Change mod.conf and readme's depends.
Optipng images, after adding in bamboo top image. Try out a plantlike style top node for bamboo stalks. Make Bamboo drop 1-2 bamboo. Fix Bamboo top drops.
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@ -1,9 +1,9 @@
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mcl_bamboo
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=========
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This mod adds simple bamboo nodes to your Mineclone 2 world.
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This mod adds minecraft-like bamboo nodes to your Mineclone 2 world.
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Code redo for Mineclone 2: Michieal. Original bamboo code by: Krock.
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Code: Michieal. Original (basic) bamboo code by: Krock.
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License for code: GPL3; images / textures: CC-BY-SA.
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Images Created by Michieal, except for:
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@ -11,9 +11,11 @@ Inventory / wield image: created by RandomLegoBrick#8692 and is CC0.
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Dependencies: mcl_core, mcl_sounds, mcl_tools
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Optional Dependencies = mcl_flowerpots, mclx_stairs, mcl_doors, mcl_signs, mesecons_pressureplates, mcl_fences, mesecons_button
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Optional Dependencies = mcl_flowerpots, mclx_stairs, mcl_doors, mcl_signs, mesecons_pressureplates, mcl_fences, mesecons_button, mcl_boats
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Special thanks to Nicu for help with the nodebox stalk design.
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Original code's forum topic:
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Krock's bamboo forum topic:
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Forum topic: https://forum.minetest.net/viewtopic.php?id=8289
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Scaffold inspiration: Cora, because she said that it couldn't be done.
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@ -16,14 +16,13 @@ local adj_nodes = {
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}
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local SIDE_SCAFFOLDING = false
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local function bambootoo_create_nodes()
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local bamboo_mosaic = minetest.registered_nodes[bamboo .. "_plank"]
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bamboo_mosaic.tiles = {"mcl_bamboo_bamboo_plank.png"}
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bamboo_mosaic.groups = {handy = 1, axey = 1, flammable = 3, fire_encouragement = 5, fire_flammability = 20}
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bamboo_mosaic.description = S("Bamboo Mosaic Plank")
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bamboo_mosaic._doc_items_longdesc = S("Bamboo Mosaic Plank")
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minetest.register_node("mcl_bamboo:bamboo_mosaic",bamboo_mosaic)
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minetest.register_node("mcl_bamboo:bamboo_mosaic", bamboo_mosaic)
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-- crafted by "mcl_stair:slab_bamboo_plank", "mcl_stair:slab_bamboo_block", "mcl_stair:slab_bamboo_stripped"
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if minetest.get_modpath("mcl_stairs") then
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@ -99,6 +98,8 @@ local function bambootoo_register_craftings()
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recipe = bamboo .. "_mosaic",
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burntime = 7.5,
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})
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if minetest.get_modpath("mcl_stairs") then
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if mcl_stairs ~= nil then
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minetest.register_craft({
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type = "fuel",
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recipe = "mcl_stairs:slab_bamboo_mosaic",
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@ -109,9 +110,9 @@ local function bambootoo_register_craftings()
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recipe = "mcl_stairs:stair_bamboo_mosaic",
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burntime = 15,
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})
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end
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end
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end
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bambootoo_create_nodes()
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bambootoo_register_craftings()
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@ -15,6 +15,8 @@ local node_sound = mcl_sounds.node_sound_wood_defaults()
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local SIDE_SCAFFOLDING = false
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local MAKE_STAIRS = true
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local DEBUG = false
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local DOUBLE_DROP_CHANCE = 8
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--Bamboo can be planted on moss blocks, grass blocks, dirt, coarse dirt, rooted dirt, gravel, mycelium, podzol, sand, red sand, or mud
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local bamboo_dirt_nodes = {
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@ -62,17 +64,40 @@ local function create_nodes()
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paramtype = "light",
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groups = {handy = 1, axey = 1, choppy = 1, flammable = 3},
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sounds = node_sound,
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drops = "mcl_bamboo:bamboo",
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drop = {
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max_items = 1,
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-- Maximum number of item lists to drop.
