master #16

Closed
milan wants to merge 20 commits from master into old_server
311 changed files with 5926 additions and 15 deletions

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@ -99,6 +99,8 @@ git clone --depth 1 --branch master https://github.com/Uberi/Minetest-WorldEdit.
git clone --depth 1 --branch master https://github.com/minetest-mods/realchess.git git clone --depth 1 --branch master https://github.com/minetest-mods/realchess.git
git clone --depth 1 --branch master https://github.com/Grizzly-Adam/BBQ.git git clone --depth 1 --branch master https://github.com/Grizzly-Adam/BBQ.git
git clone --depth 1 --branch master git://cheapiesystems.com/mail git clone --depth 1 --branch master git://cheapiesystems.com/mail
git clone --depth 1 --branch master https://github.com/minetest-mods/mydoors.git
git clone --depth 1 --branch master https://github.com/TumeniNodes/angledwalls.git
#Clean git stuff #Clean git stuff
rm -rf $(find . -name .git*) rm -rf $(find . -name .git*)

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@ -177,3 +177,16 @@ load_mod_pie = true
load_mod_homedecor_cobweb = true load_mod_homedecor_cobweb = true
load_mod_along_shore = true load_mod_along_shore = true
load_mod_bushes_classic = true load_mod_bushes_classic = true
load_mod_my_old_doors = true
load_mod_my_misc_doors = true
load_mod_my_hidden_doors = true
load_mod_my_fancy_doors = true
load_mod_my_door_wood = true
load_mod_my_castle_doors = true
load_mod_my_future_doors = true
load_mod_my_saloon_doors = true
load_mod_my_cottage_doors = true
load_mod_angledwalls = true
load_mod_my_default_doors = true
load_mod_my_garage_door = true
load_mod_my_sliding_doors = true

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@ -193,6 +193,9 @@ local function init_player_armor(initplayer)
armor:set_player_armor(player) armor:set_player_armor(player)
end, end,
allow_put = function(inv, listname, index, put_stack, player) allow_put = function(inv, listname, index, put_stack, player)
if player:get_player_name() ~= name then
return 0
end
local element = armor:get_element(put_stack:get_name()) local element = armor:get_element(put_stack:get_name())
if not element then if not element then
return 0 return 0
@ -208,9 +211,15 @@ local function init_player_armor(initplayer)
return 1 return 1
end, end,
allow_take = function(inv, listname, index, stack, player) allow_take = function(inv, listname, index, stack, player)
if player:get_player_name() ~= name then
return 0
end
return stack:get_count() return stack:get_count()
end, end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if player:get_player_name() ~= name then
return 0
end
return count return count
end, end,
}, name) }, name)

4
mods/angledwalls/README.md Executable file
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@ -0,0 +1,4 @@
# angledwalls
angled walls, angled glass, and angled doors for Minetest
![Preview](https://github.com/TumeniNodes/angledwalls/blob/master/screenshot.png)
![Preview](https://github.com/TumeniNodes/angledwalls/blob/master/screenshot_angledwalls-inv.png)

