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43 Commits

Author SHA1 Message Date
a3846876ec changed shit to poop 2023-05-03 12:11:11 +02:00
1705722908 Craftings added 2023-05-02 20:54:31 +02:00
b62ffd6996 Shitting fixed 2023-05-02 20:34:00 +02:00
0397a7a911 Shitting added 2023-05-02 20:30:12 +02:00
31df071956 new biome 2023-05-02 20:12:09 +02:00
8a28cbfddb new player model 2023-05-02 18:44:15 +02:00
ce0ca11f31 less unnecesary crap code 2023-05-02 17:12:25 +02:00
edcfc93db3 removed bags from i3 2023-04-28 08:01:36 +02:00
88b8e857cb big changes 2023-04-26 21:27:40 +02:00
dcaa8e5d63 changed item pickup radius to 2 2023-04-26 20:09:07 +02:00
ba91a3df1b sus 2023-04-25 00:57:34 +02:00
57d740cf4f restored main menu music 2023-04-17 22:31:39 +02:00
343911c1c9 Update 'README.md' 2023-03-19 12:44:01 +00:00
d0fc5ca2e5 Update 'README.md' 2023-03-19 12:39:23 +00:00
a892365de4 sus 2023-03-02 17:12:48 +01:00
8a08384a6c small sussy changes 2023-02-28 18:51:57 +01:00
8f0806b0a4 modified sussy imposter spawning parameters, removed foggy piano music for now 2023-02-23 20:57:08 +01:00
5f60a72df9 nice 2023-02-23 20:37:11 +01:00
6d67496bd6 fixed sodas 2023-02-23 19:03:31 +00:00
02a7044e19 added new amogus spawning system, tweaked sussy imposter spawning system 2023-02-23 19:03:25 +01:00
adefaaf592 removed old amogus sound file and added music to main menu 2023-02-23 15:24:47 +01:00
0a0ecf49b4 updated license 2023-02-23 15:16:50 +01:00
b4b589f864 Zaktualizuj 'LICENSE.txt' 2023-02-23 14:12:14 +00:00
0a15121fbf trying to add item_drop again 2023-02-18 19:03:00 +01:00
e41623d029 temporarly removed item_drop 2023-02-18 19:01:39 +01:00
89c8b55d8d AAAAAAAA NOT WORKING 2023-02-18 18:57:05 +01:00
6036182625 part 3/3 added item_drop NOT as submodule 2023-02-18 18:54:50 +01:00
09f544e34c last commit not working so theres 2/3 part 2023-02-18 18:53:44 +01:00
f385686b3d mod item_drop is no loner a submodule 2023-02-18 18:51:36 +01:00
1622e5cd6d I suspiciously f****d up last commit so theres second part of the previous one 2023-02-18 17:15:39 +01:00
cbeab46431 restored item_drop submodule, added new sussy imposter spawning system, added mod.conf with name to every mod, fixed 3 water errors on chat 2023-02-18 17:07:35 +01:00
73e63d452f obsusian sword damage fixed 2023-02-18 12:53:23 +01:00
7eae59a8ca fix 2023-02-18 12:09:31 +01:00
0a7f3829f3 added item drop pickup mod as submodule, fixed "Deprecated call to "get_entity_name" error spam, increased sussy imposter spawning rate but decreased chance of spawn on each iteration 2023-02-16 00:49:24 +01:00
Kacper Kostka
a17a49bbfd cool 2023-02-12 17:34:01 +01:00
Kacper Kostka
275ef8f3a1 Purple Bricks fixed 2023-02-12 16:13:22 +01:00
Kacper Kostka
a9a5a9bcb5 fix 2023-02-12 16:09:51 +01:00
Kacper Kostka
60fec2cb4f nice 2023-02-12 16:07:35 +01:00
49cf5f16f9 sussy imposters no longer spawn underwater 2023-02-11 19:28:03 +01:00
Kacper Kostka
5233a3aa6f . 2023-02-06 05:22:35 +01:00
f62082d9c6 Added Sussy Imposter (he's very sussy and he wants to kill you) and improved jumping of every entity 2023-02-05 23:47:35 +01:00
Kacper Kostka
27d36b0e8b craftings fixed 2023-02-05 21:35:34 +01:00
Kacper Kostka
e281b06031 n 2023-02-05 16:37:48 +01:00
86 changed files with 2879 additions and 2321 deletions

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@@ -0,0 +1,8 @@
The MIT License (MIT)
Copyright © 2023 Kacper Kostka & Looki2000 (Łukasz Brzostowski)
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.

2
README.md Normal file
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added readme because yes
sus

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@@ -33,7 +33,7 @@ minetest.register_node("amogus_blocks:tv", {
{items = {'amogus_items:pcb'}, rarity = 1}, {items = {'amogus_items:pcb'}, rarity = 1},
}, },
}, groups = {stone=3}, }, groups = {crumbly = 3},
}) })
minetest.register_node("amogus_blocks:bricks", { minetest.register_node("amogus_blocks:bricks", {
@@ -72,6 +72,12 @@ minetest.register_node("amogus_blocks:black_bricks", {
drop = 'amogus_blocks:black_bricks', drop = 'amogus_blocks:black_bricks',
}) })
minetest.register_node("amogus_blocks:purple_bricks", {
description = "purple Bricks",
tiles = {"Bricks_purple.png"}, groups = {stone=3},
drop = 'amogus_blocks:purple_bricks',
})
minetest.register_node("amogus_blocks:planks", { minetest.register_node("amogus_blocks:planks", {
description = "Planks", description = "Planks",
tiles = {"Planks.png"}, tiles = {"Planks.png"},
@@ -137,6 +143,29 @@ minetest.register_node("amogus_blocks:transparent", {
groups = {cracky=3,oddly_breakable_by_hand=3}, groups = {cracky=3,oddly_breakable_by_hand=3},
}) })
---- grasses and dirts (blocks) ----
minetest.register_node("amogus_blocks:dirt", {
description = "Dirt",
tiles = {"d.png"},
groups = {crumbly = 3},
drop = {
max_items = 2,
items = {
{
items = {"amogus_blocks:dirt"}, -- always drop one dirt
rarity = 1,
},
{
items = {"amogus_items:rock"},
rarity = 3,
},
},
},
})
minetest.register_node("amogus_blocks:grass", { minetest.register_node("amogus_blocks:grass", {
description = "Grass", description = "Grass",
tiles = { tiles = {
@@ -152,15 +181,16 @@ minetest.register_node("amogus_blocks:grass", {
max_items = 2, max_items = 2,
items = { items = {
{ {
items = {'amogus_blocks:dirt 5'}, items = {'amogus_blocks:dirt'},
rarity = 3, rarity = 1,
}, },
{ {
items = {'amogus_items:rock'}, items = {'amogus_items:rock'},
rarity = 2, rarity = 3,
}, },
}, },
}, groups = {crumbly=3}, },
groups = {crumbly=3},
}) })
minetest.register_node("amogus_blocks:grass_green", { minetest.register_node("amogus_blocks:grass_green", {
@@ -179,22 +209,24 @@ minetest.register_node("amogus_blocks:grass_green", {
items = { items = {
{ {
items = {'amogus_blocks:dirt'}, items = {'amogus_blocks:dirt'},
rarity = 3, rarity = 1,
}, },
{ {
items = {'amogus_items:rock'}, items = {'amogus_items:rock'},
rarity = 2, rarity = 3,
}, },
}, },
}, groups = {crumbly=3}, }, groups = {crumbly=3},
}) })
---------------------------------
minetest.register_node("amogus_blocks:wood", { minetest.register_node("amogus_blocks:wood", {
description = "Wood", description = "Wood",
tiles = {"wood.png"}, tiles = {"wood.png"},
drop = 'amogus_items:wooden_plank 9', drop = 'amogus_blocks:wood',
groups = {choppy = 3, flammable = 3, wood = 1}, groups = {choppy = 3, flammable = 3, wood = 1},
}) })
@@ -267,29 +299,10 @@ minetest.register_node("amogus_blocks:water_flowing", {
groups = {water = 3, liquid = 3, not_in_creative_inventory = 1, cools_lava = 1} groups = {water = 3, liquid = 3, not_in_creative_inventory = 1, cools_lava = 1}
}) })
minetest.register_node("amogus_blocks:dirt", { minetest.register_node("amogus_blocks:sand", {
description = "Dirt",
tiles = {"d.png"},
groups = {crumbly = 3},
drop = {
max_items = 2,
items = {
{
items = {'amogus_blocks:dirt'},
rarity = 3,
},
{
items = {'amogus_items:rock'},
rarity = 2,
},
},
},
})minetest.register_node("amogus_blocks:sand", {
description = "Sand", description = "Sand",
tiles = {"sand.png"}, tiles = {"sand.png"},
groups = {crumbly = 3}, groups = {crumbly = 3, falling_node = 1},
}) })
minetest.register_node("amogus_blocks:stone", { minetest.register_node("amogus_blocks:stone", {
@@ -326,25 +339,56 @@ minetest.register_node("amogus_blocks:iron_ore", {
--sounds = default.node_sound_stone_defaults(), --sounds = default.node_sound_stone_defaults(),
}) })
local loot = { -- item name, probability (larger number = larger probability relative to numbers of other items)
"amogus_items:amogus", local lucky_loot = {
"amogus_items:sprite", {"amogus_items:dynamite" , 3.0},
"amogus_items:coke", {"amogus_items:amogus" , 4.0},
"amogus_items:fanta", {"amogus_items:coke" , 2.0},
"amogus_items:tomato", {"amogus_items:fanta" , 2.0},
"amogus_items:lightsaber_blue", {"amogus_items:tomato" , 2.0},
"amogus_items:lightsaber_red", {"amogus_items:sugar" , 4.0},
"amogus_items:lightsaber_green", {"amogus_items:water" , 4.0},
{"amogus_items:sprite" , 2.0},
{"amogus_items:lightsaber_blue" , 1.0},
{"amogus_items:lightsaber_red" , 1.0},
{"amogus_items:lightsaber_green" , 1.0},
} }
-- sum of all numbers in second column
local lucky_loot_propability_sum = 0
local last_lucky_loot_propability_sum = 0
for _, item in ipairs(lucky_loot) do
last_lucky_loot_propability_sum = lucky_loot_propability_sum
lucky_loot_propability_sum = lucky_loot_propability_sum + item[2]
item[2] = last_lucky_loot_propability_sum
-- create new column element
item[3] = lucky_loot_propability_sum
end
minetest.register_node("amogus_blocks:lucky_block", { minetest.register_node("amogus_blocks:lucky_block", {
description = "Lucky Block", description = "Lucky Block",
tiles = {"luckyblock.png"}, tiles = {"luckyblock.png"},
groups = {cracky = 3}, groups = {cracky = 3},
on_punch = function(pos, node, puncher, pointed_thing) on_punch = function(pos, node, puncher, pointed_thing)
local item = loot[math.random(#loot)]
minetest.add_item(pos, item) local random_number = math.random() * lucky_loot_propability_sum
for _, item in ipairs(lucky_loot) do
-- if random_number is in range of current item (inclusive start, exclusive end)
if random_number >= item[2] and random_number < item[3] then
minetest.add_item(pos, item[1])
break
end
end
--local item = lucky_loot[math.random(#lucky_loot)]
--minetest.add_item(pos, item)
minetest.add_particlespawner({ minetest.add_particlespawner({
amount = 100, amount = 100,
time = 0.1, time = 0.1,
@@ -530,3 +574,18 @@ minetest.register_node("amogus_blocks:golden_block", {
groups = {stone=2}, groups = {stone=2},
}) })
minetest.register_node("amogus_blocks:grass_yellow", {
description = "Yellow Grass",
tiles = {
"grass_yellow_top.png",
"d.png",
"grass_yellow_side.png",
"grass_yellow_side.png",
"grass_yellow_side.png",
"grass_yellow_side.png"
},
groups = {crumbly=3,soil=1},
drop = 'amogus_blocks:dirt',
})