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-- The entries in 'items' are processed in order. For each:
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-- Item filtering is applied, chance of drop is applied, if both are
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-- successful the entire item list is dropped.
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-- Entry processing continues until the number of dropped item lists
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-- equals 'max_items'.
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-- Therefore, entries should progress from low to high drop chance.
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items = {
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-- Examples:
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{
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-- 1 in 100 chance of dropping.
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-- Default rarity is '1'.
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rarity = DOUBLE_DROP_CHANCE,
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items = {bamboo .. " 2"},
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},
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{
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-- 1 in 2 chance of dropping.
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-- Default rarity is '1'.
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rarity = 1,
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items = {bamboo},
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},
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},
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},
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inventory_image = "mcl_bamboo_bamboo_shoot.png",
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wield_image = "mcl_bamboo_bamboo_shoot.png",
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_mcl_blast_resistance = 1,
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_mcl_hardness = 2,
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_mcl_hardness = 1.5,
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node_box = {
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type = "fixed",
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fixed = {
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-- {0.1875, -0.5, -0.125, 0.4125, 0.5, 0.0625},
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-- {-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
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-- {-0.25, -0.5, -0.3125, 0, 0.5, -0.125},
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{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
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}
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},
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@ -152,81 +177,36 @@ local function create_nodes()
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}
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minetest.remove_node(new_pos)
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minetest.sound_play(node_sound.dug, sound_params, true)
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local istack = ItemStack("mcl_bamboo:bamboo")
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local istack = ItemStack(bamboo)
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if math.random(1, DOUBLE_DROP_CHANCE) == 1 then
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minetest.add_item(new_pos, istack)
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end
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minetest.add_item(new_pos, istack)
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elseif node_above and node_above.name == "mcl_bamboo:bamboo_endcap" then
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minetest.remove_node(new_pos)
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minetest.sound_play(node_sound.dug, sound_params, true)
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local istack = ItemStack("mcl_bamboo:bamboo")
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local istack = ItemStack(bamboo)
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minetest.add_item(new_pos, istack)
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if math.random(1, DOUBLE_DROP_CHANCE) == 1 then
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minetest.add_item(new_pos, istack)
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end
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end
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end,
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}
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minetest.register_node(bamboo, bamboo_def)
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local bamboo_top = table.copy(bamboo_def)
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bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
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bamboo_top.drops = bamboo
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bamboo_top.tiles = {"mcl_bamboo_endcap.png"}
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bamboo_top.drawtype = "plantlike"
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bamboo_top.paramtype2 = "meshoptions"
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bamboo_top.param2 = 34
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bamboo_top.nodebox = nil
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bamboo_top.on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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bamboo_top.on_place = function(itemstack, _, _)
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-- Should never occur... but, if it does, then nix it.
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itemstack:set_name(bamboo)
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return itemstack
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end
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local node = minetest.get_node(pointed_thing.under)
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local pos = pointed_thing.under
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if DEBUG then
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minetest.log("mcl_bamboo::Node placement data:")
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minetest.log(dump(pointed_thing))
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minetest.log(dump(node))
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end
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if DEBUG then
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minetest.log("mcl_bamboo::Checking for protected placement of bamboo.")
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end
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local pname = placer:get_player_name()
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if pname then
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if minetest.is_protected(pos, pname) then
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minetest.record_protection_violation(pos, pname)
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return
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end
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--not for player use.
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if minetest.is_creative_enabled(pname) == false then
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itemstack:set_count(0)
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return itemstack
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end
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end
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if DEBUG then
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minetest.log("mcl_bamboo::placement of bamboo is not protected.")
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end
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if node.name ~= "mcl_bamboo:bamboo" then
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return itemstack
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end
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if DEBUG then
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minetest.log("mcl_bamboo::placing bamboo directly.")
