTITY.on_step = function(self, dtime)
self.timer = self.timer + dtime
local pos = self.object:getpos()
local node = minetest.get_node(pos)
minetest.add_particlespawner({
amount = 10,
time = 0.5,
minpos = pos,
maxpos = pos,
minvel = {x=-0, y=0, z=-0.5},
maxvel = {x=0, y=0, z=-0.75},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 0.5,
maxexptime = 1,
minsize = 0.25,
maxsize = 0.5,
texture = 'more_fire_smoke.png',
})
minetest.add_particlespawner({
amount = 100,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x=-0, y=0, z=-0.5},
maxvel = {x=0, y=0, z=-0.75},
minacc = {x=0, y=0, z=-0.75},
maxacc = {x=-0, y=0, z=-0.5},
minexptime = 0.25,
maxexptime = 0.5,
minsize = 0.5,
maxsize = 0.75,
texture = 'more_fire_spark.png',
})
if self.timer>0.2 then
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= 'more_fire:molotov_entity' and obj:get_luaentity().name ~= '__builtin:item' then
if self.node ~= '' then
minetest.sound_play('more_fire_shatter', {gain = 1.0})
for dx=-3,3 do
for dy=-3,3 do
for dz=-3,3 do
local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.get_node(pos).name
if n == "default:grass" then
--if minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 20 then
minetest.sound_play('more_fire_ignite', {pos = self.lastpos})
minetest.set_node(p, {name='fire:basic_flame'})
end
end
end
end
end
self.object:remove()
end
else
if self.node ~= '' then
minetest.sound_play('more_fire_shatter', {gain = 1.0})
for dx=-2,2 do
for dy=-2,2 do
for dz=-2,2 do
local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.get_node(pos).name
if n == "default:grass" then
--if minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 20 then
minetest.sound_play('more_fire_ignite', {pos = self.lastpos})
minetest.set_node(p, {name='fire:basic_flame'})
end
end
end
end
end
self.object:remove()
end
end
end
if self.lastpos.x~=nil then
if node.name ~= 'air' then
if self.node ~= '' then
minetest.sound_play('more_fire_shatter', {gain = 1.0})
for dx=-1,1 do
for dy=-1,1 do
for dz=-1,1 do
local p = {x = pos.x + dx, y = pos.y + dy, z = pos.z + dz}
local p1 = {x = pos.x + dx, y=pos.y + dy - 1, z = pos.z + dz}
local n = minetest.get_node(p).name
local n1 = minetest.get_node(p1).name
if n == "air" and n1 ~= "fire:basic_flame" or math.random(1, 100) <= 5 then
minetest.sound_play('more_fire_ignite', {pos = self.lastpos})
minetest.set_node(p, {name='fire:basic_flame'})
end
end
end
end
end
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end
minetest.register_entity('more_fire:molotov_entity', MORE_FIRE_MOLOTOV_ENTITY)
minetest.override_item('more_fire:molotov_cocktail', {on_use = throw_cocktail})
minetest.register_abm({
nodenames={'fire:basic_flame'},
neighbors={'air'},
interval = 1,
chance = 2,
action = function(pos, node)
if minetest.get_node({x=pos.x, y=pos.y+1.0, z=pos.z}).name == 'air' and
minetest.get_node({x=pos.x, y=pos.y+2.0, z=pos.z}).name == 'air' then
minetest.add_particlespawner({
amount = 1,
time = 2,
minpos = pos,
maxpos = pos,
minvel = {x=-2, y=2, z=-2},
maxvel = {x=1, y=3, z=1},
minacc = {x=0, y=6, z=0},
maxacc = {x=0, y=2, z=0},
minexptime = 1,
maxexptime = 3,
minsize = 10,
maxsize = 20,
collisiondetection = false,