235
mods/angledwalls/adoors.lua Normal file
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@ -0,0 +1,235 @@
-- adoors by TumeniNodes (C) 2018
screwdriver = screwdriver or {}
adoors = {}
-- Register adoor nodes
adoors.door = {
{"steel", "Steel",
{cracky = 1, door = 1},
default.node_sound_metal_defaults(),
"doors_steel_door",
{name = "doors_door_steel.png"},
"default:steelblock"},
{"glass", "Glass",
{cracky = 3, door = 1},
default.node_sound_glass_defaults(),
"doors_glass_door",
{name = "doors_door_glass.png"},
"default:glass"},
{"obsidian_glass",
"Obsidian Glass",
{cracky = 1, door = 1},
default.node_sound_glass_defaults(),
"doors_glass_door",
{name = "doors_door_obsidian_glass.png"},
"default:obsidian_glass"},
{"wood", "Wood",
{choppy = 2, door = 1},
default.node_sound_wood_defaults(),
"doors_door",
{name = "doors_door_wood.png"},
"default:wood"},
}
for _, row in ipairs(adoors.door) do
local name = row[1]
local desc = row[2]
local mat_groups = row[3]
local mat_sound = row[4]
local door_sound = row[5]
local door_tiles = row[6]
local craft_material = row[7]
minetest.register_node(":adoors:" ..name.. "_Ldoor", {
description = desc.. " Door (left)",
inventory_image = "doors_item_" ..name.. ".png^[transformFXX",
wield_image = "doors_item_" ..name.. ".png^[transformFXX",
drawtype = "mesh",
mesh = "adoors_Ldoor.obj",
tiles = {door_tiles},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
on_rotate = screwdriver.rotate_simple,
sunlight_propogates = true,
is_ground_content = false,
groups = mat_groups,
sounds = mat_sound,
selection_box = {
type = "fixed",
fixed = {
{0.375, -0.5, 0.375, 0.5, 1.5, 0.5},
{0.25, -0.5, 0.25, 0.375, 1.5, 0.375},
{0.125, -0.5, 0.125, 0.25, 1.5, 0.25},
{0, -0.5, 0, 0.125, 1.5, 0.125},
{-0.125, -0.5, -0.125, 0, 1.5, 0},
{-0.25, -0.5, -0.25, -0.125, 1.5, -0.125},
{-0.375, -0.5, -0.375, -0.25, 1.5, -0.25},
{-0.5, -0.5, -0.5, -0.375, 1.5, -0.375},
},
},
collision_box = {
type = "fixed",
fixed = {
{0.375, -0.5, 0.375, 0.5, 1.5, 0.5},
{0.25, -0.5, 0.25, 0.375, 1.5, 0.375},
{0.125, -0.5, 0.125, 0.25, 1.5, 0.25},
{0, -0.5, 0, 0.125, 1.5, 0.125},
{-0.125, -0.5, -0.125, 0, 1.5, 0},
{-0.25, -0.5, -0.25, -0.125, 1.5, -0.125},
{-0.375, -0.5, -0.375, -0.25, 1.5, -0.25},
{-0.5, -0.5, -0.5, -0.375, 1.5, -0.375},
},
},
on_rightclick = function(pos, node, puncher)
minetest.swap_node(pos, {name = "adoors:" ..name.. "_Ldoor_open", param2 = node.param2})
minetest.sound_play(door_sound.."_open", {gain = 0.20, max_hear_distance = 2})
end,
})
minetest.register_node(":adoors:" ..name.. "_Ldoor_open", {
drawtype = "mesh",
mesh = "adoors_Ldoor_open.obj",
tiles = {door_tiles},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
on_rotate = screwdriver.rotate_simple,
legacy_facedir_simple = true,
sunlight_propogates = true,
is_ground_content = false,
groups = mat_groups,
drop = "adoors:" ..name.. "_Ldoor",
sounds = mat_sound,
selection_box = {
type = "fixed",
fixed = {
{0.375, -0.5, -1.375, 0.5, 1.5, -1.25},
{0.25, -0.5, -1.25, 0.375, 1.5, -1.125},
{0.125, -0.5, -1.125, 0.25, 1.5, -1},
{0, -0.5, -1, 0.125, 1.5, -0.875},
{-0.125, -0.5, -0.875, 0, 1.5, -0.75},
{-0.25, -0.5, -0.75, -0.125, 1.5, -0.625},
{-0.375, -0.5, -0.625, -0.25, 1.5, -0.5},
{-0.5, -0.5, -0.5, -0.375, 1.5, -0.375},
},
},
collision_box = {
type = "fixed",
fixed = {
{0.375, -0.5, -1.375, 0.5, 1.5, -1.25},
{0.25, -0.5, -1.25, 0.375, 1.5, -1.125},
{0.125, -0.5, -1.125, 0.25, 1.5, -1},
{0, -0.5, -1, 0.125, 1.5, -0.875},
{-0.125, -0.5, -0.875, 0, 1.5, -0.75},
{-0.25, -0.5, -0.75, -0.125, 1.5, -0.625},
{-0.375, -0.5, -0.625, -0.25, 1.5, -0.5},
{-0.5, -0.5, -0.5, -0.375, 1.5, -0.375},
},
},
on_rightclick = function(pos, node, puncher)
minetest.swap_node(pos, {name = "adoors:" ..name.. "_Ldoor", param2 = node.param2})
minetest.sound_play(door_sound.."_close", {gain = 0.20, max_hear_distance = 2})
end,
})
minetest.register_node(":adoors:" ..name.. "_Rdoor", {
description = desc.. " Door (right)",
inventory_image = "doors_item_" ..name.. ".png",
wield_image = "doors_item_" ..name.. ".png",
drawtype = "mesh",
mesh = "adoors_Rdoor.obj",
tiles = {door_tiles},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
on_rotate = screwdriver.rotate_simple,
sunlight_propogates = true,
is_ground_content = false,
groups = mat_groups,
sounds = mat_sound,
selection_box = {
type = "fixed",
fixed = {
{0.375, -0.5, 0.375, 0.5, 1.5, 0.5},
{0.25, -0.5, 0.25, 0.375, 1.5, 0.375},
{0.125, -0.5, 0.125, 0.25, 1.5, 0.25},
{0, -0.5, 0, 0.125, 1.5, 0.125},
{-0.125, -0.5, -0.125, 0, 1.5, 0},
{-0.25, -0.5, -0.25, -0.125, 1.5, -0.125},
{-0.375, -0.5, -0.375, -0.25, 1.5, -0.25},
{-0.5, -0.5, -0.5, -0.375, 1.5, -0.375},
},
},
collision_box = {
type = "fixed",
fixed = {
{0.375, -0.5, 0.375, 0.5, 1.5, 0.5},
{0.25, -0.5, 0.25, 0.375, 1.5, 0.375},
{0.125, -0.5, 0.125, 0.25, 1.5, 0.25},
{0, -0.5, 0, 0.125, 1.5, 0.125},
{-0.125, -0.5, -0.125, 0, 1.5, 0},
{-0.25, -0.5, -0.25, -0.125, 1.5, -0.125},
{-0.375, -0.5, -0.375, -0.25, 1.5, -0.25},
{-0.5, -0.5, -0.5, -0.375, 1.5, -0.375},
},
},
on_rightclick = function(pos, node, puncher)
minetest.swap_node(pos, {name = "adoors:" ..name.. "_Rdoor_open", param2 = node.param2})
minetest.sound_play(door_sound.."_open", {gain = 0.20, max_hear_distance = 2})
end,
})
minetest.register_node(":adoors:" ..name.. "_Rdoor_open", {
drawtype = "mesh",
mesh = "adoors_Rdoor_open.obj",
tiles = {door_tiles},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
on_rotate = screwdriver.rotate_simple,
legacy_facedir_simple = true,
sunlight_propogates = true,
is_ground_content = false,
groups = mat_groups,
drop = "adoors:" ..name.. "_Rdoor",
sounds = mat_sound,
selection_box = {
type = "fixed",
fixed = {
{0.375, -0.5, 0.375, 0.5, 1.5, 0.5},
{0.5, -0.5, 0.25, 0.625, 1.5, 0.375},
{0.625, -0.5, 0.125, 0.75, 1.5, 0.25},
{0.75, -0.5, 0, 0.875, 1.5, 0.125},
{0.875, -0.5, -0.125, 1, 1.5, 0},
{1, -0.5, -0.25, 1.125, 1.5, -0.125},
{1.125, -0.5, -0.375, 1.25, 1.5, -0.25},
{1.25, -0.5, -0.5, 1.375, 1.5, -0.375},
},
},
collision_box = {
type = "fixed",
fixed = {
{0.375, -0.5, 0.375, 0.5, 1.5, 0.5},
{0.5, -0.5, 0.25, 0.625, 1.5, 0.375},
{0.625, -0.5, 0.125, 0.75, 1.5, 0.25},
{0.75, -0.5, 0, 0.875, 1.5, 0.125},
{0.875, -0.5, -0.125, 1, 1.5, 0},
{1, -0.5, -0.25, 1.125, 1.5, -0.125},
{1.125, -0.5, -0.375, 1.25, 1.5, -0.25},
{1.25, -0.5, -0.5, 1.375, 1.5, -0.375},
},
},
on_rightclick = function(pos, node, puncher)
minetest.swap_node(pos, {name = "adoors:" ..name.. "_Rdoor", param2 = node.param2})
minetest.sound_play(door_sound.."_close", {gain = 0.20, max_hear_distance = 2})
end,
})
end