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name = amogus_blocks

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@@ -3,16 +3,16 @@ minetest.register_craft({
output = "amogus_items:goldenplumba", output = "amogus_items:goldenplumba",
recipe = { recipe = {
{"amogus_items:gold_ingot", "amogus_items:gold_ingot", "amogus_items:gold_ingot"}, {"amogus_items:gold_ingot", "amogus_items:gold_ingot", "amogus_items:gold_ingot"},
{"amogus_items:gold_ingot", "amogus_items:wooden_plank", "amogus_items:gold_ingot"}, {"amogus_items:gold_ingot", "amogus_blocks:planks", "amogus_items:gold_ingot"},
{"amogus_items:gold_ingot", "amogus_items:wooden_plank", "amogus_items:gold_ingot"}, {"amogus_items:gold_ingot", "amogus_blocks:planks", "amogus_items:gold_ingot"},
} }
}) })
minetest.register_craft({ minetest.register_craft({
output = "amogus_items:susplumba", output = "amogus_items:susplumba",
recipe = { recipe = {
{"amogus_items:sussium_ingot", "amogus_items:sussium_ingot", "amogus_items:sussium_ingot"}, {"amogus_items:sussium_ingot", "amogus_items:sussium_ingot", "amogus_items:sussium_ingot"},
{"amogus_items:sussium_ingot", "amogus_items:wooden_plank", "amogus_items:sussium_ingot"}, {"amogus_items:sussium_ingot", "amogus_blocks:planks", "amogus_items:sussium_ingot"},
{"amogus_items:sussium_ingot", "amogus_items:wooden_plank", "amogus_items:sussium_ingot"}, {"amogus_items:sussium_ingot", "amogus_blocks:planks", "amogus_items:sussium_ingot"},
} }
}) })
@@ -33,11 +33,11 @@ minetest.register_craft({
} }
}) })
minetest.register_craft({ minetest.register_craft({
output = "amogus_blocks:planks", output = "amogus_blocks:planks 4",
recipe = { recipe = {
{"amogus_items:wooden_plank", "amogus_items:wooden_plank", "amogus_items:wooden_plank"}, {"", "", ""},
{"amogus_items:wooden_plank", "amogus_items:wooden_plank", "amogus_items:wooden_plank"}, {"", "amogus_blocks:wood", ""},
{"amogus_items:wooden_plank", "amogus_items:wooden_plank", "amogus_items:wooden_plank"}, {"", "", ""},
} }
}) })
@@ -45,8 +45,8 @@ minetest.register_craft({
output = "amogus_items:sussiumshovel", output = "amogus_items:sussiumshovel",
recipe = { recipe = {
{"", "amogus_blocks:sussium_block", ""}, {"", "amogus_blocks:sussium_block", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
@@ -54,8 +54,8 @@ minetest.register_craft({
output = "amogus_items:goldenshovel", output = "amogus_items:goldenshovel",
recipe = { recipe = {
{"", "amogus_items:gold_ingot", ""}, {"", "amogus_items:gold_ingot", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
@@ -63,8 +63,8 @@ minetest.register_craft({
output = "amogus_items:stoneshovel", output = "amogus_items:stoneshovel",
recipe = { recipe = {
{"", "amogus_items:rock", ""}, {"", "amogus_items:rock", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
@@ -73,16 +73,16 @@ minetest.register_craft({
output = "amogus_items:stoneaxe", output = "amogus_items:stoneaxe",
recipe = { recipe = {
{"", "amogus_items:rock", "amogus_items:rock"}, {"", "amogus_items:rock", "amogus_items:rock"},
{"", "amogus_items:wooden_plank", "amogus_items:rock"}, {"", "amogus_blocks:planks", "amogus_items:rock"},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
minetest.register_craft({ minetest.register_craft({
output = "amogus_items:stoneaxe", output = "amogus_items:stoneaxe",
recipe = { recipe = {
{"amogus_items:rock", "amogus_items:rock", ""}, {"amogus_items:rock", "amogus_items:rock", ""},
{"amogus_items:rock", "amogus_items:wooden_plank", ""}, {"amogus_items:rock", "amogus_blocks:planks", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
@@ -90,16 +90,16 @@ minetest.register_craft({
output = "amogus_items:goldenaxe", output = "amogus_items:goldenaxe",
recipe = { recipe = {
{"amogus_items:gold_ingot", "amogus_items:gold_ingot", ""}, {"amogus_items:gold_ingot", "amogus_items:gold_ingot", ""},
{"amogus_items:gold_ingot", "amogus_items:wooden_plank", ""}, {"amogus_items:gold_ingot", "amogus_blocks:planks", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
minetest.register_craft({ minetest.register_craft({
output = "amogus_items:goldenaxe", output = "amogus_items:goldenaxe",
recipe = { recipe = {
{"", "amogus_items:gold_ingot", "amogus_items:gold_ingot"}, {"", "amogus_items:gold_ingot", "amogus_items:gold_ingot"},
{"", "amogus_items:wooden_plank", "amogus_items:gold_ingot"}, {"", "amogus_blocks:planks", "amogus_items:gold_ingot"},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
@@ -107,8 +107,8 @@ minetest.register_craft({
output = "amogus_items:sussiumaxe", output = "amogus_items:sussiumaxe",
recipe = { recipe = {
{"", "amogus_blocks:sussium_block", "amogus_blocks:sussium_block"}, {"", "amogus_blocks:sussium_block", "amogus_blocks:sussium_block"},
{"", "amogus_items:wooden_plank", "amogus_blocks:sussium_block"}, {"", "amogus_blocks:planks", "amogus_blocks:sussium_block"},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
@@ -116,8 +116,8 @@ minetest.register_craft({
output = "amogus_items:sussiumaxe", output = "amogus_items:sussiumaxe",
recipe = { recipe = {
{"amogus_blocks:sussium_block", "amogus_blocks:sussium_block", ""}, {"amogus_blocks:sussium_block", "amogus_blocks:sussium_block", ""},
{"amogus_blocks:sussium_block", "amogus_items:wooden_plank", ""}, {"amogus_blocks:sussium_block", "amogus_blocks:planks", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
@@ -157,8 +157,8 @@ minetest.register_craft({
output = "amogus_items:stonepickaxe", output = "amogus_items:stonepickaxe",
recipe = { recipe = {
{"amogus_items:rock", "amogus_items:rock", "amogus_items:rock"}, {"amogus_items:rock", "amogus_items:rock", "amogus_items:rock"},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
@@ -166,8 +166,8 @@ minetest.register_craft({
output = "amogus_items:goldenpickaxe", output = "amogus_items:goldenpickaxe",
recipe = { recipe = {
{"amogus_items:gold_ingot", "amogus_items:gold_ingot", "amogus_items:gold_ingot"}, {"amogus_items:gold_ingot", "amogus_items:gold_ingot", "amogus_items:gold_ingot"},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
@@ -175,8 +175,8 @@ minetest.register_craft({
output = "amogus_items:sussiumpickaxe", output = "amogus_items:sussiumpickaxe",
recipe = { recipe = {
{"amogus_blocks:sussium_block", "amogus_blocks:sussium_block", "amogus_blocks:sussium_block"}, {"amogus_blocks:sussium_block", "amogus_blocks:sussium_block", "amogus_blocks:sussium_block"},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
{"", "amogus_items:wooden_plank", ""}, {"", "amogus_blocks:planks", ""},
} }
}) })
@@ -186,7 +186,7 @@ minetest.register_craft({
recipe = { recipe = {
{"amogus_blocks:obsusian", "amogus_blocks:obsusian", "amogus_blocks:obsusian"}, {"amogus_blocks:obsusian", "amogus_blocks:obsusian", "amogus_blocks:obsusian"},
{"amogus_blocks:obsusian", "amogus_blocks:obsusian", "amogus_blocks:obsusian"}, {"amogus_blocks:obsusian", "amogus_blocks:obsusian", "amogus_blocks:obsusian"},
{"", "amogus_items:wooden_plank", ""}, {"amogus_blocks:obsusian", "amogus_blocks:planks", "amogus_blocks:obsusian"},
} }
}) })
@@ -273,17 +273,17 @@ minetest.register_craft({
output = "carts:powerrail 16", output = "carts:powerrail 16",
recipe = { recipe = {
{"amogus_items:iron_ingot", "amogus_items:pcb", "amogus_items:iron_ingot"}, {"amogus_items:iron_ingot", "amogus_items:pcb", "amogus_items:iron_ingot"},
{"amogus_items:iron_ingot", "amogus_items:wooden_plank", "amogus_items:iron_ingot"}, {"amogus_items:iron_ingot", "amogus_blocks:planks", "amogus_items:iron_ingot"},
{"amogus_items:iron_ingot", "amogus_items:wooden_plank", "amogus_items:iron_ingot"}, {"amogus_items:iron_ingot", "amogus_blocks:planks", "amogus_items:iron_ingot"},
} }
}) })
minetest.register_craft({ minetest.register_craft({
output = "carts:rail 16", output = "carts:rail 16",
recipe = { recipe = {
{"amogus_items:iron_ingot", "amogus_items:wooden_plank", "amogus_items:iron_ingot"}, {"amogus_items:iron_ingot", "amogus_blocks:planks", "amogus_items:iron_ingot"},
{"amogus_items:iron_ingot", "amogus_items:wooden_plank", "amogus_items:iron_ingot"}, {"amogus_items:iron_ingot", "amogus_blocks:planks", "amogus_items:iron_ingot"},
{"amogus_items:iron_ingot", "amogus_items:wooden_plank", "amogus_items:iron_ingot"}, {"amogus_items:iron_ingot", "amogus_blocks:planks", "amogus_items:iron_ingot"},
} }
}) })
@@ -294,4 +294,42 @@ minetest.register_craft({
{"", "amogus_items:iron_ingot", ""}, {"", "amogus_items:iron_ingot", ""},
{"", "", ""}, {"", "", ""},
} }
})
minetest.register_craft({
output = "amogus_blocks:purple_bricks",
recipe = {
{"", "amogus_blocks:purpleblock", ""},
{"", "amogus_blocks:grey_bricks", ""},
{"", "", ""},
}
})
minetest.register_craft({
output = "amogus_items:obsusian_sword",
recipe = {
{"amogus_blocks:obsusian"},
{"amogus_blocks:obsusian"},
{"amogus_blocks:planks"},
}
})
minetest.register_craft({
output = "amogus_items:obsusian_shovel",
recipe = {
{"amogus_blocks:obsusian"},
{"amogus_blocks:planks"},
{"amogus_blocks:planks"},
}
})
-- create recipe for pooper out of PCB and mogus and dirt
minetest.register_craft({
output = "amogus_items:pooper",
recipe = {
{"amogus_items:pcb", "amogus_items:mogus", "amogus_items:pcb"},
{"amogus_items:pcb", "amogus_blocks:dirt", "amogus_items:pcb"},
{"amogus_items:pcb", "amogus_items:pcb", "amogus_items:pcb"},
}
}) })

View File

@@ -0,0 +1 @@
name = amogus_craftings

View File

@@ -15,6 +15,11 @@ local entity = {
mesh = "amogus_entity.obj", mesh = "amogus_entity.obj",
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
minetest.chat_send_player(clicker:get_player_name(), "WHY ARE YOU SUCH SUSSY BAKA?") minetest.chat_send_player(clicker:get_player_name(), "WHY ARE YOU SUCH SUSSY BAKA?")
-- give player mogus item
local inv = clicker:get_inventory()
inv:add_item("main", "amogus_items:mogus")
-- remove entity
self.object:remove()
end, end,
@@ -48,7 +53,6 @@ local entity = {
self.min_max_jump_force_diff = self.max_jump_force - self.min_jump_force self.min_max_jump_force_diff = self.max_jump_force - self.min_jump_force
end, end,
on_step = function(self, dtime) on_step = function(self, dtime)
-- play amogus sound randomly -- play amogus sound randomly
@@ -120,14 +124,20 @@ local entity = {
pos.z = pos.z + dir_sin pos.z = pos.z + dir_sin
local bnode = minetest.get_node(pos) local bnode = minetest.get_node(pos)
if bnode.name == "air" or bnode.name == "amogus_blocks:water_source" or bnode.name == "amogus_blocks:water_flowing" then --if bnode.name == "air" or bnode.name == "amogus_blocks:water_source" or bnode.name == "amogus_blocks:water_flowing" then
-- if node is not solid OR is a liquid
if minetest.registered_nodes[bnode.name].walkable == false or minetest.registered_nodes[bnode.name].liquidtype ~= "none" then
self.block_lastly_in_front = false self.block_lastly_in_front = false
-- if node next to the entity is a solid block
else else
if self.block_lastly_in_front == false then if self.block_lastly_in_front == false then
self.block_lastly_in_front = true self.block_lastly_in_front = true
local vel = self.object:get_velocity() local vel = self.object:get_velocity()
vel.y = vel.y + (math.random() * self.min_max_jump_force_diff + self.min_jump_force) vel.y = vel.y + (math.random() * self.min_max_jump_force_diff + self.min_jump_force)
self.object:set_velocity(vel) self.object:set_velocity(vel)
-- randomly jump in the next iteration even if theres still a block in front
elseif math.random(10) == 1 then
self.block_lastly_in_front = false
end end
end end

View File

@@ -66,11 +66,11 @@ local entity = {
player = nil, player = nil,
player_pos = nil, player_pos = nil,
mini_crewmate_pos = nil, entity_pos = nil,
crewmate_player_vector = nil, entity_player_vector = nil,
distance = nil, distance = nil,
current_distance = nil, current_distance = nil,
current_crewmate_player_vector = nil, current_entity_player_vector = nil,
@@ -136,30 +136,29 @@ local entity = {
self.player = minetest.get_connected_players()[1] self.player = minetest.get_connected_players()[1]
self.player_pos = self.player:get_pos() self.player_pos = self.player:get_pos()
self.mini_crewmate_pos = self.object:get_pos() self.entity_pos = self.object:get_pos()
self.crewmate_player_vector = vector.subtract(self.player_pos, self.mini_crewmate_pos) self.entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
self.distance = vector.length(self.crewmate_player_vector) self.distance = vector.length(self.entity_player_vector)
-- if on multiplayer mode, calculate distance between nearest player and mini crewmate -- if on multiplayer mode, calculate distance between nearest player and mini crewmate
else else
self.player = minetest.get_connected_players() self.player = minetest.get_connected_players()
self.distance = nil self.distance = nil
self.crewmate_player_vector = nil self.entity_player_vector = nil
self.mini_crewmate_pos = self.object:get_pos() self.entity_pos = self.object:get_pos()
-- iterate over all players -- iterate over all players
for i = 1, #self.player do for i = 1, #self.player do
minetest.chat_send_all("player " .. i)
self.player_pos = self.player[i]:get_pos() self.player_pos = self.player[i]:get_pos()
--self.crewmate_player_vector = vector.subtract(self.player_pos, self.mini_crewmate_pos) --self.entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
self.current_crewmate_player_vector = vector.subtract(self.player_pos, self.mini_crewmate_pos) self.current_entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
self.current_distance = vector.length(self.current_crewmate_player_vector) self.current_distance = vector.length(self.current_entity_player_vector)
-- if distance is nil or current_distance is smaller than distance, set distance to current_distance -- if distance is nil or current_distance is smaller than distance, set distance to current_distance
if self.distance == nil or self.current_distance < self.distance then if self.distance == nil or self.current_distance < self.distance then
self.distance = self.current_distance self.distance = self.current_distance
self.crewmate_player_vector = self.current_crewmate_player_vector self.entity_player_vector = self.current_entity_player_vector
end end
end end
end end
@@ -240,10 +239,10 @@ local entity = {
-- if mode is 3 (run away) set rotation so mini crewmate is facing either at the player or away from the player depending on situation -- if mode is 3 (run away) set rotation so mini crewmate is facing either at the player or away from the player depending on situation
if self.mode == 3 then if self.mode == 3 then
-- look away from the player -- look away from the player
self.object:set_yaw(math.atan2(-self.crewmate_player_vector.z, -self.crewmate_player_vector.x)) self.object:set_yaw(math.atan2(-self.entity_player_vector.z, -self.entity_player_vector.x))
else else
-- look at the player -- look at the player
self.object:set_yaw(math.atan2(self.crewmate_player_vector.z, self.crewmate_player_vector.x)) self.object:set_yaw(math.atan2(self.entity_player_vector.z, self.entity_player_vector.x))
end end
end end
@@ -281,14 +280,20 @@ local entity = {
pos.z = pos.z + dir_sin pos.z = pos.z + dir_sin
local bnode = minetest.get_node(pos) local bnode = minetest.get_node(pos)
if bnode.name == "air" or bnode.name == "amogus_blocks:water_source" or bnode.name == "amogus_blocks:water_flowing" then --if bnode.name == "air" or bnode.name == "amogus_blocks:water_source" or bnode.name == "amogus_blocks:water_flowing" then
-- if node is not solid OR is a liquid
if minetest.registered_nodes[bnode.name].walkable == false or minetest.registered_nodes[bnode.name].liquidtype ~= "none" then
self.block_lastly_in_front = false self.block_lastly_in_front = false
-- if node next to the entity is a solid block
else else
if self.block_lastly_in_front == false then if self.block_lastly_in_front == false then
self.block_lastly_in_front = true self.block_lastly_in_front = true
local vel = self.object:get_velocity() local vel = self.object:get_velocity()
vel.y = vel.y + self.jump_force vel.y = vel.y + self.jump_force
self.object:set_velocity(vel) self.object:set_velocity(vel)
-- randomly jump in the next iteration even if theres still a block in front
elseif math.random(10) == 1 then
self.block_lastly_in_front = false
end end
end end