texture = 'more_fire_smoke.png'})
minetest.add_particlespawner({
amount = 15,
time = 4,
minpos = pos,
maxpos = pos,
minvel = {x=0, y= 3, z=0},
maxvel = {x=0, y=5, z=0},
minacc = {x=0.1, y=0.5, z=-0.1},
maxacc = {x=-0.2, y=2, z=0.2},
minexptime = 1,
maxexptime = 3,
minsize = 5,
maxsize = 10,
collisiondetection = false,
texture ='more_fire_smoke.png'})
end
end
})
--crafting recipes
minetest.register_craft( {
output = 'more_fire:molotov_cocktail',
recipe = {
{'farming:cotton'},
{'more_fire:oil'},
{'vessels:glass_bottle'},
}
})
-- fuel recipes
minetest.register_craft({
type = 'fuel',
recipe = 'more_fire:molotov_cocktail',
burntime = 5,
})

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--Pipe Bomb
--base code is from throwing enhanced and potions mods
local MOD_NAME = minetest.get_current_modname()
local MOD_PATH = minetest.get_modpath(MOD_NAME)
local Vec3 = dofile(MOD_PATH..'/lib/Vec3_1-0.lua')
local playerWhoThrewObject = minetest.get_player_by_name("singleplayer")
minetest.register_craftitem('more_fire:pipebomb', {
description = 'Pipe Bomb',
inventory_image = 'more_fire_pipebomb.png',
on_place = function(itemstack, user, pointed_thing)
itemstack:take_item()
minetest.sound_play('more_fire_shatter', {gain = 1.0})
--smoke particles
minetest.add_particlespawner({
amount = 400,
time = 0.1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=2, y=0.2, z=2},
maxvel = {x=-2, y=0.5, z=-2},
minacc = {x=0, y=-6, z=0},
maxacc = {x=0, y=-10, z=0},
minexptime = 5,
maxexptime = 2,
minsize = 5,
maxsize = 20,
collisiondetection = true,
texture = 'more_fire_smoke.png'})
--more smoke particles
minetest.add_particlespawner({
amount = 600,
time = 1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=10, y= 3, z=10},
maxvel = {x=-10, y= 3, z=-10},
minacc = {x=2, y=2, z=2},
maxacc = {x=-2, y=1, z=-2},
minexptime = 2,
maxexptime = 3,
minsize = 2,
maxsize = 20,
collisiondetection = true,
texture = 'more_fire_smoke.png'})
--even more smoke particles
minetest.add_particlespawner({
amount = 400,
time = 1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=0.2, y=0.2, z=0.2},
maxvel = {x=-0.2, y=0.5, z=-0.2},
minacc = {x=10, y= 2, z=10},
maxacc = {x=-10, y= 1, z=-10},
minexptime = 2,
maxexptime = 3,
minsize = 20,
maxsize = 2,
collisiondetection = true,
texture = 'more_fire_smoke.png'})
local dir = Vec3(user:get_look_dir()) *20
minetest.add_particle(
{x=user:getpos().x, y=user:getpos().y+1.5, z=user:getpos().z}, {x=dir.x, y=dir.y, z=dir.z}, {x=0, y=-10, z=0}, 0.2,
6, false, 'more_fire_smokebomb.png')
return itemstack
end,
})
local function throw_pipebomb(item, player)
local playerpos = player:getpos()
local obj = minetest.add_entity({x = playerpos.x, y = playerpos.y + 1.625, z = playerpos.z}, 'more_fire:pipebomb_entity')
local dir = player:get_look_dir()
obj:setvelocity({x = dir.x * 30, y = dir.y * 30, z = dir.z * 30})
obj:setacceleration({x = dir.x * -3, y = -dir.y^8 * 80 - 10, z = dir.z * -3})
item:take_item()
playerWhoThrewObject = player
return item
end
local function add_effects(pos)
minetest.add_particlespawner({
amount = 200,
time = 0.1,
minpos = vector.subtract(pos, 5 / 3),
maxpos = vector.add(pos, 5 / 3),
minvel = {x=2, y=0.2, z=2},