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@ -0,0 +1,555 @@
angledglass = {}
-- Angled place function
-- To use put "on_place = angledglass.angled_place" in the node def
function angledglass.angled_place(itemstack, placer, pointed_thing)
local placer_pos = placer:getpos()
local pos = pointed_thing.above
local param2
if pos.x > placer_pos.x then
if pos.z > placer_pos.z then
param2 = 1
else
param2 = 2
end
else
if pos.z > placer_pos.z then
param2 = 0
else
param2 = 3
end
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end
--Register angledglass.
--Node will be called angledglass:glass_<subname>
function angledglass.register_glass(subname, recipeitem, groups, images, description, sounds)
groups.glass = 1
minetest.register_node(":angledglass:glass" .. subname, {
description = description,
drawtype = "mesh",
mesh = "angled_glass.obj",
tiles = images,
use_texture_alpha = true,
paramtype = "light",
sunlight_propogates = true,
paramtype2 = "facedir",
is_ground_content = false,
groups = groups,
sounds = sounds,
collision_box = {
type = "fixed",
fixed = {
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{-0.4375, -0.5, -0.4375, -0.3125, 0.5, -0.3125},
{0.3125, -0.5, 0.3125, 0.4375, 0.5, 0.4375},
{0.25, -0.5, 0.25, 0.375, 0.5, 0.375},
{-0.375, -0.5, -0.375, -0.25, 0.5, -0.25},
{0.1875, -0.5, 0.1875, 0.3125, 0.5, 0.3125},
{-0.3125, -0.5, -0.3125, -0.1875, 0.5, -0.1875},
{0.125, -0.5, 0.125, 0.25, 0.5, 0.25},
{-0.25, -0.5, -0.25, -0.125, 0.5, -0.125},
{0.0625, -0.5, 0.0625, 0.1875, 0.5, 0.1875},
{-0.1875, -0.5, -0.1875, -0.0625, 0.5, -0.0625},
{0, -0.5, 0, 0.125, 0.5, 0.125},
{-0.125, -0.5, -0.125, 0, 0.5, 0},
{-0.0625, -0.5, -0.0625, 0.0625, 0.5, 0.0625},
}
},
on_place = angledglass.angled_place
})
end
-- Register glass types
angledglass.register_glass("_acacia_wood_glass", "default:acacia_wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "default_acacia_wood.png"},
"Acacia Wood Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_acacia_wood_obsidian_glass", "default:acacia_wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "default_acacia_wood.png"},
"Acacia Wood Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_aspen_wood_glass", "default:aspen_wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "default_aspen_wood.png"},
"Aspen Wood Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_aspen_wood_obsidian_glass", "default:aspen_wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "default_aspen_wood.png"},
"Aspen Wood Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_junglewood_glass", "default:junglewood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "default_junglewood.png"},
"Junglewood Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_junglewood_obsidian_glass", "default:junglewood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "default_junglewood.png",},
"Junglewood Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_pine_wood_glass", "default:pine_wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "default_pine_wood.png"},
"Pine Wood Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_pine_wood_obsidian_glass", "default:pine_wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "default_pine_wood.png"},
"Pine Wood Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_wooden_glass", "default:wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "default_wood.png"},
"Wooden Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_wooden_obsidian_glass", "default:wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "default_wood.png"},
"Wooden Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_brick_glass", "default:brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_brick.png"},
"Brick Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_brick_obsidian_glass", "default:brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_brick.png"},
"Brick Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_cobble_glass", "default:cobble",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_cobble.png"},
"Cobble Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_cobble_obsidian_glass", "default:cobble",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_cobble.png"},
"Cobble Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_mossycobble_glass", "default:mossycobble",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_mossycobble.png"},
"Mossycobble Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_mossycobble_obsidian_glass", "default:mossycobble",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_mossycobble.png"},
"Mossycobble Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_stone_glass", "default:stone",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_stone.png"},
"Stone Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_stone_obsidian_glass", "default:stone",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_stone.png"},
"Stone Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_stone_block_glass", "default:stone_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_stone_block.png"},
"Stone Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_stone_block_obsidian_glass", "default:stone_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_stone_block.png"},
"Stone Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_stone_brick_glass", "default:stone_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_stone_brick.png"},
"Stone Brick Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_stone_brick_obsidian_glass", "default:stone_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_stone_brick.png"},
"Stone Brick Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_cobble_glass", "default:desert_cobble",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_desert_cobble.png"},
"Desert Cobble Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_cobble_obsidian_glass", "default:desert_cobble",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_desert_cobble.png"},
"Desert Cobble Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_stone_glass", "default:desert_stone",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_desert_stone.png"},
"Desert Stone Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_stone_obsidian_glass", "default:desert_stone",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_desert_stone.png"},
"Desert Stone Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_stone_block_glass", "default:desert_stone_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_desert_stone_block.png"},
"Desert Stone Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_stone_block_obsidian_glass", "default:desert_stone_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_desert_stone_block.png"},
"Desert Stone Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_stone_brick_glass", "default:desert_stone_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_desert_stone_brick.png"},
"Desert Stone Brick Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_stone_brick_obsidian_glass", "default:desert_stone_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_desert_stone_brick.png"},
"Desert Stone Brick Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_sandstone_glass", "default:desert_sandstone",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_desert_sandstone.png"},
"Desert Sandstone Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_sandstone_obsidian_glass", "default:desert_sandstone",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_desert_sandstone.png"},
"Desert Sandstone Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_sandstone_block_glass", "default:desert_sandstone_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_desert_sandstone_block.png"},
"Desert Sandstone Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_sandstone_block_obsidian_glass", "default:desert_sandstone_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_desert_sandstone_block.png"},
"Desert Sandstone Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_sandstone_brick_glass", "default:desert_sandstone_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_desert_sandstone_brick.png"},
"Desert Sandstone Brick Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_desert_sandstone_brick_obsidian_glass", "default:desert_sandstone_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_desert_sandstone_brick.png"},
"Desert Sandstone Brick Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_sandstone_glass", "default:sandstone",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_sandstone.png"},
"Sandstone Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_sandstone_obsidian_glass", "default:sandstone",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_sandstone.png"},
"Sandstone Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_sandstone_block_glass", "default:sandstone_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_sandstone_block.png"},
"Sandstone Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_sandstone_block_obsidian_glass", "default:sandstone_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_sandstone_block.png"},
"Sandstone Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_sandstone_brick_glass", "default:sandstone_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_sandstone_brick.png"},
"Sandstone Brick Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_sandstone_brick_obsidian_glass", "default:sandstone_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_sandstone_brick.png"},
"Sandstone Brick Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_silver_sandstone_glass", "default:silver_sandstone",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_silver_sandstone.png"},
"Silver Sandstone Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_silver_sandstone_obsidian_glass", "default:silver_sandstone",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_silver_sandstone.png"},
"Silver Sandstone Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_silver_sandstone_block_glass", "default:silver_sandstone_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_silver_sandstone_block.png"},
"Silver Sandstone Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_silver_sandstone_block_obsidian_glass", "default:silver_sandstone_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_silver_sandstone_block.png"},
"Silver Sandstone Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_silver_sandstone_brick_glass", "default:silver_sandstone_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_silver_sandstone_brick.png"},
"Silver Sandstone Brick Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_silver_sandstone_brick_obsidian_glass", "default:silver_sandstone_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_silver_sandstone_brick.png"},
"Silver Sandstone Brick Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bronze_block_glass", "default:bronze_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_bronze_block.png"},
"Bronze Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bronze_block_obsidian_glass", "default:bronze_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_bronze_block.png"},
"Bronze Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_clay_glass", "default:clay",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_clay.png"},
"Clay Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_clay_obsidian_glass", "default:clay",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_clay.png"},
"Clay Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_coal_block_glass", "default:coal_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_coal_block.png"},
"Coal Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_coal_block_obsidian_glass", "default:coal_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_coal_block.png"},
"Coal Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_copper_block_glass", "default:copper_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_copper_block.png"},
"Copper Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_copper_block_obsidian_glass", "default:copper_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_copper_block.png"},
"Copper Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_diamond_block_glass", "default:diamond_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_diamond_block.png"},
"Diamond Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_diamond_block_obsidian_glass", "default:diamond_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_diamond_block.png"},
"Diamond Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_gold_block_glass", "default:gold_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_gold_block.png"},
"Gold Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_gold_block_obsidian_glass", "default:gold_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_gold_block.png"},
"Gold Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_mese_block_glass", "default:mese_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_mese_block.png"},
"Mese Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_mese_block_obsidian_glass", "default:mese_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_mese_block.png"},
"Mese Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_steel_block_glass", "default:steel_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_steel_block.png"},
"Steel Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_steel_block_obsidian_glass", "default:steel_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_steel_block.png"},
"Steel Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_tin_block_glass", "default:tin_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_tin_block.png"},
"Tin Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_tin_block_obsidian_glass", "default:tin_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_tin_block.png"},
"Tin Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_glass_glass", "default:glass",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_glass.png"},
"Glass Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_glass_obsidian_glass", "default:glass",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_glass.png"},
"Glass Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_obsidian_glass", "default:obsidian",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_obsidian.png"},
"Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_obsidian_obsidian_glass", "default:obsidian",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_obsidian.png"},
"Obsidian Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_obsidian_block_glass", "default:obsidian_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_obsidian_block.png"},
"Obsidian Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_obsidian_block_obsidian_glass", "default:obsidian_block",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_obsidian_block.png"},
"Obsidian Block Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_obsidian_brick_glass", "default:obsidian_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_obsidian_brick.png"},
"Obsidian Brick Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_obsidian_brick_obsidian_glass", "default:obsidian_brick",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_obsidian_brick.png"},
"Obsidian Brick Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_obsidian_glass_glass", "default:obsidian_glass",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_obsidian_glass.png"},
"Obsidian Glass Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_obsidian_glass_obsidian_glass", "default:obsidian_glass",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_obsidian_glass.png"},
"Obsidian Glass Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_snow_glass", "default:snow",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_snow.png"},
"Snow Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_snow_obsidian_glass", "default:snow",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_snow.png"},
"Snow Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_ice_glass", "default:ice",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_glass.png", "default_ice.png"},
"Ice Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_ice_obsidian_glass", "default:ice",
{cracky = 2, oddly_breakable_by_hand = 2, stone = 1},
{"default_obsidian_glass.png", "default_ice.png"},
"Ice Obsidian Glass",
default.node_sound_glass_defaults())