View File

@@ -0,0 +1,303 @@
--local textures_b = {
-- "amogus_entity.png",
-- "amogus_entity_b.png",
-- "amogus_entity_g.png",
-- "amogus_entity_br.png"
--}
local entity = {
physical = true,
collisionbox = {-0.75, 0, -0.75, 0.75, 1.5, 0.75},
visual = "mesh",
visual_size = {x=15, y=15, z=15},
mesh = "sussy_imposter_entity.obj",
textures = {"sussy_imposter_entity.png"},
on_rightclick = function(self, clicker)
minetest.chat_send_player(clicker:get_player_name(), "YOU MET THE MOST SUS THING IN THE WORLD!")
amogus_general.play_random_sound(
"sus_sound",
self.object:get_pos(),
1.0, -- gain
40, -- max_hear_distance
1.0 -- pitch
)
end,
-- impostor config --
walk_acceleration_speed = 0.08, -- acceleration speed when no panic, no stress
run_acceleration_speed = 0.15, -- acceleration speed when chasing player
rotation_acceleration_speed = 0.5, -- self explainatory
gravity = 9.81, -- m/s^2
jump_force = 8, -- self explainatory
friction = 0.6, -- friction (0.0 - no friction like perfectly smooth ice | 1.0 - full friction and can't even move)
rotation_friction = 0.8, -- the same but for rotation
largest_distance_to_find_player = 12, -- largest distance to find player
smallest_distance_to_lost_player = 16, -- smallest distance to lost player
largest_distance_to_hurt_player = 1.5, -- largest distance to hurt player
--------------------------
block_lastly_in_front = false,
rotation_velocity = 0,
rotation_direction = nil,
sound_pitch = nil,
sound_propability = nil,
-- player detection variables
player = nil,
player_pos = nil,
entity_pos = nil,
entity_player_vector = nil,
distance = nil,
current_distance = nil,
current_entity_player_vector = nil,
nearest_player_index = nil,
mode = 0, -- | 0 - stand still | 1 - walk | 2 - chase
on_activate = function(self, staticdata)
self.object:set_yaw(math.random() * 2 * math.pi)
self.rotation_direction = math.random(-1, 1)
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
amogus_general.play_random_sound(
"sus_sound",
self.object:get_pos(),
1.0, -- gain
40, -- max_hear_distance
1.5 -- pitch
)
end,
on_step = function(self, dtime)
-- play sus sound randomly with different pitch depending on situation
if self.mode == 0 or self.mode == 1 then -- stand still or walk
self.sound_pitch = 0.8
self.sound_propability = 100
else -- chase (2)
self.sound_pitch = 1.2
self.sound_propability = 50
end
if math.random(self.sound_propability) == 1 then
amogus_general.play_random_sound(
"sus_sound",
self.object:get_pos(),
1.0, -- gain
40, -- max_hear_distance
self.sound_pitch -- pitch
)
end
-- if on singpleplayer mode or only one player is connected, calculate distance between player and mini crewmate
if minetest.is_singleplayer() or #minetest.get_connected_players() == 1 then
-- get first player
self.player = minetest.get_connected_players()[1]
self.player_pos = self.player:get_pos()
self.entity_pos = self.object:get_pos()
self.entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
self.distance = vector.length(self.entity_player_vector)
-- if on multiplayer mode, calculate distance between nearest player and mini crewmate
else
self.player = minetest.get_connected_players()
self.distance = nil
self.entity_player_vector = nil
self.nearest_player_index = nil
self.entity_pos = self.object:get_pos()
-- iterate over all players
for i = 1, #self.player do
self.player_pos = self.player[i]:get_pos()
--self.entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
self.current_entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
self.current_distance = vector.length(self.current_entity_player_vector)
-- if distance is nil or current_distance is smaller than distance, set distance to current_distance
if self.distance == nil or self.current_distance < self.distance then
self.distance = self.current_distance
self.entity_player_vector = self.current_entity_player_vector
self.nearest_player_index = i
end
end
-- get nearest player
self.player = self.player[self.nearest_player_index]
end
-- if mode is 0 or 1 (stand still or walk) and distance is smaller or equal to largest_distance_to_find_player, set mode to 2 (chase)
if (self.mode == 0 or self.mode == 1) and self.distance <= self.largest_distance_to_find_player then
self.mode = 2
-- elseif mode is 2 (chase)
elseif self.mode == 2 then
-- if distance is greater or equal to smallest_distance_to_lost_player, set mode to 0 (stand still)
if self.distance >= self.smallest_distance_to_lost_player then
self.mode = 0
-- else if distance is smaller or equal to largest_distance_to_hurt_player, hurt player
elseif self.distance <= self.largest_distance_to_hurt_player then
if math.random(10) == 1 then
self.player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 5},
}, nil)
end
end
end
-- if if not performing an action related to the player
if self.mode ~= 2 then
-- make mini crewmate sometimes stand still and sometimes walk
if math.random(100) == 1 then
if self.mode == 0 then
self.mode = 1
else
self.mode = 0
end
end
-- some chance of chaning rotation_direction to random value
if math.random(10) == 1 then
--self.rotation_direction = math.random(-1, 1)
local rand = math.random()
if rand < 0.2 then
self.rotation_direction = 1
elseif rand < 0.4 then
self.rotation_direction = -1
else
self.rotation_direction = 0
end
end
-- update rotation_velocity
self.rotation_velocity = self.rotation_velocity + self.rotation_direction * self.rotation_acceleration_speed * dtime
-- update rotation
self.object:set_yaw(self.object:get_yaw() + self.rotation_velocity * dtime)
-- apply rotation_friction
self.rotation_velocity = self.rotation_velocity * (1 - self.rotation_friction * dtime)
else -- else performing an action related to the player
self.rotation_velocity = 0;
-- set rotation so entity is facing at the player
self.object:set_yaw(math.atan2(self.entity_player_vector.z, self.entity_player_vector.x))
end
-- perform calculations on direction
local dir = self.object:get_yaw()
local dir_cos = math.cos(dir)
local dir_sin = math.sin(dir)
-- if not standing still
if self.mode ~= 0 then
-- make mini crewmate walk or run
local vel = self.object:get_velocity()
-- if walking
if self.mode == 1 then
vel.x = vel.x + dir_cos * self.walk_acceleration_speed
vel.z = vel.z + dir_sin * self.walk_acceleration_speed
else -- chasing (2)
vel.x = vel.x + dir_cos * self.run_acceleration_speed
vel.z = vel.z + dir_sin * self.run_acceleration_speed
end
self.object:set_velocity(vel)
end
-- Make it also jump when some block is in front of it
local pos = self.object:get_pos()
pos.x = pos.x + dir_cos
pos.z = pos.z + dir_sin
local bnode = minetest.get_node(pos)
--if bnode.name == "air" or bnode.name == "amogus_blocks:water_source" or bnode.name == "amogus_blocks:water_flowing" then
-- if node is not solid OR is a liquid
if minetest.registered_nodes[bnode.name].walkable == false or minetest.registered_nodes[bnode.name].liquidtype ~= "none" then
self.block_lastly_in_front = false
-- if node next to the entity is a solid block
else
if self.block_lastly_in_front == false then
self.block_lastly_in_front = true
local vel = self.object:get_velocity()
vel.y = vel.y + self.jump_force
self.object:set_velocity(vel)
-- randomly jump in the next iteration even if theres still a block in front
elseif math.random(10) == 1 then
self.block_lastly_in_front = false
end
end
local vel = self.object:get_velocity()
-- change velocity by gravity
vel.y = vel.y - self.gravity * dtime * 2
-- change velocity by friction
vel.x = vel.x * (1 - self.friction * dtime)
vel.z = vel.z * (1 - self.friction * dtime)
self.object:set_velocity(vel)
end
}
minetest.register_entity("amogus_entities:sussy_imposter", entity)
-- register spawn egg
minetest.register_craftitem("amogus_entities:sussy_imposter_spawn_egg", {
description = "Sussy Imposter Spawn Egg",
inventory_image = "imposta_egg.png",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
local pos = pointed_thing.above
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if not def or not def.buildable_to then
return
end
minetest.add_entity(pos, "amogus_entities:sussy_imposter")
itemstack:take_item()
return itemstack
end,
})

View File

@@ -1,3 +1,4 @@
-- Load the entity's lua file -- Load the entity's lua file
dofile(minetest.get_modpath("amogus_entities") .. "/entities/amogus_entity.lua") dofile(minetest.get_modpath("amogus_entities") .. "/entities/amogus_entity.lua")
dofile(minetest.get_modpath("amogus_entities") .. "/entities/mini_crewmate_entity.lua") dofile(minetest.get_modpath("amogus_entities") .. "/entities/mini_crewmate_entity.lua")
dofile(minetest.get_modpath("amogus_entities") .. "/entities/sussy_imposter_entity.lua")

View File

@@ -0,0 +1 @@
name = amogus_entities

View File

@@ -0,0 +1,288 @@
# Blender 3.4.0
# www.blender.org
o body
v -0.250000 1.312500 -0.250000
v -0.375000 1.312500 -0.250000
v -0.250000 1.000000 -0.250000
v -0.375000 1.000000 -0.250000
v -0.375000 1.312500 0.250000
v -0.250000 1.312500 0.250000
v -0.375000 1.000000 0.250000
v -0.250000 1.000000 0.250000
v 0.437500 1.125000 -0.312500
v 0.250000 1.125000 -0.312500
v 0.437500 0.375000 -0.312500
v 0.250000 0.375000 -0.312500
v 0.250000 1.125000 0.312500
v 0.437500 1.125000 0.312500
v 0.250000 0.375000 0.312500
v 0.437500 0.375000 0.312500
v 0.250000 1.437500 -0.375000
v -0.250000 1.437500 -0.375000
v 0.250000 0.312500 -0.375000
v -0.250000 0.312500 -0.375000
v -0.250000 1.437500 0.375000
v 0.250000 1.437500 0.375000
v -0.250000 0.312500 0.375000
v 0.250000 0.312500 0.375000
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 1.0000 -0.0000
vn -0.0000 -1.0000 -0.0000
vt 0.000000 1.000000
vt 0.968971 0.969702
vt 0.000000 1.000000
vt 0.125000 1.000000
vt 0.000000 0.875000
vt 0.000000 0.687500
vt 0.500000 1.000000
vt 0.968971 0.969702
vt 0.000000 0.687500
vt 0.125000 0.687500
vt 0.500000 0.875000
vt 0.500000 1.000000
vt 0.125000 0.687500
vt 0.500000 0.875000
vt -0.000000 0.687500
vt 0.500000 1.000000
vt 0.968971 0.969702
vt 0.500000 0.687500
vt 0.125000 1.000000
vt 0.000000 0.875000
vt 0.000000 1.000000
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
s 0
f 4/9/1 7/18/1 5/12/1 2/3/1
f 3/6/2 4/10/2 2/4/2 1/1/2
f 12/26/3 19/33/3 17/31/3 10/24/3
f 7/19/4 8/21/4 6/15/4 5/13/4
f 6/16/5 1/1/5 2/5/5 5/14/5
f 7/20/6 4/11/6 3/7/6 8/21/6
f 13/27/3 10/24/3 17/31/3 22/36/3
f 11/25/2 12/26/2 10/24/2 9/23/2
f 16/30/3 11/25/3 9/23/3 14/28/3
f 15/29/4 16/30/4 14/28/4 13/27/4
f 14/28/5 9/23/5 10/24/5 13/27/5
f 15/29/6 12/26/6 11/25/6 16/30/6
f 15/29/3 13/27/3 22/36/3 24/38/3
f 19/33/2 20/34/2 18/32/2 17/31/2
f 23/37/4 24/38/4 22/36/4 21/35/4
f 22/36/5 17/31/5 18/32/5 21/35/5
f 23/37/6 20/34/6 19/33/6 24/38/6
f 15/29/3 24/38/3 19/33/3 12/26/3
f 6/17/1 21/35/1 18/32/1 1/2/1
f 8/22/1 23/37/1 21/35/1 6/17/1
f 3/8/1 1/2/1 18/32/1 20/34/1
f 8/22/1 3/8/1 20/34/1 23/37/1
o left_leg
v 0.187500 0.437500 0.062500
v -0.187500 0.437500 0.062500
v 0.187500 -0.000000 0.062500
v -0.187500 -0.000000 0.062500
v -0.187500 0.437500 0.312500
v 0.187500 0.437500 0.312500
v -0.187500 -0.000000 0.312500
v 0.187500 -0.000000 0.312500
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 1.0000 -0.0000
vn -0.0000 -1.0000 -0.0000
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
s 0
f 28/42/7 31/45/7 29/43/7 26/40/7
f 27/41/8 28/42/8 26/40/8 25/39/8
f 32/46/9 27/41/9 25/39/9 30/44/9
f 31/45/10 32/46/10 30/44/10 29/43/10
f 30/44/11 25/39/11 26/40/11 29/43/11
f 31/45/12 28/42/12 27/41/12 32/46/12
o right_leg
v 0.187500 0.437500 -0.312500
v -0.187500 0.437500 -0.312500
v 0.187500 0.000000 -0.312500
v -0.187500 0.000000 -0.312500
v -0.187500 0.437500 -0.062500
v 0.187500 0.437500 -0.062500
v -0.187500 0.000000 -0.062500
v 0.187500 0.000000 -0.062500
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 1.0000 -0.0000
vn -0.0000 -1.0000 -0.0000
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
vt 0.968971 0.969702
s 0
f 36/50/13 39/53/13 37/51/13 34/48/13
f 35/49/14 36/50/14 34/48/14 33/47/14
f 40/54/15 35/49/15 33/47/15 38/52/15
f 39/53/16 40/54/16 38/52/16 37/51/16
f 38/52/17 33/47/17 34/48/17 37/51/17
f 39/53/18 36/50/18 35/49/18 40/54/18
o knife
v -0.187500 0.750000 -0.531250
v -0.562500 0.750000 -0.531250
v -0.187500 0.625000 -0.531250
v -0.437500 0.625000 -0.531250
v -0.562500 0.750000 -0.468750
v -0.187500 0.750000 -0.468750
v -0.437500 0.625000 -0.468750
v -0.187500 0.625000 -0.468750
v 0.062500 0.734375 -0.531250
v -0.125000 0.734375 -0.531250
v 0.062500 0.640625 -0.531250
v -0.125000 0.640625 -0.531250
v -0.125000 0.734375 -0.468750
v 0.062500 0.734375 -0.468750
v -0.125000 0.640625 -0.468750
v 0.062500 0.640625 -0.468750
v -0.125000 0.812500 -0.562500
v -0.187500 0.812500 -0.562500
v -0.125000 0.562500 -0.562500
v -0.187500 0.562500 -0.562500
v -0.187500 0.812500 -0.437500
v -0.125000 0.812500 -0.437500
v -0.187500 0.562500 -0.437500
v -0.125000 0.562500 -0.437500
v -0.237500 0.625000 -0.531250
v -0.287500 0.640625 -0.531250
v -0.337500 0.625000 -0.531250
v -0.387500 0.640625 -0.531250
v -0.237500 0.750000 -0.531250
v -0.287500 0.750000 -0.531250
v -0.337500 0.750000 -0.531250
v -0.387500 0.750000 -0.531250
v -0.387500 0.750000 -0.468750
v -0.337500 0.750000 -0.468750
v -0.287500 0.750000 -0.468750
v -0.237500 0.750000 -0.468750
v -0.387500 0.640625 -0.468750
v -0.337500 0.625000 -0.468750
v -0.287500 0.640625 -0.468750
v -0.237500 0.625000 -0.468750
vn -0.7071 -0.7071 -0.0000
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 1.0000 -0.0000
vn -0.0000 -1.0000 -0.0000
vn -1.0000 -0.0000 -0.0000
vn 0.2983 -0.9545 -0.0000
vn -0.2983 -0.9545 -0.0000
vt 0.593750 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.593750 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.593750 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.593750 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
vt 0.656250 0.968750
s 0
usemtl none
f 44/60/19 47/64/19 45/61/19 42/57/19
f 68/86/20 44/60/20 42/57/20 72/90/20
f 52/70/21 59/77/21 57/75/21 50/68/21
f 80/98/22 48/65/22 46/63/22 76/94/22
f 73/91/23 72/90/23 42/57/23 45/61/23
f 80/98/24 65/83/24 43/59/24 48/65/24
f 53/71/21 50/68/21 57/75/21 62/80/21
f 51/69/20 52/70/20 50/68/20 49/67/20
f 56/74/21 51/69/21 49/67/21 54/72/21
f 55/73/22 56/74/22 54/72/22 53/71/22
f 54/72/23 49/67/23 50/68/23 53/71/23
f 55/73/24 52/70/24 51/69/24 56/74/24
f 55/73/21 64/82/21 59/77/21 52/70/21
f 59/77/20 60/78/20 58/76/20 57/75/20
f 55/73/21 53/71/21 62/80/21 64/82/21
f 63/81/22 64/82/22 62/80/22 61/79/22
f 62/80/23 57/75/23 58/76/23 61/79/23
f 63/81/24 60/78/24 59/77/24 64/82/24
f 48/66/25 43/58/25 60/78/25 63/81/25
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f 46/62/25 61/79/25 58/76/25 41/55/25
f 48/66/25 63/81/25 61/79/25 46/62/25
f 47/64/26 44/60/26 68/86/26 77/95/26
f 77/95/27 68/86/27 67/85/27 78/96/27
f 78/96/26 67/85/26 66/84/26 79/97/26
f 79/97/27 66/84/27 65/83/27 80/98/27
f 46/63/23 41/56/23 69/87/23 76/94/23
f 76/94/23 69/87/23 70/88/23 75/93/23
f 75/93/23 70/88/23 71/89/23 74/92/23
f 74/92/23 71/89/23 72/90/23 73/91/23
f 47/64/22 77/95/22 73/91/22 45/61/22
f 77/95/22 78/96/22 74/92/22 73/91/22
f 78/96/22 79/97/22 75/93/22 74/92/22
f 79/97/22 80/98/22 76/94/22 75/93/22
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f 66/84/20 67/85/20 71/89/20 70/88/20
f 67/85/20 68/86/20 72/90/20 71/89/20

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@@ -1,15 +1,30 @@
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
player:set_physics_override({speed = 2}) player:set_physics_override({speed = 2})
--player:set_sky({r=0, g=0, b=0}, "plain", {}) --player:set_sky({r=0, g=0, b=0}, "plain", {})
-- set time to midday
minetest.set_timeofday(0.5)
-- play music in loop without position -- play music in loop without position
--minetest.sound_play("amogus_incomming", { if true then
-- to_player = player:get_player_name(), minetest.sound_play("amogus_incomming", {
-- loop = true, to_player = player:get_player_name(),
-- gain = 1 loop = true,
--}) gain = 1
})
end
end) end)
-- idk what is this crap. it's doing nothing
--minetest.register_on_joinplayer(function(player)
--
--
-- player:set_lighting({
-- shadows = {intensity = 0.5}
-- })
--
--end)
amogus_general = { } amogus_general = { }
---- SOUNDS CONFIGURATION ---- ---- SOUNDS CONFIGURATION ----
@@ -17,6 +32,7 @@ sounds_config = {
-- format: {sound name, number of sounds to ramdomly choose from} -- format: {sound name, number of sounds to ramdomly choose from}
-- so for example if sound name is "test" and the number of sounds is 3, file names that will be randomly chosen are: "test1", "test2", "test3" -- so for example if sound name is "test" and the number of sounds is 3, file names that will be randomly chosen are: "test1", "test2", "test3"
{"amogus_sound", 3}, {"amogus_sound", 3},
{"sus_sound", 3}
} }