maxvel = {x=-2, y=-0.5, z=-2},
minacc = {x=1, y=-6, z=1},
maxacc = {x=1, y=-10, z=1},
minexptime = 1,
maxexptime = 5,
minsize = 10,
maxsize = 20,
texture = 'more_fire_smoke.png',})
minetest.add_particlespawner({
amount = 100,
time = 2,
minpos = vector.subtract(pos, 5 / 2),
maxpos = vector.add(pos, 5 / 2),
minvel = {x=0.2, y=0.2, z=0.2},
maxvel = {x=-0.2, y=0.5, z=-0.2},
minacc = {x=10, y= 2, z=10},
maxacc = {x=-10, y= 1, z=-10},
minexptime =1,
maxexptime = 3,
minsize = 5,
maxsize = 15,
texture = 'more_fire_smoke.png',})
end
local function plume(pos)
minetest.set_node(pos, {name='more_fire:plume'})
minetest.get_node_timer(pos):start(3.0)
add_effects(pos)
end
local MORE_FIRE_PIPEBOMB_ENTITY = {
timer=0,
collisionbox = {0,0,0,0,0,0},
physical = false,
textures = {'more_fire_pipebomb.png'},
lastpos={},
}
MORE_FIRE_PIPEBOMB_ENTITY.on_step = function(self, dtime)
self.timer = self.timer + dtime
local pos = self.object:getpos()
local node = minetest.get_node(pos)
if self.timer > 0.01 then
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= 'more_fire:pipebomb_entity' and obj:get_luaentity().name ~= '__builtin:item' then
if self.node ~= '' then
explosives.boom(pos, {})
local damage = 1
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=damage},
}, nil)
self.object:remove()
end
end
end
end
if self.lastpos.x ~= nil then
if node.name ~= 'air' then
self.object:remove()
explosives.boom(pos, {
owner = playerWhoThrewObject
})
minetest.add_particlespawner({
amount = 64,
time = 0.5,
minpos = {x = pos.x - 2, y = pos.y - 2, z = pos.z - 2},
maxpos = {x = pos.x + 2, y = pos.y + 2, z = pos.z + 2},
minvel = {x = -10, y = -10, z = -10},
maxvel = {x = 10, y = 10, z = 10},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 1,
maxexptime = 2.5,
minsize = 2,
maxsize = 5,
texture = "tnt_smoke.png",
})
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end
end
minetest.register_entity('more_fire:pipebomb_entity', MORE_FIRE_PIPEBOMB_ENTITY)
minetest.override_item('more_fire:pipebomb', {on_use = throw_pipebomb})
minetest.register_craft({
output = 'more_fire:pipe_bomb',
recipe = {
{'more_fire:flintstone'},
{'more_fire:charcoal'},
{'vessels:glass_bottle'},
}
})

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If you have any ideas for more fire related things please let me know, or consider forking the project on GIT. I'm always ready to add more good stuff.
# Mod Contributors
Nathan
Napiophelios
# More_fire
This is a Minetest mod that adds more/better fire related stuff
## Forum Topic
https://forum.minetest.net/viewtopic.php?f=11&t=10372
## Licensing
CC0
## Dependencies
- default
- farming
- fire
- vessels
#
Items currently included:
- Campfires
- Finite torches, they burn out (configurable in config.txt)
- oil lanterns, use these instead of torches
- oil for the lanterns of course
- a lighter, for starting the campfires.
- charcoal, much like coal, but made by cooking wood
- a smoke bomb
- molotov cocktail

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#How long in seconds a torch will burn.
#Default is 960 seconds (16 minutes)
more_fire.torch_burn_time (Burn time of new torches) int 960
#How long in seconds a bottle of lamp oil will burn.