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-- [MOD] Angled Walls [angledwalls] [1.2] by TumeniNodes 6-24-2016
angledwalls = {}
-- Angled place function
-- To use put "on_place = angledwalls.angled_place" in the node def
function angledwalls.angled_place(itemstack, placer, pointed_thing)
local placer_pos = placer:getpos()
local pos = pointed_thing.above
local param2
if pos.x > placer_pos.x then
if pos.z > placer_pos.z then
param2 = 1
else
param2 = 2
end
else
if pos.z > placer_pos.z then
param2 = 0
else
param2 = 3
end
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end
--Register angledwalls.
--Node will be called angledwalls:angled_wall_<subname>
function angledwalls.register_angled_wall(subname, recipeitem, groups, images, description, sounds)
groups.angledwall = 1
minetest.register_node(":angledwalls:angled_wall" .. subname, {
description = description,
drawtype = "mesh",
mesh = "angled_wall.obj",
tiles = images,
paramtype = "light",
sunlight_propogates = true,
paramtype2 = "facedir",
is_ground_content = false,
groups = groups,
sounds = sounds,
collision_box = {
type = "fixed",
fixed = {
{0, -0.5, 0, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, 0, 0.5, 0},
{-0.25, -0.5, -0.25, 0.25, 0.5, 0.25},
{-0.3125, -0.5, -0.1875, 0.3125, 0.5, 0.1875},
{-0.1875, -0.5, -0.3125, 0.1875, 0.5, 0.3125},
{-0.125, -0.5, -0.375, 0.125, 0.5, 0.375},
{-0.0625, -0.5, -0.4375, 0.0625, 0.5, 0.4375},
{-0.375, -0.5, -0.125, 0.375, 0.5, 0.125},
{-0.4375, -0.5, -0.0625, 0.4375, 0.5, 0.0625},
}
},
on_place = angledwalls.angled_place
})
end
-- Register angledwalls.
-- Node will be called angledwalls:low_angled_wall_<subname>
function angledwalls.register_low_angled_wall(subname, recipeitem, groups, images, description, sounds)
groups.lowangledwall = 1
minetest.register_node(":angledwalls:low_angled_wall" .. subname, {
description = description,
drawtype = "mesh",
mesh = "low_angled_wall.obj",
tiles = images,
paramtype = "light",
sunlight_propogates = true,
paramtype2 = "facedir",
is_ground_content = false,
groups = groups,
sounds = sounds,
collision_box = {
type = "fixed",
fixed = {
{0, -0.5, 0, 0.5, 0, 0.5},
{-0.5, -0.5, -0.5, 0, 0, 0},
{-0.25, -0.5, -0.25, 0.25, 0, 0.25},
{-0.3125, -0.5, -0.1875, 0.3125, 0, 0.1875},
{-0.1875, -0.5, -0.3125, 0.1875, 0, 0.3125},
{-0.125, -0.5, -0.375, 0.125, 0, 0.375},
{-0.0625, -0.5, -0.4375, 0.0625, 0, 0.4375},
{-0.375, -0.5, -0.125, 0.375, 0, 0.125},
{-0.4375, -0.5, -0.0625, 0.4375, 0, 0.062},
}
},
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}
},
on_place = angledwalls.angled_place
})
end
--Register angledwalls.
--Node will be called angledwalls:corner_<subname>
function angledwalls.register_corner(subname, recipeitem, groups, images, description, sounds)
groups.corner = 1
minetest.register_node(":angledwalls:corner" .. subname, {
description = description,
drawtype = "mesh",
mesh = "angledwalls_corner.obj",
tiles = images,
paramtype = "light",
sunlight_propogates = true,
paramtype2 = "facedir",
is_ground_content = false,
groups = groups,
sounds = sounds,
collision_box = {
type = "fixed",
fixed = {
{0, -0.5, 0, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, 0, 0.5, 0},
{-0.1875, -0.5, -0.1875, 0.3125, 0.5, 0.3125},
{-0.125, -0.5, -0.125, 0.375, 0.5, 0.375},
{-0.375, -0.5, -0.375, 0.125, 0.5, 0.125},
{-0.4375, -0.5, -0.4375, 0.0625, 0.5, 0.0625},
{-0.0625, -0.5, -0.0625, 0.4375, 0.5, 0.4375},
{-0.25, -0.5, -0.3125, 0.1875, 0.5, 0.25},
{-0.5, -0.5, -0.25, 0.25, 0.5, 0.5},
}
},
on_place = angledwalls.angled_place
})
end
-- Angled wall/low wall/corner registration function.
-- Nodes will be called angledwalls:{angled_wall,low_angled_wall,corner}_<subname>
function angledwalls.register_angled_wall_and_low_angled_wall_and_corner(subname, recipeitem, groups, images,desc_angled_wall, desc_low_angled_wall, desc_corner, sounds)
angledwalls.register_angled_wall(subname, recipeitem, groups, images, desc_angled_wall, sounds)
angledwalls.register_low_angled_wall(subname, recipeitem, groups, images, desc_low_angled_wall, sounds)
angledwalls.register_corner(subname, recipeitem, groups, images, desc_corner, sounds)
end
-- Register angled walls and low angled walls and corner
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("acacia_wood", "default:acacia_wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_acacia_wood.png"},
"Acacia Wood Angled Wall",
"Acacia Wood Low Angled Wall",
"Acacia Wood Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("aspen_wood", "default:aspen_wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_aspen_wood.png"},
"Aspen Wood Angled Wall",
"Aspen Wood Low Angled Wall",
"Aspen Wood Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("junglewood", "default:junglewood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_junglewood.png"},
"Junglewood Angled Wall",
"Junglewood Low Angled Wall",
"junglewood Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("pine_wood", "default:pine_wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_pine_wood.png"},
"Pine Wood Angled Wall",
"Pine Wood Low Angled Wall",
"Pine Wood Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("wood", "default:wood",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_wood.png"},
"Wooden Angled Wall",
"Wooden Low Angled Wall",
"Wooden Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("brick", "default:brick",
{cracky = 3, stone = 2},
{"default_brick.png"},
"Brick Angled Wall",
"Brick Low Angled Wall",
"Brick Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bronze_block", "default:bronzeblock",
{cracky = 1, level = 2},
{"default_bronze_block.png"},
"Bronze Block Angled Wall",
"Bronze Block Low Angled Wall",
"Bronze Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("clay", "default:clay",
{cracky = 3, stone = 2},
{"default_clay.png"},
"Clay Angled Wall",
"Clay Low Angled Wall",
"Clay Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("coal_block", "default:coalblock",
{cracky = 3, stone = 2},
{"default_coal_block.png"},
"Coal Block Angled Wall",
"Coal Block Low Angled Wall",
"Coal Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("copperblock", "default:copperblock",
{cracky = 1, level = 2},
{"default_copper_block.png"},
"Copper Block Angled Wall",
"Copper Block Low_angled Wall",
"Copper Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("diamondblock", "default:diamondblock",
{cracky = 1, level = 2},
{"default_diamond_block.png"},
"Diamond Block Angled Wall",
"Diamond Block Low_angled Wall",
"Diamond Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("goldblock", "default:goldblock",
{cracky = 1, level = 2},