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@@ -0,0 +1 @@
name = amogus_general

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@@ -2,6 +2,10 @@
minetest.register_alias("mapgen_stone", "amogus_blocks:stone") minetest.register_alias("mapgen_stone", "amogus_blocks:stone")
minetest.register_alias("mapgen_dirt", "amogus_blocks:dirt") minetest.register_alias("mapgen_dirt", "amogus_blocks:dirt")
minetest.register_alias("mapgen_water_source", "amogus_blocks:water_source") minetest.register_alias("mapgen_water_source", "amogus_blocks:water_source")
minetest.register_alias("mapgen_river_water_source", "amogus_blocks:water_source")
-- I need to register alias of amogus_blocks:water that doesn't even exist in any of the mods to air because Minetest is f****d up and tries to use "water" by default
minetest.register_alias("amogus_blocks:water", "air")
minetest.register_biome({ minetest.register_biome({
name = "amogus_beach", name = "amogus_beach",
@@ -11,10 +15,7 @@ minetest.register_biome({
depth_filler = 3, depth_filler = 3,
node_stone = "amogus_blocks:stone", node_stone = "amogus_blocks:stone",
--node_water_top = "amogus_blocks:water", node_water = "amogus_blocks:water_source",
--depth_water_top = 1,
node_water = "amogus_blocks:amogus_blocks:water_source",
--node_river_water = "amogus_blocks:water",
y_max = 6, y_max = 6,
y_min = -5, y_min = -5,
@@ -23,17 +24,13 @@ minetest.register_biome({
}) })
minetest.register_biome({ minetest.register_biome({
name = "amogus_green_biome", name = "amogus_green_biome",
--node_dust = "amogus_blocks:stone",
node_top = "amogus_blocks:grass_green", node_top = "amogus_blocks:grass_green",
depth_top = 1, depth_top = 1,
node_filler = "amogus_blocks:dirt", node_filler = "amogus_blocks:dirt",
depth_filler = 1, depth_filler = 1,
node_stone = "amogus_blocks:stone", node_stone = "amogus_blocks:stone",
--node_water_top = "amogus_blocks:water", node_water = "amogus_blocks:water_source",
--depth_water_top = 1,
node_water = "amogus_blocks:amogus_blocks:water_source",
--node_river_water = "amogus_blocks:water",
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
@@ -42,17 +39,13 @@ minetest.register_biome({
}) })
minetest.register_biome({ minetest.register_biome({
name = "amogus_biome", name = "amogus_biome",
--node_dust = "amogus_blocks:stone",
node_top = "amogus_blocks:grass", node_top = "amogus_blocks:grass",
depth_top = 1, depth_top = 1,
node_filler = "amogus_blocks:dirt", node_filler = "amogus_blocks:dirt",
depth_filler = 1, depth_filler = 1,
node_stone = "amogus_blocks:stone", node_stone = "amogus_blocks:stone",
--node_water_top = "amogus_blocks:water", node_water = "amogus_blocks:water_source",
--depth_water_top = 1,
node_water = "amogus_blocks:amogus_blocks:water_source",
--node_river_water = "amogus_blocks:water",
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
@@ -60,6 +53,47 @@ minetest.register_biome({
humidity_point = 50, humidity_point = 50,
}) })
minetest.register_biome({
name = "yellow_biome",
node_top = "amogus_blocks:grass_yellow",
depth_top = 1,
node_filler = "amogus_blocks:dirt",
depth_filler = 1,
node_stone = "amogus_blocks:stone",
node_water_top = "amogus_blocks:water_source",
node_water = "amogus_blocks:water_source",
node_river_water = "amogus_blocks:water_source",
y_max = 31000,
y_min = 1,
heat_point = 50,
humidity_point = 50,
})
minetest.register_decoration({
deco_type = "schematic",
place_on = {"amogus_blocks:grass_yellow"},
sidelen = 16,
fill_ratio = 0.01,
biomes = {"yellow_biome"},
y_max = 31000,
y_min = 1,
schematic = minetest.get_modpath("amogus_generator") .. "/schematics/lucky_tree_1.mts",
flags = "place_center_x, place_center_z",
rotation = "random",
})
minetest.register_decoration({
deco_type = "schematic",
place_on = {"amogus_blocks:grass_yellow"},
sidelen = 16,
fill_ratio = 0.01,
biomes = {"yellow_biome"},
y_max = 31000,
y_min = 1,
schematic = minetest.get_modpath("amogus_generator") .. "/schematics/lucky_tree_2.mts",
flags = "place_center_x, place_center_z",
rotation = "random",
})
minetest.register_ore({ minetest.register_ore({
ore_type = "scatter", ore_type = "scatter",
ore = "amogus_blocks:sussium_ore", ore = "amogus_blocks:sussium_ore",
@@ -226,7 +260,7 @@ minetest.register_decoration({
biomes = {"amogus_biome"}, biomes = {"amogus_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/tree.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/tree.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -238,7 +272,7 @@ minetest.register_decoration({
biomes = {"green__biome"}, biomes = {"green__biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/green_tree.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/green_tree.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -250,7 +284,7 @@ minetest.register_decoration({
biomes = {"green__biome"}, biomes = {"green__biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/green_tree_tall.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/green_tree_tall.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -262,7 +296,7 @@ minetest.register_decoration({
biomes = {"amogus_biome","green_biome"}, biomes = {"amogus_biome","green_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/fallen.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/fallen.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -274,7 +308,7 @@ minetest.register_decoration({
biomes = {"amogus_biome"}, biomes = {"amogus_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/treer.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/treer.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
})minetest.register_decoration({ })minetest.register_decoration({
@@ -292,7 +326,7 @@ minetest.register_decoration({
biomes = {"amogus_biome"}, biomes = {"amogus_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/minihouse.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/minihouse.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -312,7 +346,7 @@ minetest.register_decoration({
biomes = {"amogus_biome"}, biomes = {"amogus_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/amogus_statue.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/amogus_statue.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -332,7 +366,7 @@ minetest.register_decoration({
biomes = {"amogus_biome"}, biomes = {"amogus_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/lucky_tree_2.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/lucky_tree_2.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -351,7 +385,7 @@ minetest.register_decoration({
biomes = {"amogus_biome"}, biomes = {"amogus_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/lucky_tree_1.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/lucky_tree_1.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -371,7 +405,7 @@ minetest.register_decoration({
biomes = {"green_biome"}, biomes = {"green_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/lucky_tree_2.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/lucky_tree_2.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -390,7 +424,7 @@ minetest.register_decoration({
biomes = {"green_biome"}, biomes = {"green_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/lucky_tree_1.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/lucky_tree_1.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -410,7 +444,7 @@ minetest.register_decoration({
biomes = {"green_biome"}, biomes = {"green_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/STONE1.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/STONE1.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -429,7 +463,7 @@ minetest.register_decoration({
biomes = {"green_biome"}, biomes = {"green_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/STONE2.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/STONE2.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
@@ -448,43 +482,32 @@ minetest.register_decoration({
biomes = {"green_biome"}, biomes = {"green_biome"},
y_max = 31000, y_max = 31000,
y_min = 1, y_min = 1,
schematic = "/schematics/STONE3.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/STONE3.mts",
flags = "place_center_x, place_center_z", flags = "place_center_x, place_center_z",
rotation = "random", rotation = "random",
}) })
--minetest.register_abm({
-- label = "Spawn random entities",
-- nodenames = {"group:soil", "group:crumbly", "group:choppy", "group:snappy", "group:cracky"},
-- interval = 15,
-- chance = 50,
-- action = function(pos)
-- local r = math.random(1, 500)
-- if r <= 50 then
-- minetest.add_entity({x = pos.x + math.random(-10, 10),
-- y = pos.y + 1,
-- z = pos.z + math.random(-10, 10)}, "amogus_entities:amogus")
-- minetest.sound_play("amogus_sound", {
-- pos = pos,
-- gain = 1.0,
-- max_hear_distance = 5
-- })
-- end amogus_spawn_random_spread = 2
-- end
--})
minetest.register_on_generated(function(minp, maxp, seed) minetest.register_on_generated(function(minp, maxp, seed)
--local is_newchunk = true
--for , pos in ipairs(minetest.find_nodes_in_area(minp, maxp, "mymod:amogus_spawner")) do if math.random(0, 100) < 75 then -- percentage chance of spawning group of amoguses in a chunk
--is_new_chunk = false
-- break -- spawn random amount of amoguses around random point in chunk
--end local spawn_position = {x = minp.x + math.random(0, 79), y = minp.y + math.random(0, 10), z = minp.z + math.random(0, 79)}
--if is_new_chunk then
for i = 1, math.random(10, 15) do for i = 1, math.random(5, 15) do
minetest.add_entity({x = minp.x + math.random(16), y = minp.y + 1, z = minp.z + math.random(16)}, "amogus_entities:amogus") math.randomseed(seed + i)
--minetest.sound_play("amogus_sound", { pos = pos,gain = 1.0,max_hear_distance = 5})
minetest.add_entity({
x = spawn_position.x + math.random(-amogus_spawn_random_spread, amogus_spawn_random_spread),
y = spawn_position.y + math.random(-amogus_spawn_random_spread, amogus_spawn_random_spread),
z = spawn_position.z + math.random(-amogus_spawn_random_spread, amogus_spawn_random_spread)
}, "amogus_entities:amogus")
end end
--end end
end) end)
@@ -497,7 +520,7 @@ minetest.register_decoration({
y_min = 1, y_min = 1,
biomes = {"amogus_beach"}, biomes = {"amogus_beach"},
schematic = "/schematics/sand_house_1.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/sand_house_1.mts",
}) })
minetest.register_decoration({ minetest.register_decoration({
@@ -509,7 +532,7 @@ minetest.register_decoration({
y_min = 1, y_min = 1,
biomes = {"amogus_beach"}, biomes = {"amogus_beach"},
schematic = "/schematics/sand_house_2.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/sand_house_2.mts",
}) })
minetest.register_decoration({ minetest.register_decoration({
@@ -521,7 +544,7 @@ minetest.register_decoration({
y_min = 1, y_min = 1,
biomes = {"amogus_beach"}, biomes = {"amogus_beach"},
schematic = "/schematics/sand_house_3.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/sand_house_3.mts",
}) })
@@ -534,20 +557,46 @@ minetest.register_decoration({
y_min = 1, y_min = 1,
biomes = {"green_biome"}, biomes = {"green_biome"},
schematic = "/schematics/STATUE_GIANT.mts", schematic = minetest.get_modpath("amogus_generator") .. "/schematics/STATUE_GIANT.mts",
}) })
-- wtf is this?? -- DEBUG
--minetest.register_on_generated(function(minp, maxp, seed) --imposters_spawned = 0
-- for x = minp.x, maxp.x do
-- for y = minp.y, maxp.y do
-- for z = minp.z, maxp.z do minetest.register_abm({
-- local p = {x=x, y=y, z=z} label = "Spawn Imposter",
-- if minetest.get_node(p).name == "default:water_source" then nodenames = {"air"},
-- minetest.set_node(p, {name="default:water_source", param2=0}) neighbors = {"group:stone"},
-- end interval = 10,
-- end
-- end -- IMPORTANT !! spawning chance is actualy interpreted as 1 / chance so the bigger the number the lower the actual chance of imposter being spawned
-- end chance = 200,
-- end)
action = function(pos)
-- DEBUG
--imposters_spawned = imposters_spawned + 1
--minetest.chat_send_all("Imposters spawned: " .. imposters_spawned)
-- only spawn on solid blocks AND in the dark
if minetest.registered_nodes[minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z}).name].walkable and minetest.get_node_light(pos) < 10 then
-- do not spawn if there is already an sussy imposter nearby
local nearby_entities = minetest.get_objects_inside_radius(pos, 30)
local imposter_nearby = false
for _, entity in pairs(nearby_entities) do
if (entity:get_luaentity() and entity:get_luaentity().name or "") == "amogus_entities:sussy_imposter" then
imposter_nearby = true
break
end
end
if not imposter_nearby then
minetest.add_entity(pos, "amogus_entities:sussy_imposter")
end
end
end
})