#Default is 720 seconds (12 minutes)
more_fire.oillamp_burn_time (Burn time of oil lamp) int 720
more_fire.finite_torches (Should torches burn out?) bool true
more_fire.pyromania (Enable molotov cocktails?) bool false

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--Smoke Bomb_[rev001]
--base code is from throwing enhanced and potions mods
local MOD_NAME = minetest.get_current_modname()
local MOD_PATH = minetest.get_modpath(MOD_NAME)
local Vec3 = dofile(MOD_PATH..'/lib/Vec3_1-0.lua')
minetest.register_craftitem('more_fire:smokebomb', {
description = 'Smoke Bomb',
inventory_image = 'more_fire_smokebomb.png',
on_place = function(itemstack, user, pointed_thing)
itemstack:take_item()
minetest.sound_play('more_fire_shatter', {gain = 1.0})
--Shattered glass Particles
minetest.add_particlespawner({
amount = 40,
time = 0.1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=2, y=0.2, z=2},
maxvel = {x=-2, y=0.5, z=-2},
minacc = {x=0, y=-6, z=0},
maxacc = {x=0, y=-10, z=0},
minexptime = 0.5,
maxexptime = 2,
minsize = 0.2,
maxsize = 5,
collisiondetection = true,
texture = 'more_fire_shatter.png'})
--smoke particles
minetest.add_particlespawner({
amount = 400,
time = 0.1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=2, y=0.2, z=2},
maxvel = {x=-2, y=0.5, z=-2},
minacc = {x=0, y=-6, z=0},
maxacc = {x=0, y=-10, z=0},
minexptime = 5,
maxexptime = 2,
minsize = 5,
maxsize = 20,
collisiondetection = true,
texture = 'more_fire_smoke.png'})
--more smoke particles
minetest.add_particlespawner({
amount = 600,
time = 1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=10, y= 3, z=10},
maxvel = {x=-10, y= 3, z=-10},
minacc = {x=2, y=2, z=2},
maxacc = {x=-2, y=1, z=-2},
minexptime = 2,
maxexptime = 3,
minsize = 2,
maxsize = 20,
collisiondetection = true,
texture = 'more_fire_smoke.png'})
--even more smoke particles
minetest.add_particlespawner({
amount = 400,
time = 1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=0.2, y=0.2, z=0.2},
maxvel = {x=-0.2, y=0.5, z=-0.2},
minacc = {x=10, y= 2, z=10},
maxacc = {x=-10, y= 1, z=-10},
minexptime = 2,
maxexptime = 3,
minsize = 20,
maxsize = 2,
collisiondetection = true,
texture = 'more_fire_smoke.png'})
local dir = Vec3(user:get_look_dir()) *20
minetest.add_particle(
{x=user:getpos().x, y=user:getpos().y+1.5, z=user:getpos().z}, {x=dir.x, y=dir.y, z=dir.z}, {x=0, y=-10, z=0}, 0.2,
6, false, 'more_fire_smokebomb.png')
return itemstack
end,
})
local function throw_smokebomb(item, player)
local playerpos = player:getpos()
local obj = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.625,z=playerpos.z}, 'more_fire:smokebomb_entity')
local dir = player:get_look_dir()
obj:setvelocity({x=dir.x*30, y=dir.y*30, z=dir.z*30})
obj:setacceleration({x=dir.x*-3, y=-dir.y^8*80-10, z=dir.z*-3})
if not minetest.settings:get_bool('creative_mode') then
item:take_item()
end
return item
end
local function add_effects(pos)
minetest.add_particlespawner({
amount = 200,
time = 0.1,
minpos = vector.subtract(pos, 5 / 3),
maxpos = vector.add(pos, 5 / 3),
minvel = {x=2, y=0.2, z=2},
maxvel = {x=-2, y=-0.5, z=-2},
minacc = {x=1, y=-6, z=1},
maxacc = {x=1, y=-10, z=1},
minexptime = 1,
maxexptime = 5,
minsize = 10,
maxsize = 20,
texture = 'more_fire_smoke.png',})
minetest.add_particlespawner({
amount = 100,
time = 2,
minpos = vector.subtract(pos, 5 / 2),
maxpos = vector.add(pos, 5 / 2),
minvel = {x=0.2, y=0.2, z=0.2},
maxvel = {x=-0.2, y=0.5, z=-0.2},
minacc = {x=10, y= 2, z=10},
maxacc = {x=-10, y= 1, z=-10},
minexptime =1,
maxexptime = 3,
minsize = 5,
maxsize = 15,
texture = 'more_fire_smoke.png',})
end
local function plume(pos)
minetest.set_node(pos, {name='more_fire:plume'})