{"default_gold_block.png"},
"Gold Block Angled Wall",
"Gold Block Low_angled Wall",
"Gold Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("meseblock", "default:meseblock",
{cracky = 1, level = 2},
{"default_mese_block.png"},
"Mese Block Angled Wall",
"Mese Block Low_angled Wall",
"Mese Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("steelblock", "default:steelblock",
{cracky = 1, level = 2},
{"default_steel_block.png"},
"Steel Block Angled Wall",
"Steel Block Low_angled Wall",
"Steel Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("tinblock", "default:tinblock",
{cracky = 1, level = 2},
{"default_tin_block.png"},
"Tin Block Angled Wall",
"Tin Block Low_angled Wall",
"Tin Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("cobble", "default:cobble",
{cracky = 3, stone = 2},
{"default_cobble.png"},
"Cobblestone Angled Wall",
"Cobblestone Low Angled Wall",
"Cobblestone Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("mossycobble", "default:mossycobble",
{cracky = 3, stone = 1},
{"default_mossycobble.png"},
"Mossycobble Angled Wall",
"Mossycobble Low Angled Wall",
"Mossycobble Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("stone", "default:stone",
{cracky = 2, stone = 1},
{"default_stone.png"},
"Stone Angled Wall",
"Stone Low Angled Wall",
"Stone Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("stone_block", "default:stone_block",
{cracky = 2, stone = 1},
{"default_stone_block.png"},
"Stone Block Angled Wall",
"Stone Block Low Angled Wall",
"Stone Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("stonebrick", "default:stonebrick",
{cracky = 2, stone = 1},
{"default_stone_brick.png"},
"Stone Brick Angled Wall",
"Stone Brick Low Angled Wall",
"Stone Brick Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("desertcobble", "default:desertscobble",
{cracky = 2, stone = 1},
{"default_desert_cobble.png"},
"Desert Cobble Angled Wall",
"Desert Cobble Low Angled Wall",
"Desert Cobble Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("desertstone", "default:desertstone",
{cracky = 2, stone = 1},
{"default_desert_stone.png"},
"Desert Stone Angled Wall",
"Desert Stone Low Angled Wall",
"Desert Stone Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("desert_stone_block", "default:desert_stone_block",
{cracky = 2, stone = 1},
{"default_desert_stone_block.png"},
"Desert Stone Block Angled Wall",
"Desert Stone Block Low Angled Wall",
"Desert Stone Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("desert_stonebrick", "default:desert_stonebrick",
{cracky = 2, stone = 1},
{"default_desert_stone_brick.png"},
"Desert Stone Brick Angled Wall",
"Desert Stone Brick Low Angled Wall",
"Desert Stone Brick Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("desert_sandstone", "default:desert_sandstone",
{cracky = 2, stone = 1},
{"default_desert_sandstone.png"},
"Desert Sandstone Angled Wall",
"Desert Sandstone Low Angled Wall",
"Desert Sandstone Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("desert_sandstone_block", "default:desert_sandstone_block",
{cracky = 2, stone = 1},
{"default_desert_sandstone_block.png"},
"Desert Sandstone Block Angled Wall",
"Desert Sandstone Block Low Angled Wall",
"Desert Sandstone Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("desert_sandstone_brick", "default:desert_sandstone_brick",
{cracky = 2, stone = 1},
{"default_desert_sandstone_brick.png"},
"Desert Sandstone Brick Angled Wall",
"Desert Sandstone Brick Low Angled Wall",
"Desert Sandstone Brick Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("sandstone", "default:sandstone",
{crumbly = 1, cracky = 3},
{"default_sandstone.png"},
"Sandstone Angled Wall",
"Sandstone Low Angled Wall",
"Sandstone Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("sandstone_block", "default:sandstone_block",
{cracky = 2},
{"default_sandstone_block.png"},
"Sandstone Block Angled Wall",
"Sandstone Block Low Angled Wall",
"Sandstone Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("sandstonebrick", "default:sandstonebrick",
{cracky = 2},
{"default_sandstone_brick.png"},
"Sandstone Brick Angled Wall",
"Sandstone Brick Low Angled Wall",
"Sandstone Brick Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("silver_sandstone", "default:silver_sandstone",
{cracky = 2, stone = 1},
{"default_silver_sandstone.png"},
"Silver Sandstone Angled Wall",
"Silver Sandstone Low Angled Wall",
"Silver Sandstone Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("silver_sandstone_block", "default:silver_sandstone_block",
{cracky = 2, stone = 1},
{"default_silver_sandstone_block.png"},
"Silver Sandstone Block Angled Wall",
"Silver Sandstone Block Low Angled Wall",
"Silver Sandstone Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("silver_sandstone_brick", "default:silver_sandstone_brick",
{cracky = 2, stone = 1},
{"default_silver_sandstone_brick.png"},
"Silver Sandstone Brick Angled Wall",
"Silver Sandstone Brick Low Angled Wall",
"Silver Sandstone Brick Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("obsidian", "default:obsidian",
{cracky = 1, level = 2},
{"default_obsidian.png"},
"Obsidian Angled Wall",
"Obsidian Low Angled Wall",
"Obsidian Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("obsidian_block", "default:obsidian_block",
{cracky = 1, level = 2},
{"default_obsidian_block.png"},
"Obsidian Block Angled Wall",
"Obsidian Block Low Angled Wall",
"Obsidian Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("obsidian_brick", "default:obsidian_brick",
{cracky = 1, level = 2},
{"default_obsidian_brick.png"},
"Obsidian Brick Angled Wall",
"Obsidian Brick Low Angled Wall",
"Obsidian Brick Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("glass", "default:glass",
{cracky = 3, oddly_breakable_by_hand = 3},
{"default_glass.png", "default_glass_detail.png"},
"Glass Angled Wall",
"Glass Low Angled Wall",
"Glass Corner",
default.node_sound_glass_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("obsidianglass", "default:obsidian_glass",
{cracky = 3,},
{"default_obsidian_glass.png", "default_obsidian_glass_detail.png"},
"Obsidian Glass Angled Wall",
"Obsidian Glass Low Angled Wall",
"Obsidian Glass Corner",
default.node_sound_glass_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("ice", "default:ice",
{cracky = 3, oddly_breakable_by_hand = 3},
{"default_ice.png"},
"Ice Angled Wall",
"Ice Low Angled Wall",
"Ice Corner",
default.node_sound_glass_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("snow", "default:snow",
{cracky = 3,},
{"default_snow.png"},
"Snow Angled Wall",
"Snow Low Angled Wall",
"Snow Corner",
default.node_sound_glass_defaults())