View File

@@ -0,0 +1 @@
name = amogus_generator

View File

@@ -1,6 +1,6 @@
minetest.register_item(":", { -- Hand minetest.register_item(":", { -- Hand
type = "none", type = "none",
wield_image = "coke.png", wield_image = "CRT.png",
wield_scale = {x=.3,y=2,z=2.5}, wield_scale = {x=.3,y=2,z=2.5},
range = 5, range = 5,
tool_capabilities = { tool_capabilities = {
@@ -12,7 +12,7 @@ minetest.register_item(":", { -- Hand
cracky = {times = {[1] = 1.0, [2] = 0.7, [3] = 0.5}, uses = 20, maxlevel = 1}, cracky = {times = {[1] = 1.0, [2] = 0.7, [3] = 0.5}, uses = 20, maxlevel = 1},
flower = {times={[1] = 0, [2] = 0, [3] = 0}, uses = 10, maxlevel=3}, flower = {times={[1] = 0, [2] = 0, [3] = 0}, uses = 10, maxlevel=3},
}, },
damage_groups = {fleshy = 1, snappy = 1, cracky=1}, damage_groups = {fleshy = 0.5, snappy = 1, cracky=1},
} }
}) })
@@ -87,28 +87,30 @@ minetest.register_craftitem("amogus_items:amogus", {
}) })
minetest.register_craftitem("amogus_items:sprite", { minetest.register_craftitem("amogus_items:sprite", {
description = "Sprite", description = "Zprite - Soda",
inventory_image = "sprite.png", inventory_image = "sprite.png",
on_use = minetest.item_eat(10), on_use = minetest.item_eat(10),
}) })
minetest.register_craftitem("amogus_items:coke", { minetest.register_craftitem("amogus_items:coke", {
description = "Coke", description = "koka Cola - Soda",
inventory_image = "coke.png", inventory_image = "coke.png",
on_use = minetest.item_eat(10), on_use = minetest.item_eat(2),
}) })
minetest.register_craftitem("amogus_items:fanta", { minetest.register_craftitem("amogus_items:fanta", {
description = "Fanta", description = "Funta - Soda",
inventory_image = "fanta.png", inventory_image = "fanta.png",
on_use = minetest.item_eat(10), on_use = minetest.item_eat(2),
}) })
minetest.register_craftitem("amogus_items:tomato", { minetest.register_craftitem("amogus_items:tomato", {
description = "Tomato", description = "Tomato",
inventory_image = "tomato.png", inventory_image = "tomato.png",
on_use = minetest.item_eat(10), on_use = minetest.item_eat(2),
}) })
minetest.register_craftitem("amogus_items:water", { minetest.register_craftitem("amogus_items:water", {
inventory_image = "water.png", description = "Water",
on_use = minetest.item_eat(10), inventory_image = "water_bottle.png",
on_use = minetest.item_eat(8),
}) })
minetest.register_tool("amogus_items:lightsaber_blue", { minetest.register_tool("amogus_items:lightsaber_blue", {
@@ -120,9 +122,9 @@ minetest.register_tool("amogus_items:lightsaber_blue", {
groupcaps={ groupcaps={
snappy={times={[1]=0.1, [2]=0.1, [3]=0.1}, uses=0, maxlevel=3}, snappy={times={[1]=0.1, [2]=0.1, [3]=0.1}, uses=0, maxlevel=3},
}, },
damage_groups = {fleshy=10}, damage_groups = {fleshy=1.01},
}, },
sound = {breaks = "amogus_sound"}, --sound = {breaks = "amogus_sound"},
}) })
minetest.register_tool("amogus_items:lightsaber_red", { minetest.register_tool("amogus_items:lightsaber_red", {
@@ -134,10 +136,10 @@ minetest.register_tool("amogus_items:lightsaber_red", {
groupcaps={ groupcaps={
snappy={times={[1]=0.1, [2]=0.1, [3]=0.1}, uses=0, maxlevel=3}, snappy={times={[1]=0.1, [2]=0.1, [3]=0.1}, uses=0, maxlevel=3},
}, },
damage_groups = {fleshy=10}, damage_groups = {fleshy=1.01},
}, },
sound = {breaks = "amogus_sound"}, --sound = {breaks = "amogus_sound"},
}) })
minetest.register_tool("amogus_items:lightsaber_green", { minetest.register_tool("amogus_items:lightsaber_green", {
@@ -149,27 +151,38 @@ minetest.register_tool("amogus_items:lightsaber_green", {
groupcaps={ groupcaps={
snappy={times={[1]=0.1, [2]=0.1, [3]=0.1}, uses=0, maxlevel=3}, snappy={times={[1]=0.1, [2]=0.1, [3]=0.1}, uses=0, maxlevel=3},
}, },
damage_groups = {fleshy=10}, damage_groups = {fleshy=1.01},
}, },
sound = {breaks = "amogus_sound"}, --sound = {breaks = "amogus_sound"},
}) })
-- add theese items : goldenpickaxe, wooden plank, gold_ingot, sussium_ingot
minetest.register_craftitem("amogus_items:wooden_plank", {
description = "Wooden Plank",
inventory_image = "wood.png",
})
minetest.register_craftitem("amogus_items:gold_ingot", { minetest.register_craftitem("amogus_items:gold_ingot", {
description = "Gold Ingot", description = "Gold Ingot",
inventory_image = "gold_ingot.png", inventory_image = "gold_ingot.png",
})minetest.register_craftitem("amogus_items:rock", { tool_capabilities = {
damage_groups = {fleshy = 1.0},
full_punch_interval = 1.5,
},
})
minetest.register_craftitem("amogus_items:rock", {
description = "Rock", description = "Rock",
inventory_image = "rocks.png", inventory_image = "rocks.png",
tool_capabilities = {
damage_groups = {fleshy = 1.0},
full_punch_interval = 1.5,
},
}) })
minetest.register_craftitem("amogus_items:sussium_ingot", { minetest.register_craftitem("amogus_items:sussium_ingot", {
description = "Sussium Ingot", description = "Sussium Ingot",
inventory_image = "sussium_ingot.png", inventory_image = "sussium_ingot.png",
tool_capabilities = {
damage_groups = {fleshy = 1.0},
full_punch_interval = 1.5,
},
}) })
--add theese items goldenpickaxe, stonepickaxe and allow them slowly break nodes and destroy it after 30 uses --add theese items goldenpickaxe, stonepickaxe and allow them slowly break nodes and destroy it after 30 uses
minetest.register_tool("amogus_items:goldenplumba", { minetest.register_tool("amogus_items:goldenplumba", {
description = "Golden Plumba", description = "Golden Plumba",
@@ -186,7 +199,7 @@ minetest.register_tool("amogus_items:goldenplumba", {
crumbly = {times={[1] = 0, [2] = 0, [3] = 0}, uses = 10, maxlevel=3}, crumbly = {times={[1] = 0, [2] = 0, [3] = 0}, uses = 10, maxlevel=3},
cracky = {times={[1] = 0, [2] = 0, [3] = 0}, uses = 10, maxlevel=3}, cracky = {times={[1] = 0, [2] = 0, [3] = 0}, uses = 10, maxlevel=3},
}, },
damage_groups = {fleshy = 10}, damage_groups = {fleshy = 2},
}, },
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "node" then if pointed_thing.type == "node" then
@@ -213,7 +226,7 @@ minetest.register_tool("amogus_items:susplumba", {
crumbly = {times={[1] = 0, [2] = 0, [3] = 0}, uses = 10, maxlevel=3}, crumbly = {times={[1] = 0, [2] = 0, [3] = 0}, uses = 10, maxlevel=3},
cracky = {times={[1] = 0, [2] = 0, [3] = 0}, uses = 10, maxlevel=3}, cracky = {times={[1] = 0, [2] = 0, [3] = 0}, uses = 10, maxlevel=3},
}, },
damage_groups = {fleshy = 10}, damage_groups = {fleshy = 2},
}, },
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "node" then if pointed_thing.type == "node" then
@@ -234,7 +247,7 @@ minetest.register_tool("amogus_items:stonepickaxe", {
groupcaps={ groupcaps={
stone={times={[1]=2.5, [2]=1.0, [3]=0.50}, uses=30, maxlevel=1}, stone={times={[1]=2.5, [2]=1.0, [3]=0.50}, uses=30, maxlevel=1},
}, },
damage_groups = {fleshy=2}, damage_groups = {fleshy=1.0},
}, },
sound = {breaks = "default_tool_breaks"}, sound = {breaks = "default_tool_breaks"},
}) })
@@ -247,7 +260,7 @@ minetest.register_tool("amogus_items:goldenpickaxe", {
groupcaps={ groupcaps={
stone={times={[1]=1.3, [2]=0.60, [3]=0.40}, uses=30, maxlevel=1}, stone={times={[1]=1.3, [2]=0.60, [3]=0.40}, uses=30, maxlevel=1},
}, },
damage_groups = {fleshy=2}, damage_groups = {fleshy=1.0},
}, },
sound = {breaks = "default_tool_breaks"}, sound = {breaks = "default_tool_breaks"},
}) })
@@ -260,7 +273,7 @@ minetest.register_tool("amogus_items:sussiumpickaxe", {
groupcaps={ groupcaps={
stone={times={[0.5]=2.0,[1]=0.85, [2]=0.40, [3]=0.20}, uses=30, maxlevel=1}, stone={times={[0.5]=2.0,[1]=0.85, [2]=0.40, [3]=0.20}, uses=30, maxlevel=1},
}, },
damage_groups = {fleshy=2}, damage_groups = {fleshy=1.0},
}, },
sound = {breaks = "default_tool_breaks"}, sound = {breaks = "default_tool_breaks"},
}) })
@@ -273,7 +286,7 @@ minetest.register_tool("amogus_items:goldenaxe", {
groupcaps={ groupcaps={
choppy={times={[1]=2.50, [2]=1.40, [3]=0.45}, uses=30, maxlevel=2}, choppy={times={[1]=2.50, [2]=1.40, [3]=0.45}, uses=30, maxlevel=2},
}, },
damage_groups = {fleshy=4}, damage_groups = {fleshy=1.0},
}, },
groups = {flammable = 2} groups = {flammable = 2}
}) })
@@ -286,7 +299,7 @@ minetest.register_tool("amogus_items:stoneaxe", {
groupcaps={ groupcaps={
choppy={times={[1]=2.50, [2]=1.40, [3]=0.80}, uses=30, maxlevel=2}, choppy={times={[1]=2.50, [2]=1.40, [3]=0.80}, uses=30, maxlevel=2},
}, },
damage_groups = {fleshy=4}, damage_groups = {fleshy=1.0},
}, },
groups = {flammable = 2} groups = {flammable = 2}
}) })
@@ -299,7 +312,7 @@ minetest.register_tool("amogus_items:sussiumaxe", {
groupcaps={ groupcaps={
choppy={times={[1]=0.90, [2]=0.80, [3]=0.35}, uses=30, maxlevel=2}, choppy={times={[1]=0.90, [2]=0.80, [3]=0.35}, uses=30, maxlevel=2},
}, },
damage_groups = {fleshy=4}, damage_groups = {fleshy=1.0},
}, },
groups = {flammable = 2} groups = {flammable = 2}
@@ -314,7 +327,7 @@ minetest.register_tool("amogus_items:stoneshovel", {
groupcaps={ groupcaps={
crumbly={times={[1]=1.5, [2]=1.0, [3]=0.9}, uses=30, maxlevel=2}, crumbly={times={[1]=1.5, [2]=1.0, [3]=0.9}, uses=30, maxlevel=2},
}, },
damage_groups = {fleshy=4}, damage_groups = {fleshy=1.0},
}, },
groups = {flammable = 2} groups = {flammable = 2}
}) })
@@ -329,7 +342,7 @@ minetest.register_tool("amogus_items:goldenshovel", {
groupcaps={ groupcaps={
crumbly={times={[1]=1.0, [2]=0.8, [3]=0.6}, uses=30, maxlevel=2}, crumbly={times={[1]=1.0, [2]=0.8, [3]=0.6}, uses=30, maxlevel=2},
}, },
damage_groups = {fleshy=4}, damage_groups = {fleshy=1.0},
}, },
groups = {flammable = 2} groups = {flammable = 2}
}) })
@@ -342,7 +355,7 @@ minetest.register_tool("amogus_items:sussiumshovel", {
groupcaps={ groupcaps={
crumbly={times={[1]=0.8, [2]=0.6, [3]=0.35}, uses=30, maxlevel=2}, crumbly={times={[1]=0.8, [2]=0.6, [3]=0.35}, uses=30, maxlevel=2},
}, },
damage_groups = {fleshy=4}, damage_groups = {fleshy=1.0},
}, },
groups = {flammable = 2} groups = {flammable = 2}
}) })
@@ -359,7 +372,7 @@ minetest.register_tool("amogus_items:obsussian_hammer", {
stone={times={[0.5]=1.4,[1]=0.90, [2]=0.40, [3]=0.06}, uses=30, maxlevel=1}, stone={times={[0.5]=1.4,[1]=0.90, [2]=0.40, [3]=0.06}, uses=30, maxlevel=1},
crumbly={times={[1]=0.90, [2]=0.40, [3]=0.06}, uses=30, maxlevel=2}, crumbly={times={[1]=0.90, [2]=0.40, [3]=0.06}, uses=30, maxlevel=2},
}, },
damage_groups = {fleshy=4}, damage_groups = {fleshy=1.0},
}, },
groups = {flammable = 2} groups = {flammable = 2}
@@ -368,26 +381,47 @@ minetest.register_tool("amogus_items:obsussian_hammer", {
minetest.register_craftitem("amogus_items:pcb", { minetest.register_craftitem("amogus_items:pcb", {
description = "PCB", description = "PCB",
inventory_image = "PCB.png", inventory_image = "PCB.png",
tool_capabilities = {
damage_groups = {fleshy = 1.0},
full_punch_interval = 2.0,
},
}) })
minetest.register_craftitem("amogus_items:capacitor", { minetest.register_craftitem("amogus_items:capacitor", {
description = "Capacitor", description = "Capacitor",
inventory_image = "capacitor.png", inventory_image = "capacitor.png",
tool_capabilities = {
damage_groups = {fleshy = 1.0},
full_punch_interval = 2.0,
},
}) })
minetest.register_craftitem("amogus_items:sugar", { minetest.register_craftitem("amogus_items:sugar", {
description = "Sugar", description = "Sugar",
inventory_image = "sugar.png", inventory_image = "sugar.png",
on_use = minetest.item_eat(20),
tool_capabilities = {
damage_groups = {fleshy = 1.0},
full_punch_interval = 2.0,
},
}) })
minetest.register_craftitem("amogus_items:iron_ingot", { minetest.register_craftitem("amogus_items:iron_ingot", {
description = "Iron Ingot", description = "Iron Ingot",
inventory_image = "iron_ingot.png", inventory_image = "iron_ingot.png",
tool_capabilities = {
damage_groups = {fleshy = 1.0},
full_punch_interval = 1.5,
},
}) })
minetest.register_tool("amogus_items:dynamite", { minetest.register_tool("amogus_items:dynamite", {
description = "dynamite", description = "dynamite",
inventory_image = "dynamite.png", inventory_image = "dynamite.png",
tool_capabilities = {
damage_groups = {fleshy = 1.0},
full_punch_interval = 1.5,
},
on_place = function(itemstack, placer, pointed_thing) on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type == "node" then if pointed_thing.type == "node" then
@@ -591,6 +625,10 @@ minetest.register_craftitem("amogus_items:empty_bucket", {
description = (bucket_names_prefixes[math.random(1, #bucket_names_prefixes)] .. " " .. empty_bucket_names[math.random(1, #empty_bucket_names)]), description = (bucket_names_prefixes[math.random(1, #bucket_names_prefixes)] .. " " .. empty_bucket_names[math.random(1, #empty_bucket_names)]),
inventory_image = "empty_bucket.png", inventory_image = "empty_bucket.png",
groups = {tool = 1}, groups = {tool = 1},
tool_capabilities = {
damage_groups = {fleshy = 1.0},
full_punch_interval = 1.0,
},
liquids_pointable = true, liquids_pointable = true,
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "object" then if pointed_thing.type == "object" then
@@ -677,4 +715,95 @@ bucket.register_liquid(
{tool = 1, water_bucket = 1} {tool = 1, water_bucket = 1}
) )
-- end of modifed code from bucket mod from minetest_game minetest.register_tool("amogus_items:obsusian_shovel", {
description = "Obsidian Shovel",
inventory_image = "obsusian_shovel.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level = 1,
groupcaps = {
crumbly = {times = {[1] = 0.80, [2] = 0.40, [3] = 0.20}, uses = 30, maxlevel = 3},
},
damage_groups = {fleshy = 1.6},
},
sound = {breaks = "default_tool_breaks"},
})
minetest.register_tool("amogus_items:obsusian_sword", {
description = "Obsidian Sword",
inventory_image = "obsusian_sword.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level = 1,
groupcaps = {
snappy = {times = {[2] = 0.70, [3] = 0.30}, uses = 30, maxlevel = 3},
},
damage_groups = {fleshy = 16},
},
sound = {breaks = "default_tool_breaks"},
})
-- create mogus item that can be eaten
minetest.register_craftitem("amogus_items:mogus", {
description = "Mogus",
inventory_image = "mogus.png",
on_use = minetest.item_eat(1),
})
function sraj_dzwiek()
--make random sound
local sounds = {
"shitting1",
"shitting2",
"shitting3"}
local sound = sounds[math.random(1, #sounds)]
minetest.sound_play(sound, {pos = pos, gain = 2.0, max_hear_distance = 10})
end
minetest.register_node("amogus_items:Poop", {
description = "Just Poop",
tiles = {"Poop.png"},
drop = 'amogus_items:Poop', groups = {falling_node = 1, cracky=3, stone=1},
})
minetest.register_node("amogus_items:Poop2", {
description = "Just Poop",
tiles = {"Poop2.png"},
drop = 'amogus_items:Poop', groups = {falling_node = 1, cracky=3, stone=1},
})
minetest.register_craftitem("amogus_items:pooper", {
description = "Pooper",
inventory_image = "SHITitem.png",
on_use = function(itemstack, user, pointed_thing)
-- check if pointing at a node
if pointed_thing.type ~= "node" then
return
end
-- make a random number between 1 and 10
local random_number = math.random(1, 10)
if random_number < 5 then
local node = minetest.get_node(pointed_thing.above)
if node.name == "air" then
minetest.add_node(pointed_thing.above, {name="amogus_items:Poop"})
minetest.check_for_falling(pointed_thing.above)
else
minetest.add_node(pointed_thing.under, {name="amogus_items:Poop"})
minetest.check_for_falling(pointed_thing.under)
end
else
local node = minetest.get_node(pointed_thing.above)
if node.name == "air" then
minetest.add_node(pointed_thing.above, {name="amogus_items:Poop2"})
minetest.check_for_falling(pointed_thing.above)
else
minetest.add_node(pointed_thing.under, {name="amogus_items:Poop2"})
minetest.check_for_falling(pointed_thing.under)
end
end
sraj_dzwiek()
return itemstack
end,
})

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@@ -0,0 +1 @@
name = amogus_items

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@@ -0,0 +1,2 @@
shit_packing=3
shitting=3

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@@ -131,43 +131,43 @@ local function init_bags(player)
end end
end end
local bag_recipes = { --local bag_recipes = {
small = { -- small = {
rcp = { -- rcp = {
{"", "farming:string", ""}, -- {"", "farming:string", ""},
{"group:wool", "group:wool", "group:wool"}, -- {"group:wool", "group:wool", "group:wool"},
{"group:wool", "group:wool", "group:wool"}, -- {"group:wool", "group:wool", "group:wool"},
}, -- },
size = 2, -- size = 2,
}, -- },
medium = { -- medium = {
rcp = { -- rcp = {
{"farming:string", "i3:bag_small", "farming:string"}, -- {"farming:string", "i3:bag_small", "farming:string"},
{"farming:string", "i3:bag_small", "farming:string"}, -- {"farming:string", "i3:bag_small", "farming:string"},
}, -- },
size = 3, -- size = 3,
}, -- },
large = { -- large = {
rcp = { -- rcp = {
{"farming:string", "i3:bag_medium", "farming:string"}, -- {"farming:string", "i3:bag_medium", "farming:string"},
{"farming:string", "i3:bag_medium", "farming:string"}, -- {"farming:string", "i3:bag_medium", "farming:string"},
}, -- },
size = 4, -- size = 4,
}, -- },
} --}
--
for size, item in pairs(bag_recipes) do --for size, item in pairs(bag_recipes) do
local bagname = fmt("i3:bag_%s", size) -- local bagname = fmt("i3:bag_%s", size)
--
core.register_craftitem(bagname, { -- core.register_craftitem(bagname, {
description = fmt("%s Backpack", size:gsub("^%l", string.upper)), -- description = fmt("%s Backpack", size:gsub("^%l", string.upper)),
inventory_image = fmt("i3_bag_%s.png", size), -- inventory_image = fmt("i3_bag_%s.png", size),
groups = {bag = item.size}, -- groups = {bag = item.size},
stack_max = 1, -- stack_max = 1,
}) -- })
--
core.register_craft{output = bagname, recipe = item.rcp} -- core.register_craft{output = bagname, recipe = item.rcp}
core.register_craft{type = "fuel", recipe = bagname, burntime = 3} -- core.register_craft{type = "fuel", recipe = bagname, burntime = 3}
end --end
return init_bags return init_bags