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end
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return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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end
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--[[
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bamboo_top.on_destruct = function(pos)
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-- Node destructor; called before removing node.
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local node = minetest.get_node(pos)
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if node and node.name == "mcl_bamboo:bamboo_endcap" then
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local sound_params = {
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pos = pos,
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gain = 1.0, -- default
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max_hear_distance = 10, -- default, uses a Euclidean metric
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}
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minetest.remove_node(pos)
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minetest.sound_play(node_sound.dug, sound_params, true)
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local istack = ItemStack("mcl_bamboo:bamboo")
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minetest.add_item(pos, istack)
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end
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end
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]]
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minetest.register_node("mcl_bamboo:bamboo_endcap", bamboo_top)
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@ -329,25 +309,6 @@ local function create_nodes()
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sounds = mcl_sounds.node_sound_wood_defaults(),
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}
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--[[ Registers a door
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-- name: The name of the door
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-- def: a table with the folowing fields:
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-- description
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-- inventory_image
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-- groups
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-- tiles_bottom: the tiles of the bottom part of the door {front, side}
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-- tiles_top: the tiles of the bottom part of the door {front, side}
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-- If the following fields are not defined the default values are used
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-- node_box_bottom
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-- node_box_top
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-- selection_box_bottom
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-- selection_box_top
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-- only_placer_can_open: if true only the player who placed the door can
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-- open it
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-- only_redstone_can_open: if true, the door can only be opened by redstone,
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-- not by rightclicking it
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--]]
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mcl_doors:register_door(name, def)
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name = "mcl_bamboo:bamboo_trapdoor"
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@ -871,14 +832,20 @@ todo -- Also, make those blocks collapse (break) when a nearby connected scaffol
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todo -- add in alternative bamboo styles to simulate random placement. (see commented out node box definitions.
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todo -- Add Flourish to the endcap node for bamboo.
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todo -- mash all of that together so that it drops as one item, and chooses what version to be, in on_place.
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todo -- Raft
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todo -- Raft with Chest.
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todo -- Add in Extras.
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todo -- [X] Added a new "Mosaic" plank variant that is unique to Bamboo called Bamboo Mosaic
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It can be crafted with 1x2 Bamboo (plank) Slabs in a vertical strip
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You can craft Stair and Slab variants of Bamboo Mosaic
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Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be
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used as fuel. [Done]
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todo -- fix scaffolding placing, instead of using on_rightclick first.
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todo -- make graphic for top node of bamboo.
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waiting on specific things:
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todo -- Raft -- need model
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todo -- Raft with Chest. same.
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todo -- handle bonemeal...
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Notes:
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When bone meal is used on it, it grows by 1–2 blocks. Bamboo can grow up to 12–16 blocks tall.
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The top of a bamboo plant requires a light level of 9 or above to grow.
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Design Decision - to not make bamboo saplings, and not make them go through a ton of transformations.
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--]]
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@ -1,4 +1,4 @@
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name = mcl_bamboo
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depends = mcl_core, mcl_sounds, mcl_tools
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optional_depends = mcl_flowerpots, mclx_stairs, mcl_doors, mcl_signs, mesecons_pressureplates, mcl_fences, mesecons_button, mcl_lanterns
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optional_depends = mcl_flowerpots, mclx_stairs, mcl_doors, mcl_signs, mesecons_pressureplates, mcl_fences, mesecons_button, mcl_boats
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author = Michieal
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Before Width: | Height: | Size: 520 B After Width: | Height: | Size: 389 B |
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
BIN
mods/ITEMS/mcl_bamboo/textures/mcl_bamboo_endcap.png
Normal file
After Width: | Height: | Size: 941 B |
Before Width: | Height: | Size: 388 B After Width: | Height: | Size: 205 B |
Before Width: | Height: | Size: 371 B After Width: | Height: | Size: 206 B |