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-- Register wall types
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclayblack", "bakedclay:bakedclay_black",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_black.png"},
"Baked Clay Black Angled Wall",
"Baked Clay Black Low Angled Wall",
"Baked Clay Black Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclayblue", "bakedclay:bakedclay_blue",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_blue.png"},
"Baked Clay Blue Angled Wall",
"Baked Clay Blue Low Angled Wall",
"Baked Clay Blue Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclaybrown", "bakedclay:bakedclay_brown",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_brown.png"},
"Baked Clay Brown Angled Wall",
"Baked Clay Brown Low Angled Wall",
"Baked Clay Brown Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclaycyan", "bakedclay:bakedclay_cyan",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_cyan.png"},
"Baked Clay Cyan Angled Wall",
"Baked Clay Cyan Low Angled Wall",
"Baked Clay Cyan Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclaydarkgreen", "bakedclay:bakedclay_dark_green",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_dark_green.png"},
"Baked Clay Dark Green Angled Wall",
"Baked Clay Dark Green Low Angled Wall",
"Baked Clay Dark Green Angled Wall",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclaydarkgrey", "bakedclay:bakedclay_dark_grey",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_dark_grey.png"},
"Baked Clay Dark Grey Angled Wall",
"Baked Clay Dark Grey Low Angled Wall",
"Baked Clay Dark Grey Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclaygreen", "bakedclay:bakedclay_green",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_green.png"},
"Baked Clay Green Angled Wall",
"Baked Clay Green Low Angled Wall",
"Baked Clay Green Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclaygrey", "bakedclay:bakedclay_grey",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_grey.png"},
"Baked Clay Grey Angled Wall",
"Baked Clay Grey Low Angled Wall",
"Baked Clay Grey Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclaymagenta", "bakedclay:bakedclay_magenta",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_magenta.png"},
"Baked Clay Magenta Angled Wall",
"Baked Clay Magenta Low Angled Wall",
"Baked Clay Magenta Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclayorange", "bakedclay:bakedclay_orange",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_orange.png"},
"Baked Clay Orange Angled Wall",
"Baked Clay Orange Low Angled Wall",
"Baked Clay Orange Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclaypink", "bakedclay:bakedclay_pink",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_pink.png"},
"Baked Clay Pink Angled Wall",
"Baked Clay Pink Low Angled Wall",
"Baked Clay Pink Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclayred", "bakedclay:bakedclay_red",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_red.png"},
"Baked Clay Red Angled Wall",
"Baked Clay Red Low Angled Wall",
"Baked Clay Red Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclayviolet", "bakedclay:bakedclay_violet",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_violet.png"},
"Baked Clay Violet Angled Wall",
"Baked Clay Violet Low Angled Wall",
"Baked Clay Violet Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclaywhite", "bakedclay:bakedclay_white",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_white.png"},
"Baked Clay White Angled Wall",
"Baked Clay White Low Angled Wall",
"Baked Clay White Corner",
default.node_sound_wood_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("bakedclayyellow", "bakedclay:bakedclay_yellow",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"baked_clay_yellow.png"},
"Baked Clay Yellow Angled Wall",
"Baked Clay Yellow Low Angled Wall",
"Baked Clay Yellow Corner",
default.node_sound_wood_defaults())
-- Register glass types
angledglass.register_glass("_bakedclay_black_glass", "bakedclay:bakedclay_black",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_black.png"},
"Baked Clay Black Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_black_obsidian_glass", "bakedclay:bakedclay_black",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_black.png"},
"Baked Clay Black Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_blue_glass", "bakedclay:bakedclay_blue",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_blue.png"},
"Baked Clay Blue Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_blue_obsidian_glass", "bakedclay:bakedclay_blue",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_blue.png"},
"Baked Clay Blue Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_brown_glass", "bakedclay:bakedclay_brown",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_brown.png"},
"Baked Clay Brown Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_brown_obsidian_glass", "bakedclay:bakedclay_brown",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_brown.png"},
"Baked Clay Brown Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_cyan_glass", "bakedclay:bakedclay_cyan",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_cyan.png"},
"Baked Clay Cyan Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_cyan_obsidian_glass", "bakedclay:bakedclay_cyan",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_cyan.png"},
"Baked Clay Cyan Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_dark_green_glass", "bakedclay:bakedclay_dark_green",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_dark_green.png"},
"Baked Clay Dark Green Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_dark_green_obsidian_glass", "bakedclay:bakedclay_dark_green",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_dark_green.png"},
"Baked Clay Dark Green Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_dark_grey_glass", "bakedclay:bakedclay_dark_grey",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_dark_grey.png"},
"Baked Clay Dark Grey Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_dark_grey_obsidian_glass", "bakedclay:bakedclay_dark_grey",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_dark_grey.png"},
"Baked Clay Dark Grey Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_green_glass", "bakedclay:bakedclay_green",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_green.png"},
"Baked Clay Green Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_green_obsidian_glass", "bakedclay:bakedclay_green",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_green.png"},
"Baked Clay Green Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_grey_glass", "bakedclay:bakedclay_grey",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_grey.png"},
"Baked Clay Grey Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_grey_obsidian_glass", "bakedclay:bakedclay_grey",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_grey.png"},
"Baked Clay Grey Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_magenta_glass", "bakedclay:bakedclay_magenta",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_magenta.png"},
"Baked Clay Magenta Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_magenta_obsidian_glass", "bakedclay:bakedclay_magenta",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_magenta.png"},
"Baked Clay Magenta Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_orange_glass", "bakedclay:bakedclay_orange",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_orange.png"},
"Baked Clay Orange Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_orange_obsidian_glass", "bakedclay:bakedclay_orange",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_orange.png"},
"Baked Clay Orange Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_pink_glass", "bakedclay:bakedclay_pink",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_pink.png"},
"Baked Clay Pink Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_pink_obsidian_glass", "bakedclay:bakedclay_pink",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_pink.png"},
"Baked Clay Pink Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_red_glass", "bakedclay:bakedclay_red",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_red.png"},
"Baked Clay Red Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_red_obsidian_glass", "bakedclay:bakedclay_red",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_red.png"},
"Baked Clay Red Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_violet_glass", "bakedclay:bakedclay_violet",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_violet.png"},
"Baked Clay Violet Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_violet_obsidian_glass", "bakedclay:bakedclay_violet",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_violet.png"},
"Baked Clay Violet Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_white_glass", "bakedclay:bakedclay_white",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_white.png"},
"Baked Clay White Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_white_obsidian_glass", "bakedclay:bakedclay_white",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_white.png"},
"Baked Clay White Obsidian Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_yellow_glass", "bakedclay:bakedclay_yellow",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "baked_clay_yellow.png"},
"Baked Clay Yellow Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_bakedclay_yellow_obsidian_glass", "bakedclay:bakedclay_yellow",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "baked_clay_yellow.png"},
"Baked Clay Yellow Obsidian Glass",
default.node_sound_glass_defaults())