View File

@@ -467,8 +467,8 @@ local function get_container(fs, data, player, yoffset, ctn_len, award_list, awa
fs("list[current_player;craft;%f,%f;3,3;]", 0, yoffset + 1.45) fs("list[current_player;craft;%f,%f;3,3;]", 0, yoffset + 1.45)
image(3.47, yoffset + 2.69, 0.85, 0.85, PNG.arrow) image(3.47, yoffset + 2.69, 0.85, 0.85, PNG.arrow)
fs("list[current_player;craftpreview;%f,%f;1,1;]", 4.45, yoffset + 2.6) fs("list[current_player;craftpreview;%f,%f;1,1;]", 4.45, yoffset + 2.6)
fs("list[detached:i3_trash;main;%f,%f;1,1;]", 4.45, yoffset + 3.75) --fs("list[detached:i3_trash;main;%f,%f;1,1;]", 4.45, yoffset + 3.75)
image(4.45, yoffset + 3.75, 1, 1, PNG.trash) --image(4.45, yoffset + 3.75, 1, 1, PNG.trash)
local yextra = damage_enabled and 5.5 or 5 local yextra = damage_enabled and 5.5 or 5

View File

@@ -0,0 +1,11 @@
on: [push, pull_request]
name: build
jobs:
lint:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@master
- name: lint
uses: Roang-zero1/factorio-mod-luacheck@master
with:
luacheckrc_url: https://raw.githubusercontent.com/minetest-mods/item_drop/master/.luacheckrc

View File

@@ -0,0 +1,19 @@
unused_args = false
allow_defined_top = true
max_line_length = 999
ignore = {
"name", "drops", "i",
}
globals = {
"minetest",
}
read_globals = {
string = {fields = {"split", "trim"}},
table = {fields = {"copy", "getn"}},
"vector", "ItemStack",
"dump",
}

View File

@@ -0,0 +1,3 @@
- The `master` branch should be stable to end-users at all times. It should target latest Minetest point release.
- Put rewrites and new features in branches.
- Conform with setting defaults so that end-user upgrades doesn't change expected in-game behavior. Discuss default changes in an issue if one really need to change.

504
mods/item_drop/LICENSE Normal file
View File

@@ -0,0 +1,504 @@
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That's all there is to it!

60
mods/item_drop/README.md Normal file
View File

@@ -0,0 +1,60 @@
# Item Drop [![](https://github.com/minetest-mods/item_drop/workflows/build/badge.svg)](https://github.com/minetest-mods/item_drop/actions) [![License](https://img.shields.io/badge/license-LGPLv2.1%2B-blue.svg)](https://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html)
A highly configurable mod providing item magnet and in-world node drops\
By [PilzAdam](https://github.com/PilzAdam),
[texmex](https://github.com/tacotexmex/), [hybriddog](https://github.com/hybriddog/).
## Licensing
LGPLv2.1/CC BY-SA 3.0. Particle code from WCILA mod by Aurailus, originally licensed MIT.
## Notes
`item_drop` can be played with Minetest 0.4.16 or above. It was originally
developed by [PilzAdam](https://github.com/PilzAdam/item_drop).
## List of features
* All settings may be configured from within the game itself.
(Settings tab > Advanced settings > Mods > item_drop)
* Drops nodes as in-world items on dig if `item_drop.enable_item_drop` is
`true` (true by default) It does nothing in creative mode.
* Puts dropped items to the player's inventory if `item_drop.enable_item_pickup`
is `true` (true by default)
* Multiple items are picked in a quick succession instead of all at once which
is indicated by the pickup sound.
* It uses a node radius set in `item_drop.pickup_radius` (default 0.75),
if items are within this radius around the player's belt, they're picked.
* If `item_drop.pickup_age` is something positive, items dropped by players
are ignored for this time to avoid instantly picking up when dropping.
* If `item_drop.pickup_age` is `-1`, items are only picked when they don't
move, it's another fix for instant item picking.
* If `item_drop.magnet_radius` is bigger than `item_drop.pickup_radius`,
items between these radii are flying to the player for
`item_drop.magnet_time` seconds, after this time, they're picked or stop
flying.
* Enable manual item pickups by mouse only if `item_drop.mouse_pickup` is
`true` (true by default)
* Plays a sound when the items are picked up with the gain level set to
`item_drop.pickup_sound_gain` (default 0.2)
* Requires a key to be pressed in order to pick items if
`item_drop.enable_pickup_key` is `true` (true by default)
* The keytypes to choose from by setting `item_pickup_keytype` are:
* Use key (`Use`)
* Sneak key (`Sneak`)
* Left and Right keys combined (`LeftAndRight`)
* Right mouse button (`RMB`)
* Sneak key and right mouse button combined (`SneakAndRMB`)
* If `item_drop.pickup_keyinvert` is `true`, items are
collected when the key is not pressed instead of when it's pressed.
* Displays a particle of the picked item above the player if
`item_drop.pickup_particle` is `true` (true by default)
## Known issues
## Bug reports and suggestions
You can report bugs or suggest ideas by
[filing an issue](http://github.com/minetest-mods/item_drop/issues/new).
## Links
* [Download ZIP](https://github.com/minetest-mods/item_drop/archive/master.zip)
* [Source](https://github.com/minetest-mods/item_drop/)
* [Forum thread](https://forum.minetest.net/viewtopic.php?t=16913)

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A highly configurable mod providing item magnet and in-world node drops

436
mods/item_drop/init.lua Normal file
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local load_time_start = minetest.get_us_time()
-- Functions which can be overridden by mods
item_drop = {
-- This function is executed before picking up an item or making it fly to
-- the player. If it does not return true, the item is ignored.
-- It is also executed before collecting the item after it flew to
-- the player and did not reach him/her for magnet_time seconds.
can_pickup = function(entity, player)
if entity.item_drop_picked then
-- Ignore items where picking has already failed
return false
end
return true
end,
-- before_collect and after_collect are executed before and after an item
-- is collected by a player
before_collect = function(entity, pos, player)
end,
after_collect = function(entity, pos, player)
entity.item_drop_picked = true
end,
}
local function legacy_setting_getbool(name_new, name_old, default)
local v = minetest.settings:get_bool(name_new)
if v == nil then
v = minetest.settings:get_bool(name_new)
end
if default then
return v ~= false
end
return v
end
local function legacy_setting_getnumber(name_new, name_old, default)
return tonumber(minetest.settings:get(name_new))
or tonumber(minetest.settings:get(name_old))
or default
end
if legacy_setting_getbool("item_drop.enable_item_pickup",
"enable_item_pickup", true) then
local pickup_gain = legacy_setting_getnumber("item_drop.pickup_sound_gain",
"item_pickup_gain", 0.2)
local pickup_particle =
minetest.settings:get_bool("item_drop.pickup_particle", true)
local pickup_radius = legacy_setting_getnumber("item_drop.pickup_radius",
"item_pickup_radius", 2.0)
local magnet_radius = tonumber(
minetest.settings:get("item_drop.magnet_radius")) or -1
local magnet_time = tonumber(
minetest.settings:get("item_drop.magnet_time")) or 5.0
local pickup_age = tonumber(
minetest.settings:get("item_drop.pickup_age")) or 1.0
local key_triggered = legacy_setting_getbool("item_drop.enable_pickup_key",
"enable_item_pickup_key", true)
local key_invert = minetest.settings:get_bool(
"item_drop.pickup_keyinvert") ~= false
local keytype
if key_triggered then
keytype = minetest.settings:get("item_drop.pickup_keytype") or
minetest.settings:get("item_pickup_keytype") or "Use"
-- disable pickup age if picking is explicitly enabled by the player
if not key_invert then
pickup_age = math.min(pickup_age, 0)
end
end
local mouse_pickup = minetest.settings:get_bool(
"item_drop.mouse_pickup") ~= false
if not mouse_pickup then
minetest.registered_entities["__builtin:item"].pointable = false
end
local magnet_mode = magnet_radius > pickup_radius
local zero_velocity_mode = pickup_age == -1
if magnet_mode
and zero_velocity_mode then
error"zero velocity mode can't be used together with magnet mode"
end
-- tells whether an inventorycube should be shown as pickup_particle or not
-- for known drawtypes
local inventorycube_drawtypes = {
normal = true,
allfaces = true,
allfaces_optional = true,
glasslike = true,
glasslike_framed = true,
glasslike_framed_optional = true,
liquid = true,
flowingliquid = true,
}
-- Get an image string from a tile definition
local function tile_to_image(tile, fallback_image)
if not tile then
return fallback_image
end
local tile_type = type(tile)
if tile_type == "string" then
return tile
end
assert(tile_type == "table", "Tile definition is not a string or table")
local image = tile.name or tile.image
assert(image, "Tile definition has no image file specified")
if tile.color then
local colorstr = minetest.colorspec_to_colorstring(tile.color)
if colorstr then
return image .. "^[multiply:" .. colorstr
end
end
return image
end
-- adds the item to the inventory and removes the object
local function collect_item(ent, pos, player)
item_drop.before_collect(ent, pos, player)
minetest.sound_play("item_drop_pickup", {
pos = pos,
gain = pickup_gain,
}, true)
if pickup_particle then
local item = minetest.registered_nodes[
ent.itemstring:gsub("(.*)%s.*$", "%1")]
local image
if item and item.tiles and item.tiles[1] then
if inventorycube_drawtypes[item.drawtype] then
local tiles = item.tiles
-- color in the tile definition is handled by tile_to_image.
-- color in the node definition is not yet supported here.
local top = tile_to_image(tiles[1])
local left = tile_to_image(tiles[3], top)
local right = tile_to_image(tiles[5], left)
image = minetest.inventorycube(top, left, right)
else
image = item.inventory_image or item.tiles[1]
end
minetest.add_particle({
pos = {x = pos.x, y = pos.y + 1.5, z = pos.z},
velocity = {x = 0, y = 1, z = 0},
acceleration = {x = 0, y = -4, z = 0},
expirationtime = 0.2,
size = 3,--math.random() + 0.5,
vertical = false,
texture = image,
})
end
end
ent:on_punch(player)
item_drop.after_collect(ent, pos, player)
end
-- opt_get_ent gets the object's luaentity if it can be collected
local opt_get_ent
if zero_velocity_mode then
function opt_get_ent(object)
if object:is_player()
or not vector.equals(object:get_velocity(), {x=0, y=0, z=0}) then
return
end
local ent = object:get_luaentity()
if not ent
or ent.name ~= "__builtin:item"
or ent.itemstring == "" then
return
end
return ent
end
else
function opt_get_ent(object)
if object:is_player() then
return
end
local ent = object:get_luaentity()
if not ent
or ent.name ~= "__builtin:item"
or (ent.dropped_by and ent.age < pickup_age)
or ent.itemstring == "" then
return
end
return ent
end
end
local afterflight
if magnet_mode then
-- take item or reset velocity after flying a second
function afterflight(object, inv, player)
-- TODO: test what happens if player left the game
local ent = opt_get_ent(object)
if not ent then
return
end
local item = ItemStack(ent.itemstring)
if inv
and inv:room_for_item("main", item)
and item_drop.can_pickup(ent, player) then
collect_item(ent, object:get_pos(), player)
else
-- the acceleration will be reset by the object's on_step
object:set_velocity({x=0,y=0,z=0})
ent.is_magnet_item = false
end
end
-- disable velocity and acceleration changes of items flying to players
minetest.after(0, function()
local ObjectRef
local blocked_methods = {"set_acceleration", "set_velocity",
"setacceleration", "setvelocity"}
local itemdef = minetest.registered_entities["__builtin:item"]
local old_on_step = itemdef.on_step
local function do_nothing() end
function itemdef.on_step(self, ...)
if not self.is_magnet_item then
return old_on_step(self, ...)
end
ObjectRef = ObjectRef or getmetatable(self.object)
local old_funcs = {}
for i = 1, #blocked_methods do
local method = blocked_methods[i]
old_funcs[method] = ObjectRef[method]
ObjectRef[method] = do_nothing
end
old_on_step(self, ...)
for i = 1, #blocked_methods do
local method = blocked_methods[i]
ObjectRef[method] = old_funcs[method]
end
end
end)
end
-- set keytype to the key name if possible
if keytype == "Use" then
keytype = "aux1"
elseif keytype == "Sneak" then
keytype = "sneak"
elseif keytype == "LeftAndRight" then -- LeftAndRight combination
keytype = 0
elseif keytype == "SneakAndRMB" then -- SneakAndRMB combination
keytype = 1
end
-- tests if the player has the keys pressed to enable item picking
local function has_keys_pressed(player)
if not key_triggered then
return true
end
local control = player:get_player_control()
local keys_pressed
if keytype == 0 then -- LeftAndRight combination
keys_pressed = control.left and control.right
elseif keytype == 1 then -- SneakAndRMB combination
keys_pressed = control.sneak and control.RMB
else
keys_pressed = control[keytype]
end
return keys_pressed ~= key_invert
end
local function is_inside_map(pos)
local bound = 31000
return -bound < pos.x and pos.x < bound
and -bound < pos.y and pos.y < bound
and -bound < pos.z and pos.z < bound
end
-- called for each player to possibly collect an item, returns true if so
local function pickupfunc(player)
if not has_keys_pressed(player)
or not minetest.get_player_privs(player:get_player_name()).interact
or player:get_hp() <= 0 then
return
end
local pos = player:get_pos()
if not is_inside_map(pos) then
-- get_objects_inside_radius crashes for too far positions
return
end
pos.y = pos.y+0.5
local inv = player:get_inventory()
local objectlist = minetest.get_objects_inside_radius(pos,
magnet_mode and magnet_radius or pickup_radius)
for i = 1,#objectlist do
local object = objectlist[i]
local ent = opt_get_ent(object)
if ent
and item_drop.can_pickup(ent, player) then
local item = ItemStack(ent.itemstring)
if inv:room_for_item("main", item) then
local flying_item
local pos2
if magnet_mode then
pos2 = object:get_pos()
flying_item = vector.distance(pos, pos2) > pickup_radius
end
if not flying_item then
-- The item is near enough to pick it
collect_item(ent, pos, player)
-- Collect one item at a time to avoid the loud pop
return true
end
-- The item is not too far a way but near enough to be
-- magnetised, make it fly to the player
local vel = vector.multiply(vector.subtract(pos, pos2), 3)
vel.y = vel.y + 0.6
object:set_velocity(vel)
if not ent.is_magnet_item then
ent.object:set_acceleration({x=0, y=0, z=0})
ent.is_magnet_item = true
minetest.after(magnet_time, afterflight,
object, inv, player)
end
end
end
end
end
local function pickup_step()
local got_item
local players = minetest.get_connected_players()
for i = 1,#players do
got_item = got_item or pickupfunc(players[i])
end
-- lower step if takeable item(s) were found
local time
if got_item then
time = 0.02
else
time = 0.2
end
minetest.after(time, pickup_step)
end
minetest.after(3.0, pickup_step)
end
if legacy_setting_getbool("item_drop.enable_item_drop", "enable_item_drop", true)
and not minetest.settings:get_bool("creative_mode") then
-- Workaround to test if an item metadata (ItemStackMetaRef) is empty
local function itemmeta_is_empty(meta)
local t = meta:to_table()
for k, v in pairs(t) do
if k ~= "fields" then
return false
end
assert(type(v) == "table")
if next(v) ~= nil then
return false
end
end
return true
end
-- Tests if the item has special information such as metadata
local function can_split_item(item)
return item:get_wear() == 0 and itemmeta_is_empty(item:get_meta())
end
local function spawn_items(pos, items_to_spawn)
for i = 1,#items_to_spawn do
local obj = minetest.add_item(pos, items_to_spawn[i])
if not obj then
error("Couldn't spawn item " .. name .. ", drops: "
.. dump(drops))
end
local vel = obj:get_velocity()
local x = math.random(-5, 4)
if x >= 0 then
x = x+1
end
vel.x = 1 / x
local z = math.random(-5, 4)
if z >= 0 then
z = z+1
end
vel.z = 1 / z
obj:set_velocity(vel)
end
end
local old_handle_node_drops = minetest.handle_node_drops
function minetest.handle_node_drops(pos, drops, player)
if not player or player.is_fake_player then
-- Node Breaker or similar machines should receive items in the
-- inventory
return old_handle_node_drops(pos, drops, player)
end
for i = 1,#drops do
local item = drops[i]
if type(item) == "string" then
-- The string is not necessarily only the item name,
-- so always convert it to ItemStack
item = ItemStack(item)
end
local count = item:get_count()
local name = item:get_name()
-- Sometimes nothing should be dropped
if name == ""
or not minetest.registered_items[name] then
count = 0
end
if count > 0 then
-- Split items if possible
local items_to_spawn = {item}
if can_split_item(item) then
for i = 1,count do
items_to_spawn[i] = name
end
end
spawn_items(pos, items_to_spawn)
end
end
end
end
local time = (minetest.get_us_time() - load_time_start) / 1000000
local msg = "[item_drop] loaded after ca. " .. time .. " seconds."
if time > 0.01 then
print(msg)
else
minetest.log("info", msg)
end