minetest.get_node_timer(pos):start(3.0)
add_effects(pos)
end
local MORE_FIRE_SMOKEBOMB_ENTITY = {
timer=0,
collisionbox = {0,0,0,0,0,0},
physical = false,
textures = {'more_fire_smokebomb.png'},
lastpos={},
}
MORE_FIRE_SMOKEBOMB_ENTITY.on_step = function(self, dtime)
self.timer = self.timer + dtime
local pos = self.object:getpos()
local node = minetest.get_node(pos)
minetest.add_particlespawner({
amount = 10,
time = 0.5,
minpos = pos,
maxpos = pos,
minvel = {x=-0, y=0, z=-0.5},
maxvel = {x=0, y=0, z=-0.75},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 0.5,
maxexptime = 1,
minsize = 0.25,
maxsize = 0.5,
texture = 'more_fire_smoke.png',})
minetest.add_particlespawner({
amount = 10,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x=-0, y=0, z=-0.5},
maxvel = {x=0, y=0, z=-0.75},
minacc = {x=0, y=0, z=-0.75},
maxacc = {x=-0, y=0, z=-0.5},
minexptime = 0.25,
maxexptime = 0.5,
minsize = 0.5,
maxsize = 0.75,
texture = 'more_fire_smoke.png',})
if self.timer>0.2 then
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= 'more_fire:smokebomb_entity' and obj:get_luaentity().name ~= '__builtin:item' then
if self.node ~= '' then
minetest.sound_play('more_fire_shatter', {gain = 1.0})
local damage = 1
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=damage},
}, nil)
self.object:remove()
end
end
end
end
if self.lastpos.x~=nil then
if node.name ~= 'air' then
self.object:remove()
plume(self.lastpos)
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end
end
minetest.register_entity('more_fire:smokebomb_entity', MORE_FIRE_SMOKEBOMB_ENTITY)
minetest.override_item('more_fire:smokebomb', {on_use = throw_smokebomb})
minetest.register_node('more_fire:plume', {
drawtype = 'plantlike',
description = 'Smoke Plume',
tiles = {{
name='more_fire_smoke_animated.png',
animation={type='vertical_frames', aspect_w=16, aspect_h=16, length=1},
}},
inventory_image = 'more_fire_smoke.png',
light_source = 8,
groups = {dig_immediate=3, not_in_creative_inventory =1, not_in_craft_guide=1},
drop = '',
walkable = false,
buildable_to = true,
damage_per_second = 1,
on_timer = function(pos, elapsed)
minetest.remove_node(pos)
end,
})
minetest.register_abm({
nodenames={'more_fire:plume'},
neighbors={'air'},
interval = 1,
chance = 1,
action = function(pos, node)
if minetest.get_node({x=pos.x, y=pos.y+1.0, z=pos.z}).name == 'air' and
minetest.get_node({x=pos.x, y=pos.y+2.0, z=pos.z}).name == 'air' then
minetest.add_particlespawner({
amount = 400,
time = 3,
minpos = pos,
maxpos = pos,
minvel = {x=2, y=-0.2, z=2},
maxvel = {x=-2, y=-0.5, z=-2},
minacc = {x=0, y=-6, z=0},
maxacc = {x=0, y=-10, z=0},
minexptime = 2,
maxexptime = 6,
minsize = 0.05,
maxsize = 0.5,
collisiondetection =false,
texture = 'more_fire_smoke.png'})
minetest.add_particlespawner({
amount = 50,
time = 2,
minpos = pos,
maxpos = pos,
minvel = {x=-2, y=0.5, z=-2},
maxvel = {x=2, y=0.5, z=2},
minacc = {x=0, y=0.04, z=0},
maxacc = {x=0, y=0.01, z=0},
minexptime = 1,
maxexptime = 3,
minsize = 3,
maxsize = 5,
collisiondetection = false,
texture = 'more_fire_smoke.png'})
minetest.add_particlespawner({
amount = 400,
time = 2,
minpos = vector.subtract(pos, 5 / 2),
maxpos = vector.add(pos, 5 / 2),
minvel = {x=0.2, y=2, z=0.2},
maxvel = {x=-0.2, y=2, z=-0.2},
minacc = {x=10, y= 2, z=10},
maxacc = {x=-10, y= 1, z=-10},
minexptime =1,
maxexptime = 3,
minsize = 5,
maxsize = 15,
texture = 'more_fire_smoke.png',})
end
end
})
minetest.register_craft({
output = 'more_fire:smoke_bomb',
recipe = {
{'more_fire:flintstone'},
{'more_fire:charcoal'},
{'vessels:glass_bottle'},
}
})

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