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4
mods/angledwalls/depends.txt Executable file
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default
doors
bakedclay?
quartz?

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Angled Walls 1.4 by TumeniNodes (C) 2016-2018 06/24/2016
Angled Walls, Angled Glass, and Angled Doors for Minetest

14
mods/angledwalls/init.lua Normal file
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-- [MOD] Angled Walls [angledwalls] [1.3] by TumeniNodes 6-24-2016
dofile(minetest.get_modpath("angledwalls").."/angledwalls.lua")
dofile(minetest.get_modpath("angledwalls").."/angledglass.lua")
dofile(minetest.get_modpath("angledwalls").."/adoors.lua")
dofile(minetest.get_modpath("angledwalls").."/slopedwalls.lua")
if minetest.get_modpath("bakedclay") then
dofile(minetest.get_modpath("angledwalls").."/bakedclay.lua")
end
if minetest.get_modpath("quartz") then
dofile(minetest.get_modpath("angledwalls").."/quartz.lua")
end

View file

@ -0,0 +1,148 @@
=========================================
License of source code:
-----------------------
Copyright (C) 2011-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
http://www.gnu.org/licenses/lgpl-2.1.html
License of media (textures and sounds)
--------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
Authors of media files
-----------------------
Everything not listed in here:
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
Cisoun's WTFPL texture pack:
default_stone.png
VanessaE (WTFPL):
default_desert_stone.png
Calinou (CC BY-SA):
default_brick.png
default_mineral_copper.png
default_glass_detail.png
PilzAdam (WTFPL):
default_obsidian_glass.png
default_mineral_gold.png
jojoa1997 (WTFPL):
default_obsidian.png
InfinityProject (WTFPL):
default_mineral_diamond.png
Splizard (CC BY-SA 3.0):
default_snow.png
Zeg9 (CC BY-SA 3.0):
default_coal_block.png
default_steel_block.png
default_copper_block.png
default_bronze_block.png
default_gold_block.png
paramat (CC BY-SA 3.0):
default_acacia_wood.png
default_junglewood.png
default_sandstone_brick.png
default_obsidian_brick.png
default_stone_brick.png
default_desert_stone_brick.png
TumeniNodes (CC BY-SA 3.0):
default_desert_cobble.png -- Derived from a texture by brunob.santos (CC BY-SA 3.0)
BlockMen (CC BY-SA 3.0):
default_wood.png
door_obsidian_glass_side.png
sofar (CC BY-SA 3.0):
default_aspen_wood, derived from default_pine_wood (by paramat)
Neuromancer (CC BY-SA 2.0):
default_cobble.png, based on texture by Brane praefect
default_mossycobble.png, based on texture by Brane praefect
PenguinDad (CC BY-SA 4.0):
door_glass.png
door_obsidian_glass.png
Gambit (WTFPL):
default_diamond_block.png
asl97 (WTFPL):
default_ice.png
Obsidian door textures by red-001 based on textures by Pilzadam and BlockMen (CC BY-SA 3.0):
door_obsidian_glass.png
Glass door textures by Krock based on textures by VanessaE (CC BY-SA 3.0):
doors_door_glass.png
doors_item_glass.png
All other textures (created by PilzAdam) (CC BY-SA 3.0):
Door textures were converted to the new texture map by sofar, paramat and
red-001, under the same license as the originals.
Glass breaking sounds (CC BY 3.0):
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
2: http://www.freesound.org/people/Tomlija/sounds/97669/
3: http://www.freesound.org/people/lsprice/sounds/88808/
Mito551 (sounds) (CC BY-SA):
default_dig_choppy.ogg
default_dig_cracky.ogg
default_dig_crumbly.1.ogg
default_dig_crumbly.2.ogg
default_dig_dig_immediate.ogg
default_dig_oddly_breakable_by_hand.ogg
default_dug_node.1.ogg
default_dug_node.2.ogg
default_grass_footstep.1.ogg
default_grass_footstep.2.ogg
default_grass_footstep.3.ogg
default_gravel_footstep.1.ogg
default_gravel_footstep.2.ogg
default_gravel_footstep.3.ogg
default_gravel_footstep.4.ogg
default_grass_footstep.1.ogg
default_place_node.1.ogg
default_place_node.2.ogg
default_place_node.3.ogg
default_place_node_hard.1.ogg
default_place_node_hard.2.ogg
default_snow_footstep.1.ogg
default_snow_footstep.2.ogg
default_hard_footstep.1.ogg
default_hard_footstep.2.ogg
default_hard_footstep.3.ogg
default_sand_footstep.1.ogg
default_sand_footstep.2.ogg
default_wood_footstep.1.ogg
default_wood_footstep.2.ogg
default_dirt_footstep.1.ogg
default_dirt_footstep.2.ogg
default_glass_footstep.ogg
Opening-Sound created by CGEffex (CC BY 3.0), modified by BlockMen
door_open.ogg
Closing-Sound created by bennstir (CC BY 3.0)
door_close.ogg
Steel door sounds open & close (CC-BY-3.0) by HazMatt
- http://www.freesound.org/people/HazMattt/sounds/187283/
doors_steel_door_open.ogg
doors_steel_door_close.ogg
doors_glass_door_open.ogg, doors_glass_door_close.ogg:
https://www.freesound.org/people/SkeetMasterFunk69/sounds/235546/ (CC0 1.0)

View file

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

View file

@ -0,0 +1,96 @@
# Blender v2.79 (sub 0) OBJ File: 'adoors_Ldoor.blend'
# www.blender.org
o Cube.002
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f 3/16/1 4/17/1 8/18/2 7/19/2
f 5/20/2 8/21/2 4/22/1 1/23/1
o Plane
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v -0.375000 1.500000 0.375000
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vn 0.7071 0.0000 0.7071
s off
f 9/24/3 11/25/3 12/26/3 10/27/3
o Cube.001
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v 0.500000 -0.500000 -0.375000
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vt 0.026316 1.000000
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vt 0.000100 0.999900
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vt 0.815789 0.968750
vt 0.842105 0.968750
vt 0.842105 -0.000000
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vn 0.5773 0.5773 -0.5773
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s 1
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f 17/32/5 18/33/5 19/34/5 20/35/5
f 13/36/4 17/32/5 18/37/5 14/38/4
f 14/39/4 18/40/5 19/41/5 15/42/4
f 15/43/4 16/44/4 20/45/5 19/46/5
f 17/47/5 20/48/5 16/49/4 13/50/4

View file

@ -0,0 +1,96 @@
# Blender v2.79 (sub 0) OBJ File: 'adoors_Ldoor_open.blend'
# www.blender.org
o Cube.001
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v 0.500000 -0.500000 -0.375000
v 0.375000 -0.500000 -0.375000
v 0.375000 -0.500000 -0.500000
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v 0.375000 1.500000 -0.500000
vt 0.026316 1.000000
vt 0.026316 0.968750
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vt 0.000100 0.999900
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vn 0.5773 0.5773 0.5773
vn 0.5773 -0.5773 0.5773
s 1
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f 5/5/2 6/6/2 7/7/2 8/8/2
f 1/9/1 5/5/2 6/10/2 2/11/1
f 2/12/1 6/13/2 7/14/2 3/15/1
f 3/16/1 4/17/1 8/18/2 7/19/2
f 5/20/2 8/21/2 4/22/1 1/23/1
o Cube.000
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v -0.375000 -0.500000 -1.250000
v -0.500000 -0.500000 -1.250000
v -0.500000 -0.500000 -1.375000
v -0.375000 1.500000 -1.375000
v -0.375000 1.500000 -1.250000
v -0.500000 1.500000 -1.250000
v -0.500000 1.500000 -1.375000
vt 0.026316 1.000000
vt 0.026316 0.968750
vt 0.000000 0.968750
vt 0.000100 0.999900
vt 0.842105 1.000000
vt 0.813143 0.999900
vt 0.815789 0.968750
vt 0.842105 0.968750
vt 0.842105 -0.000000
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vt 0.815789 0.000000
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vt 0.026316 1.000000
vt 0.000000 1.000000
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vt 0.026316 0.000000
vt 0.000000 0.000000
vn 0.5773 0.5773 0.5773
vn 0.5773 -0.5773 0.5773
s 1
f 9/24/3 12/25/3 11/26/3 10/27/3
f 13/28/4 14/29/4 15/30/4 16/31/4
f 9/32/3 13/28/4 14/33/4 10/34/3
f 10/35/3 14/36/4 15/37/4 11/38/3
f 11/39/3 12/40/3 16/41/4 15/42/4
f 13/43/4 16/44/4 12/45/3 9/46/3
o Plane.001
v 0.375000 1.500000 -0.500000
v 0.375000 -0.500000 -0.500000
v -0.375000 1.500000 -1.250000
v -0.375000 -0.500000 -1.250000
vt 0.421053 1.000000
vt -0.000000 1.000000
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vn -0.7071 -0.0000 0.7071
s off
f 17/47/5 19/48/5 20/49/5 18/50/5

View file

@ -0,0 +1,96 @@
# Blender v2.79 (sub 0) OBJ File: 'adoors_Rdoor.blend'
# www.blender.org
o Cube.001_Cube.002
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v 0.500000 -0.500000 -0.500000
v 0.500000 -0.500000 -0.375000
v 0.375000 -0.500000 -0.375000
v 0.375000 1.500000 -0.500000
v 0.500000 1.500000 -0.500000
v 0.500000 1.500000 -0.375000
v 0.375000 1.500000 -0.375000
vt 0.026316 1.000000
vt 0.026316 0.968750
vt 0.000000 0.968750
vt 0.000100 0.999900
vt 0.842105 1.000000
vt 0.813143 0.999900
vt 0.815789 0.968750
vt 0.842105 0.968750
vt 0.842105 -0.000000
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vt 0.026316 1.000000
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o Plane
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f 9/24/3 11/25/3 12/26/3 10/27/3
o Cube.002_Cube.001
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vt 0.026316 1.000000
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f 17/47/5 20/48/5 16/49/4 13/50/4