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mods/item_drop/mod.conf Normal file
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name = item_drop
description = A highly configurable mod providing item magnet and in-world node drops

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#Pick up items automatically
item_drop.enable_item_pickup (Enable item pickups) bool true
#Drop items in-world on dig, does nothing in creative mode
item_drop.enable_item_drop (Enable item drops) bool true
#Use a key to pick up items
item_drop.enable_pickup_key (Use pickup key) bool true
#Collect items when the key is not pressed instead of when it is pressed
item_drop.pickup_keyinvert (Invert pickup key) bool true
#What keytype to use as pickup key
item_drop.pickup_keytype (Pickup keytype) enum Use Use,Sneak,LeftAndRight,RMB,SneakAndRMB
#The volume of the pickup sound
item_drop.pickup_sound_gain (Pickup sound gain) float 0.4
#Display a particle of the item picked up above the player
item_drop.pickup_particle (Pickup particle) bool true
#Player pickup radius, the maximum distance from which items can be collected
item_drop.pickup_radius (Pickup radius) float 2.0
#Magnet radius, items between pickup_radius and this begin flying to the player
#Set it to -1 (or something else smaller than pickup_radius) to disable item
#flying
item_drop.magnet_radius (Magnet radius) float -1
#Item flight duration, items flying for more than this time are added to the
#player's inventory
item_drop.magnet_time (Magnet time) float 5.0
#Time delay in seconds after autopicking an item if it's dropped by a player
item_drop.pickup_age (Pickup age) float 0.5
#Enable manual item pickups by mouse
item_drop.mouse_pickup (Mouse pickup) bool true

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@@ -2,31 +2,22 @@ dofile(minetest.get_modpath("player_api") .. "/api.lua")
-- Default player appearance -- Default player appearance
player_api.register_model("amogus_entity.obj", { player_api.register_model("susman.obj", {
animation_speed = 30, animation_speed = 30,
textures = {"amogus_entity.png"}, textures = {"susman.png"},
animations = {
-- Standard animations. animations = {},
stand = {x = 0, y = 79},
lay = {x = 162, y = 166, eye_height = 0.3, override_local = true,
collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}},
walk = {x = 168, y = 187},
mine = {x = 189, y = 198},
walk_mine = {x = 200, y = 219},
sit = {x = 81, y = 160, eye_height = 0.8, override_local = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}}
},
stepheight = 0.6, stepheight = 0.6,
eye_height = 1.47, eye_height = 1.47,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
visual = "mesh", visual = "mesh",
visual_size = {x=15, y=15, z=15}, visual_size = {x=10, y=10, z=10},
}) })
-- Update appearance when the player joins -- Update appearance when the player joins
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
player_api.set_model(player, "amogus_entity.obj") player_api.set_model(player, "susman.obj")
end) end)

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@@ -1,154 +0,0 @@
# Blender 3.4.0
# www.blender.org
o body
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vt 0.500000 1.000000
vt 0.125000 0.687500
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f 15/29/6 12/26/6 11/25/6 16/30/6
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f 19/33/2 20/34/2 18/32/2 17/31/2
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f 22/36/5 17/31/5 18/32/5 21/35/5
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f 6/17/1 21/35/1 18/32/1 1/2/1
f 8/22/1 23/37/1 21/35/1 6/17/1
f 3/8/1 1/2/1 18/32/1 20/34/1
f 8/22/1 3/8/1 20/34/1 23/37/1
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# Blender 3.5.0
# www.blender.org
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o body_3
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f 113/127/107 114/128/107 112/126/107 111/125/107
f 118/132/108 113/127/108 111/125/108 116/130/108
f 117/131/109 118/132/109 116/130/109 115/129/109
o right_arm_1
v -0.171875 1.062108 0.139389
v -0.171875 0.981759 0.043633
v -0.171875 0.726963 0.420609
v -0.171875 0.646615 0.324853
v -0.296875 0.981759 0.043633
v -0.296875 1.062108 0.139389
v -0.296875 0.646615 0.324853
v -0.296875 0.726963 0.420609
vn -0.0000 -0.6428 -0.7660
vn 1.0000 -0.0000 -0.0000
vn -0.0000 0.6428 0.7660
vn -1.0000 -0.0000 -0.0000
vn -0.0000 0.7660 -0.6428
vn -0.0000 -0.7660 0.6428
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
s 0
f 122/136/110 125/139/110 123/137/110 120/134/110
f 121/135/111 122/136/111 120/134/111 119/133/111
f 126/140/112 121/135/112 119/133/112 124/138/112
f 125/139/113 126/140/113 124/138/113 123/137/113
f 124/138/114 119/133/114 120/134/114 123/137/114
f 125/139/115 122/136/115 121/135/115 126/140/115
o right_arm_2
v -0.000139 0.927813 0.321505
v -0.035159 0.903291 0.204044
v 0.071559 0.825419 0.321505
v 0.036538 0.800897 0.204044
v -0.323816 0.701171 0.332301
v -0.288795 0.725693 0.449763
v -0.252119 0.598777 0.332301
v -0.217098 0.623299 0.449763
vn -0.2802 -0.1962 -0.9397
vn 0.7698 0.5390 -0.3420
vn 0.2802 0.1962 0.9397
vn -0.7698 -0.5390 0.3420
vn -0.5736 0.8192 -0.0000
vn 0.5736 -0.8192 -0.0000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
s 0
f 130/144/116 133/147/116 131/145/116 128/142/116
f 129/143/117 130/144/117 128/142/117 127/141/117
f 134/148/118 129/143/118 127/141/118 132/146/118
f 133/147/119 134/148/119 132/146/119 131/145/119
f 132/146/120 127/141/120 128/142/120 131/145/120
f 133/147/121 130/144/121 129/143/121 134/148/121
o right_arm_3
v 0.378429 0.823872 0.211723
v 0.336690 0.833125 0.094262
v 0.351374 0.701835 0.211723
v 0.309635 0.711088 0.094262
v -0.064681 0.922107 0.243895
v -0.022942 0.912853 0.361357
v -0.091736 0.800070 0.243895
v -0.049997 0.790816 0.361357
vn -0.3339 0.0740 -0.9397
vn 0.9174 -0.2034 -0.3420
vn 0.3339 -0.0740 0.9397
vn -0.9174 0.2034 0.3420
vn 0.2164 0.9763 -0.0000
vn -0.2164 -0.9763 -0.0000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
s 0
f 138/152/122 141/155/122 139/153/122 136/150/122
f 137/151/123 138/152/123 136/150/123 135/149/123
f 142/156/124 137/151/124 135/149/124 140/154/124
f 141/155/125 142/156/125 140/154/125 139/153/125
f 140/154/126 135/149/126 136/150/126 139/153/126
f 141/155/127 138/152/127 137/151/127 142/156/127
o right_foot
v -0.125000 0.125000 0.312500
v -0.125000 0.125000 -0.125000
v -0.125000 0.000000 0.312500
v -0.125000 -0.000000 -0.125000
v -0.312500 0.125000 -0.125000
v -0.312500 0.125000 0.312500
v -0.312500 -0.000000 -0.125000
v -0.312500 0.000000 0.312500
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -1.0000 -0.0000 -0.0000
vn -0.0000 1.0000 -0.0000
vn -0.0000 -1.0000 -0.0000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
s 0
f 146/160/128 149/163/128 147/161/128 144/158/128
f 145/159/129 146/160/129 144/158/129 143/157/129
f 150/164/130 145/159/130 143/157/130 148/162/130
f 149/163/131 150/164/131 148/162/131 147/161/131
f 148/162/132 143/157/132 144/158/132 147/161/132
f 149/163/133 146/160/133 145/159/133 150/164/133
o right_leg
v -0.125000 0.375000 0.125000
v -0.125000 0.375000 -0.125000
v -0.125000 0.125000 0.125000
v -0.125000 0.125000 -0.125000
v -0.312500 0.375000 -0.125000
v -0.312500 0.375000 0.125000
v -0.312500 0.125000 -0.125000
v -0.312500 0.125000 0.125000
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -1.0000 -0.0000 -0.0000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
vt 0.100000 0.900000
s 0
f 154/168/134 157/171/134 155/169/134 152/166/134
f 153/167/135 154/168/135 152/166/135 151/165/135
f 158/172/136 153/167/136 151/165/136 156/170/136
f 157/171/137 158/172/137 156/170/137 155/169/137

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Wuzzy <Wuzzy@disroot.org> <Wuzzy2@mail.ru>
Wuzzy <Wuzzy@disroot.org> <almikes@aol.com>

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MIT License
Copyright (c) 2017-2020 Elijah Duffy and Wuzzy
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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# Schematic Editor [`schemedit`]
## Version
1.7.1
## Description
This is a mod which allows you to edit and export schematics (`.mts` files).
This mod works in Minetest 5.0.0 or later, but recommended is version 5.1.0
or later.
It supports node probabilities, forced node placement and slice probabilities.
It adds 3 items:
* Schematic Creator: Used to mark a region and export or import it as schematic
* Schematic Void: Marks a position in a schematic which should not replace anything when placed as a schematic
* Schematic Node Probability Tool: Set per-node probabilities and forced node placement
Note: The import feature requires Minetest 5.1.0 or later.
It also adds these server commands:
* `placeschem` to place a schematic
* `mts2lua` to convert .mts files to .lua files (Lua code)
There's also a setting `schemedit_export_lua` to enable automatic export to .lua files.
## Usage help
This mod assumes you already have a basic understanding about how schematics in Minetest work.
If not, refer to the Minetest Lua API documentation to understand more about schematics.
To learn how to use all the items in this mod, read `USAGE.md`.
You can also find the same help texts in-game if you if you use the optional Help modpack
(mods `doc` and `doc_items`).
## License of everything
MIT License

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@@ -1,44 +0,0 @@
## Usage help
In this section you'll learn how to use the items of this mod.
Note: If you have the `doc` and `doc_items` mods installed, you can also access the same help texts in-game (possibly translated).
### Schematic Creator
The schematic creator is used to save a region of the world into a schematic file (.mts).
#### Usage
To get started, place the block facing directly in front of any bottom left corner of the structure you want to save. This block can only be accessed by the placer or by anyone with the “`schematic_override`” privilege.
To save a region, use the block, enter the size and a schematic name and hit “Export schematic”. The file will always be saved in the world directory. Note you can use this name in the /placeschem command to place the schematic again.
Importing a schematic will load a schematic from the world directory, place it in front of the schematic creator and sets probability and force-place data accordingly.
The other features of the schematic creator are optional and are used to allow to add randomness and fine-tuning.
Y slices are used to remove entire slices based on chance. For each slice of the schematic region along the Y axis, you can specify that it occurs only with a certain chance. In the Y slice tab, you have to specify the Y slice height (0 = bottom) and a probability from 0 to 255 (255 is for 100%). By default, all Y slices occur always.
With a schematic node probability tool, you can set a probability for each node and enable them to overwrite all nodes when placed as schematic. This tool must be used prior to the file export.
### Schematic Node Probability Tool
This is an advanced tool which only makes sense when used together with a schematic creator. It is used to finetune the way how nodes from a schematic are placed.
It allows you to set two things:
1) Set probability: Chance for any particular node to be actually placed (default: always placed)
2) Enable force placement: These nodes replace node other than air and ignore when placed in a schematic (default: off)
#### Usage
BASIC USAGE:
Punch to configure the tool. Select a probability (0-255; 255 is for 100%) and enable or disable force placement. Now place the tool on any node to apply these values to the node. This information is preserved in the node until it is destroyed or changed by the tool again. This tool has no effect on schematic voids.
Now you can use a schematic creator to save a region as usual, the nodes will now be saved with the special node settings applied.
NODE HUD:
To help you remember the node values, the nodes with special values are labelled in the HUD. The first line shows probability and force placement (with “[F]”). The second line is the current distance to the node. Nodes with default settings and schematic voids are not labelled.
To disable the node HUD, unselect the tool or hit “place” while not pointing anything.
UPDATING THE NODE HUD:
The node HUD is not updated automatically and may be outdated. The node HUD only updates the HUD for nodes close to you whenever you place the tool or press the punch and sneak keys simultaneously. If you sneak-punch a schematic creator, then the node HUD is updated for all nodes within the schematic creator's region, even if this region is very big.
### Schematic Void
This is an utility block used in the creation of schematic files. It should be used together with a schematic creator. When saving a schematic, all nodes with a schematic void will be left unchanged when the schematic is placed again. Technically, this is equivalent to a block with the node probability set to 0.
#### Usage
Just place the schematic void like any other block and use the schematic creator to save a portion of the world.

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# textdomain: schemedit
<world path>=<Weltpfad>
Insufficient privileges! You need the “@1” privilege to use this.=Unzureichende Privilegien! Sie benötigen das „@1“-Privileg, um dies benutzen zu können.
Exported schematic to @1=Schematic nach @1 exportiert
Failed to export schematic to @1=Schematic konnte nicht nach @1 exportiert werden
Probability: @1=Wahrscheinlichkeit: @1
Not Set=Nicht gesetzt
Force placement=Platzierung erzwingen
Import schematic=Schematic importieren
Main=Grundeinstellungen
Hide border=Rand verbergen
Show border=Rand anzeigen
Position: @1=Position: @1
Owner: @1=Eigentümer: @1
Schematic name: @1=Schematic-Name: @1
Size: @1=Größe: @1
Schematic name:=Schematic-Name:
OK=OK
Save schematic name=Schematic-Name speichern
Export schematic=Schematic exportieren
Export/import path:@n@1=Export-/Importpfad:@n@1
<name>=<Name>
Air to voids=Luft zu Lücken
Voids to air=Lücken zu Luft
Turn all air nodes into schematic void nodes=Alle Luft-Nodes zu Schematic-Lücken umwandeln
Turn all schematic void nodes into air nodes=Alle Schematic-Lücken zu Luft-Nodes umwandeln
X size:=X-Größe:
Y size:=Y-Größe:
Z size:=Z-Größe:
Save size=Größe speichern
Help=Hilfe
Could not emerge area from @1 to @2: Emerging was cancelled. Nothing was exported.=Gebiet von @1 zu @2 konnte nicht emergt werden: Emergen wurde abgebrochen. Nichts wurde exportiert.
Could not emerge area from @1 to @2: Error while emerging. Nothing was exported.=Gebiet von @1 zu @2 konnte nicht emergt werden: Fehler beim Emergen. Nichts wurde exportiert.
Could not emerge area from @1 to @2: Unknown action in emerge callback. Nothing was exported.=Gebiet von @1 zu @2 konnte nicht emergt werden: Unbekannte Aktion im Emerge-Callback. Nichts wurde exportiert.
Imported schematic from @1=Schematic von @1 importiert
Failed to import schematic from @1=Schematic konnte nicht von @1 importiert werden
Y Slices=Y-Scheiben
Y @= @1; Probability @= @2=Y @= @1; Wahrscheinlichkeit @= @2
Add=Hinzufügen
Apply=Anwenden
Y position (max. @1):=Y-Position (max. @1):
Probability (0-255):=Wahrscheinlichkeit (0-255):
Cancel=Abbrechen
Add slice=Neue Scheibe
Remove slice=Scheibe entfernen
Edit slice=Scheibe anpassen
Back=Zurück
Schematic Node Probability Tool=Schematic-Node-Wahrscheinlichkeitswerkzeug
Probability (0-255)=Wahrscheinlichkeit (0-255)
Probability that the node will be placed=Wahrscheinlichkeit, dass der Node platizert wird
If enabled, the node will replace nodes other than air and ignore=Wenn aktiviert, wird der Node alle Nodes außer Luft und Ignorieren ersetzen
Allows you to access schemedit nodes not owned by you=Damit können Sie auf Schemedit-Nodes, die ihnen nicht gehören, zugreifen
Importing a schematic will load a schematic from the world directory, place it in front of the schematic creator and sets probability and force-place data accordingly.=Das Importieren eines Schematics wird eine Schematicdatei aus dem Weltverzeichnis laden, sie vor dem Schematic-Macher platzieren und die Wahrscheinlichkeits- und Zwangsplatzierungsdaten entsprechend setzen.
Schematic Creator=Schematic-Macher
The schematic creator is used to save a region of the world into a schematic file (.mts).=Der Schematic-Macher wird benutzt, um eine Region der Welt in eine Schematic-Datei (.mts) zu speichern.
To get started, place the block facing directly in front of any bottom left corner of the structure you want to save. This block can only be accessed by the placer or by anyone with the “schematic_override” privilege.=Um anzufangen, platzieren Sie den Block direkt vor einer beliebigen unteren linken Ecke des Gebäudes, das Sie speichern möchten. Dieser Block kann nur vom Platzierer oder von Spielern mit dem „schematic_override“-Privileg benutzt werden.
To save a region, use the block, enter the size and a schematic name and hit “Export schematic”. The file will always be saved in the world directory. Note you can use this name in the /placeschem command to place the schematic again.=Um eine Region zu speichern, benutzen Sie den Block, geben Sie die Größe und einen Schematic-Namen ein und klicken Sie auf „Schematic exportieren“. Die Datei wird immer im Weltverzeichnis gespeichert. Beachten Sie, dass Sie diesen Namen im „/placeschem“-Befehl benutzen können, um das Schematic erneut zu platzieren.
The other features of the schematic creator are optional and are used to allow to add randomness and fine-tuning.=Die anderen Funktionen des Schematic-Machers sind optional und werden für Zufälligkeit und Feinjustierungen benutzt.
Y slices are used to remove entire slices based on chance. For each slice of the schematic region along the Y axis, you can specify that it occurs only with a certain chance. In the Y slice tab, you have to specify the Y slice height (0 @= bottom) and a probability from 0 to 255 (255 is for 100%). By default, all Y slices occur always.=Y-Scheiben werden benutzt, um ganze Scheiben mit einer gewissen Wahrscheinlichkeit auszulassen. Für jede Scheibe der Schematic-Region entlang der Y-Achse können Sie festlegen, dass sie nur mit einer gewissen Wahrscheinlichkeit auftritt. In der Registerkarte „Y-Scheiben“ müssen Sie die Höhe der Y-Scheibe festlegen (0 @= Boden) sowie eine Wahrscheinlichkeit zwischen 0 und 255 (255 steht für 100%). Standardmäßig treten alle Y-Scheiben immer auf.
With a schematic node probability tool, you can set a probability for each node and enable them to overwrite all nodes when placed as schematic. This tool must be used prior to the file export.=Mit einem Schematic-Node-Wahrscheinlichkeitswerkzeug können Sie die Wahrscheinlichkeit für jeden Node setzen und sie dazu aktivieren, alle Nodes zu ersetzen, wenn sie als Schematic platziert werden. Dieses Werkzeug muss vor dem Dateiexport benutzt werden.
(owned by @1)=(Eigentümer: @1)
This is an advanced tool which only makes sense when used together with a schematic creator. It is used to finetune the way how nodes from a schematic are placed.=Dies ist ein fortgeschrittenes Werkzeug, der nur sinnvoll in Verwendung mit einem Schematic-Macher benutzt werden kann. Er wird benutzt, um die Art und Weise, wie Nodes aus einem Schematic platziert werden, feinzujustieren.
It allows you to set two things:=Damit können Sie zwei Dinge setzen:
1) Set probability: Chance for any particular node to be actually placed (default: always placed)=1) Wahrscheinlichkeit setzen: Wahrscheinlichkeit für einen bestimmten Node, dass er tatsächlich platziert wird (Standard: immer platziert)
2) Enable force placement: These nodes replace node other than air and ignore when placed in a schematic (default: off)=2) Zwangsplatzierung aktivieren: Diese Nodes ersetzen alle Nodes außer Luft und Ignorieren, wenn Sie in einem Schematic platziert werden (Standard: aus)
BASIC USAGE:=GRUNDLEGENDE BENUTZUNG:
Punch to configure the tool. Select a probability (0-255; 255 is for 100%) and enable or disable force placement. Now place the tool on any node to apply these values to the node. This information is preserved in the node until it is destroyed or changed by the tool again. This tool has no effect on schematic voids.=Schlagen Sie zu, um das Werkzeug zu konfigurieren. Wählen Sie eine Wahrscheinlichkeit (0-255; 255 steht für 100%) und aktivieren oder deaktivieren Sie die erzwungene Platzierung. Platzieren Sie nun das Werkzeug auf einen beliebigen Node, um diese Werte auf dem Node anzuwenden. Diese Information bleibt im Node erhalten, bis er zerstört oder erneut vom Werkzeug geändert wird. Dieses Werkzeug hat keine Auswirkung auf Schematic-Lücken.
Now you can use a schematic creator to save a region as usual, the nodes will now be saved with the special node settings applied.=Anschließend können Sie einen Schematic-Macher benutzen, um eine Region wie gewöhnlich zu speichern, die Nodes werden nun mit den besonderen Node-Einstellungen gespeichert.
NODE HUD:=NODE-HUD:
To help you remember the node values, the nodes with special values are labelled in the HUD. The first line shows probability and force placement (with “[F]”). The second line is the current distance to the node. Nodes with default settings and schematic voids are not labelled.=Um Ihnen dabei zu helfen, sich die Node-Werte zu merken, werden die Nodes mit besonderen Werten in der Benutzeroberfläche gekennzeichnet. Die erste Zeile zeigt die Wahrscheinlichkeit und die Zwangsplatzierung (mit „[F]“) an. Die zweite Zeile zeigt die momentane Entfernung zum Node an. Nodes mit den Standardeinstellungen und Schematic-Lücken werden nicht gekennzeichnet.
To disable the node HUD, unselect the tool or hit “place” while not pointing anything.=Um die Node-HUD zu deaktivieren, wählen Sie das Werkzeug ab oder drücken Sie die Platzierentaste, während Sie auf nichts zeigen.
UPDATING THE NODE HUD:=NODE-HUD AKTUALISIEREN:
The node HUD is not updated automatically and may be outdated. The node HUD only updates the HUD for nodes close to you whenever you place the tool or press the punch and sneak keys simultaneously. If you sneak-punch a schematic creator, then the node HUD is updated for all nodes within the schematic creator's region, even if this region is very big.=Die Node-HUD wird nicht automatisch aktualisiert und kann veraltet sein. Die Node-HUD wird nur die HUD für Nodes in Ihrer Nähe aktualisieren oder wenn Sie das Werkzeug benutzen oder gleichzeitig die Schlag- und Schleichtaste drücken. Wenn Sie auf einen Schematic-Macher schleichschlagen, wird die Node-HUD für alle Nodes innerhalb der Region des Schematic-Machers aktualisiert, selbst, wenn diese Region sehr groß ist.
Schematic Void=Schematic-Lücke
This is an utility block used in the creation of schematic files. It should be used together with a schematic creator. When saving a schematic, all nodes with a schematic void will be left unchanged when the schematic is placed again. Technically, this is equivalent to a block with the node probability set to 0.=Dies ist ein Hilfsblock, der bei der Erstellung von Schematic-Dateien benutzt wird. Er sollte zusammen mit einem Schematic-Macher benutzt werden. Wenn ein Schematic gespeichert wird, werden alle Nodes mit einer Schematic-Lücke unverändert gelassen, wenn das Schematic erneut platziert wird. Technisch gesehen ist dieses Verhalten identisch mit einem Block, der eine Node-Wahrscheinlichkeit von 0 hat.
Just place the schematic void like any other block and use the schematic creator to save a portion of the world.=Platzieren Sie einfach die Schematic-Lücke wie jeden anderen Block und benutzen Sie den Schematic-Macher, um einen Teil der Welt zu speichern.
Place schematic at the position specified or the current player position (loaded from @1). “-c” will clear the area first=Schematic an der angegebenen Position oder der aktuellen Spielerposition platzieren (geladen von @1). Mit „-c“ wird das Gebiet zuerst geleert
<schematic name>[.mts] [-c] [<x> <y> <z>]=<Schematic-Name>[.mts] [-c] [<x> <y> <z>]
No schematic file specified.=Keinen Schematic-Namen angegeben.
Schematic file could not be loaded!=Schematic-Datei konnte nicht geladen werden!
List schematic files in world path=Schematic-Dateien im Weltpfad auflisten
No schematic files.=Keine Schematic-Dateien.
Convert .mts schematic file to .lua file (loaded from @1)=„.mts“-Schematicdatei zu „.lua“-Datei konvertieren (geladen von @1)
<schematic name>[.mts] [comments]=<Schematic-Name>[.mts] [comments]
Failed!=Fehlgeschlagen!

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# textdomain: schemedit
<world path>=
Insufficient privileges! You need the “@1” privilege to use this.=
Exported schematic to @1=
Failed to export schematic to @1=
Probability: @1=
Not Set=
Force placement=
Import schematic=
Main=
Hide border=
Show border=
Position: @1=
Owner: @1=
Schematic name: @1=
Size: @1=
Schematic name:=
OK=
Save schematic name=
Export schematic=
Export/import path:@n@1=
<name>=
Air to voids=
Voids to air=
Turn all air nodes into schematic void nodes=
Turn all schematic void nodes into air nodes=
X size:=
Y size:=
Z size:=
Save size=
Help=
Could not emerge area from @1 to @2: Emerging was cancelled. Nothing was exported.=
Could not emerge area from @1 to @2: Error while emerging. Nothing was exported.=
Could not emerge area from @1 to @2: Unknown action in emerge callback. Nothing was exported.=
Imported schematic from @1=
Failed to import schematic from @1=
Y Slices=
Y @= @1; Probability @= @2=
Add=
Apply=
Y position (max. @1):=
Probability (0-255):=
Cancel=
Add slice=
Remove slice=
Edit slice=
Back=
Schematic Node Probability Tool=
Probability (0-255)=
Probability that the node will be placed=
If enabled, the node will replace nodes other than air and ignore=
Allows you to access schemedit nodes not owned by you=
Importing a schematic will load a schematic from the world directory, place it in front of the schematic creator and sets probability and force-place data accordingly.=
Schematic Creator=
The schematic creator is used to save a region of the world into a schematic file (.mts).=
To get started, place the block facing directly in front of any bottom left corner of the structure you want to save. This block can only be accessed by the placer or by anyone with the “schematic_override” privilege.=
To save a region, use the block, enter the size and a schematic name and hit “Export schematic”. The file will always be saved in the world directory. Note you can use this name in the /placeschem command to place the schematic again.=
The other features of the schematic creator are optional and are used to allow to add randomness and fine-tuning.=
Y slices are used to remove entire slices based on chance. For each slice of the schematic region along the Y axis, you can specify that it occurs only with a certain chance. In the Y slice tab, you have to specify the Y slice height (0 @= bottom) and a probability from 0 to 255 (255 is for 100%). By default, all Y slices occur always.=
With a schematic node probability tool, you can set a probability for each node and enable them to overwrite all nodes when placed as schematic. This tool must be used prior to the file export.=
(owned by @1)=
This is an advanced tool which only makes sense when used together with a schematic creator. It is used to finetune the way how nodes from a schematic are placed.=
It allows you to set two things:=
1) Set probability: Chance for any particular node to be actually placed (default: always placed)=
2) Enable force placement: These nodes replace node other than air and ignore when placed in a schematic (default: off)=
BASIC USAGE:=
Punch to configure the tool. Select a probability (0-255; 255 is for 100%) and enable or disable force placement. Now place the tool on any node to apply these values to the node. This information is preserved in the node until it is destroyed or changed by the tool again. This tool has no effect on schematic voids.=
Now you can use a schematic creator to save a region as usual, the nodes will now be saved with the special node settings applied.=
NODE HUD:=
To help you remember the node values, the nodes with special values are labelled in the HUD. The first line shows probability and force placement (with “[F]”). The second line is the current distance to the node. Nodes with default settings and schematic voids are not labelled.=
To disable the node HUD, unselect the tool or hit “place” while not pointing anything.=
UPDATING THE NODE HUD:=
The node HUD is not updated automatically and may be outdated. The node HUD only updates the HUD for nodes close to you whenever you place the tool or press the punch and sneak keys simultaneously. If you sneak-punch a schematic creator, then the node HUD is updated for all nodes within the schematic creator's region, even if this region is very big.=
Schematic Void=
This is an utility block used in the creation of schematic files. It should be used together with a schematic creator. When saving a schematic, all nodes with a schematic void will be left unchanged when the schematic is placed again. Technically, this is equivalent to a block with the node probability set to 0.=
Just place the schematic void like any other block and use the schematic creator to save a portion of the world.=
Place schematic at the position specified or the current player position (loaded from @1). “-c” will clear the area first=
<schematic name>[.mts] [-c] [<x> <y> <z>]=
No schematic file specified.=
Schematic file could not be loaded!=
List schematic files in world path=
No schematic files.=
Convert .mts schematic file to .lua file (loaded from @1)=
<schematic name>[.mts] [comments]=
Failed!=

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-- This file adds a command for generating the schemedit usage help readme
-- file, in Markdown format. The text is extracted from the metadata of
-- the items. This is only used for development purposes, after the
-- help text of any of the items was changed.
-- How to use: Temporarily set MAKE_README to true in init.lua, then
-- start the game as admin and run “/make_schemedit_readme”. Copy the
-- generated file back to the mod directory (USAGE.md).
-- Everything here is intentionally NOT translated because it is for text
-- files only.
-- Extract text from item definition
local get_text = function(item, field)
local text = minetest.registered_items[item][field]
-- Remove translation escapes
text = string.gsub(text, "\x1BE", "")
text = string.gsub(text, "\x1B%(T@schemedit%)", "")
-- Fix Markdown syntax error
text = string.gsub(text, "schematic_override", "`schematic_override`")
return text
end
-- Schemedit items to generate the readme from
local items = { "creator", "probtool", "void" }
minetest.register_chatcommand("make_schemedit_readme", {
description = "Generate the schemedit usage help readme file",
privs = {server=true},
func = function(name, param)
local readme = "## Usage help".."\n"
readme = readme .. "In this section you'll learn how to use the items of this mod.".."\n"
readme = readme .. "Note: If you have the `doc` and `doc_items` mods installed, you can also access the same help texts in-game (possibly translated).".."\n\n"
local entries = {}
for i=1, #items do
local item = items[i]
local desc = get_text("schemedit:"..item, "description")
local longdesc = get_text("schemedit:"..item, "_doc_items_longdesc")
local usagehelp = get_text("schemedit:"..item, "_doc_items_usagehelp")
readme = readme .. "### "..desc.."\n"
readme = readme .. longdesc .."\n\n"
readme = readme .. "#### Usage\n"
readme = readme .. usagehelp
if i < #items then
readme = readme .. "\n\n\n"
end
end
local path = minetest.get_worldpath().."/schemedit_readme.md"
local file = io.open(path, "w")
if not file then
return false, "Failed to open file!"
end
local ok = file:write(readme)
file:close()
if ok then
return true, "File written to: "..path
else
return false, "Failed to write file!"
end
end
})

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name = schemedit
title = Schematic Editor
optional_depends = doc
description = Advanced tool for modders and advanced users to create and edit schematics.
min_minetest_version = 5.0

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# If enabled, exporting a schematic will also create a .lua file
# in addition to the .mts file.
schemedit_export_lua (.lua file schematic export) bool false
# Specify the style of the visual border markers.
# * edges: Show borders at the edges
# * checkers: Checker pattern at the sides
schemedit_border_style (Border style) enum edges edges,checkers

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