View file

@ -0,0 +1,96 @@
# Blender v2.79 (sub 0) OBJ File: 'adoors_Rdoor_open.blend'
# www.blender.org
o Cube.002
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s off
f 17/47/5 19/48/5 20/49/5 18/50/5

View file

@ -0,0 +1,105 @@
# Blender v2.76 (sub 0) OBJ File: 'angled_glass.blend'
# www.blender.org
mtllib angled_glass.mtl
o Plane
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g Plane_Plane_glass
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g Cube.002_Cube.001_Material
usemtl Material
s 1
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f 9/9/3 10/10/3 11/11/3 12/12/3
g Cube.002_Cube.001_Material_default_wood.png
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usemtl Material
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@ -0,0 +1,69 @@
# Blender v2.79 (sub 0) OBJ File: ''
# www.blender.org
mtllib angled_wall.mtl
o Cube
v 0.000000 0.499800 -0.499800
v 0.000000 -0.499800 -0.499800
v -0.499800 -0.499800 -0.000000
v -0.499800 0.499800 0.000000
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vn -1.0000 0.0000 0.0000
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vn 1.0000 -0.0000 0.0000
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vn 0.2971 -0.6303 0.7173
vn 0.0000 -0.0000 1.0000
vn 0.7071 -0.0000 0.7071
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usemtl None.001
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# Blender v2.79 (sub 0) OBJ File: ''
# www.blender.org
mtllib angledwalls_corner.mtl
o Cube
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v 0.000000 -0.499800 -0.499800
v -0.499800 -0.499800 -0.000000
v -0.499800 0.499800 0.000000
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f 2/23/2 10/10/8 3/22/3

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@ -0,0 +1,73 @@
# Blender v2.79 (sub 0) OBJ File: ''
# www.blender.org
mtllib low_angled_wall.mtl
o Cube
v 0.000000 -0.000200 -0.499800
v 0.000000 -0.499800 -0.499800
v -0.499800 -0.499800 -0.000000
v -0.499800 -0.000200 -0.000000
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f 2/24/2 10/23/8 11/27/9 3/26/3

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@ -0,0 +1,83 @@
models:
Copyright (C) 2016-2018 pithy
unlicense
*angled_wall.obj
*angledwalls_corner.obj
*low_angled_wall.obj
----------------------
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
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 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.
For more information, please refer to <http://unlicense.org/>
----------------------
Copyright (C) 2016-2018 TumeniNodes
CC BY SA 4.0 International
*angled_glass.obj / .blend
*adoors_Ldoor.obj / .blend
*adoors_Ldoor_open.obj / .blend
*adoors_Rdoor.obj / .blend
*adoors_Rdoor_open.obj / .blend
*sloped_wall.obj / .blend
-----------------------
Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
Copyright (C) 2014-2016 PenguinDad
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/4.0/
-----------------------

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@ -0,0 +1,32 @@
# Blender v2.76 (sub 0) OBJ File: ''
# www.blender.org
mtllib sloped_wall.mtl
o Cube_Cube.005
v 0.499867 0.500000 -0.500000
v 0.500000 0.500000 -0.500000
v 0.500000 -0.500000 -0.500000
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v -0.500000 0.500000 0.500000
v 0.500000 0.500000 0.500000
v 0.500000 -0.500000 0.500000
v -0.500000 -0.500000 0.500000
v -0.500000 -0.500000 0.499865
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vt 1.000000 0.000000
vt 1.000000 1.000000
vt -0.000000 1.000000
vt 0.000084 0.000084
vt 0.999916 0.000084
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vn 1.000000 0.000000 0.000000
vn 0.000000 -1.000000 0.000000
vn -0.000000 0.000000 1.000000
vn -0.707100 0.000000 -0.707100
usemtl None
s off
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f 2/3/2 7/4/2 8/1/2 3/2/2
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f 1/4/5 4/5/5 10/6/5 5/3/5

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-- Register wall types
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("quartzblock", "quartz:block",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"quartz_block.png"},
"Quartz Block Angled Wall",
"Quartz Block Low Angled Wall",
"Quartz Block Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("quartzchiseled", "quartz:chiseled",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"quartz_chiseled.png"},
"Quartz Chiseled Angled Wall",
"Quartz Chiseled Low Angled Wall",
"Quartz Chiseled Corner",
default.node_sound_stone_defaults())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner("quartzpillar", "quartz:pillar",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"quartz_pillar_side.png"},
"Quartz Pillar Angled Wall",
"Quartz Pillar Low Angled Wall",
"Quartz Pillar Corner",
default.node_sound_stone_defaults())
-- Register glass types
angledglass.register_glass("_quartz_block_glass", "quartz:block",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "quartz_block.png"},
"Quartz Block Glass",
default.node_sound_glass_defaults())
angledglass.register_glass("_quartz_block_obsidian_glass", "quartz:block",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "quartz_block.png"},
"Quartz Block Obsidian Glass",
default.node_sound_glass_defaults())
-- Only quartz:block glass, as all the quartz textures look the same for this node.

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-- [MOD] Sloped Walls [slopedwalls] [1.0] by TumeniNodes 6-09-2019
slopedwalls = {}
-- Register slopedwalls.
-- Node will be called slopedwalls:sloped_wall_<subname>
function slopedwalls.register_sloped_wall(subname, recipeitem, groups, images, description, sounds)
groups.sloped = 1
minetest.register_node(":slopedwalls:sloped_wall" .. subname, {
description = description,
drawtype = "mesh",
mesh = "sloped_wall.obj",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
groups = groups,
sounds = sounds,
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.3125, -0.25, 0.5, 0.5},
{-0.5, -0.5, 0.3125, 0.375, 0.5, 0.5},
{-0.5, -0.5, -0.375, -0.3125, 0.5, 0.5},
{-0.5, -0.5, 0.375, 0.4375, 0.5, 0.5},
{-0.5, -0.5, -0.4375, -0.375, 0.5, 0.5},
{-0.5, -0.5, 0.4375, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.4375, 0.5, 0.5},
{-0.5, -0.5, 0.25, 0.3125, 0.5, 0.5},
{-0.5, -0.5, -0.25, -0.1875, 0.5, 0.5},
{-0.5, -0.5, 0.1875, 0.25, 0.5, 0.5},
{-0.5, -0.5, -0.1875, -0.125, 0.5, 0.5},
{-0.5, -0.5, 0.125, 0.1875, 0.5, 0.5},
{-0.5, -0.5, -0.125, -0.0625, 0.5, 0.5},
{-0.5, -0.5, 0.0625, 0.125, 0.5, 0.5},
{-0.5, -0.5, -0.0625, 0, 0.5, 0.5},
{-0.5, -0.5, 0, 0.0625, 0.5, 0.5},
}
}
})
end
-- Register sloped walls
slopedwalls.register_sloped_wall("_acacia_wood", "default:acacia_wood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"default_acacia_wood.png"},
"Acacia Sloped Wall",
default.node_sound_wood_defaults())
slopedwalls.register_sloped_wall("_aspen_wood", "default:aspen_wood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"default_aspen_wood.png"},
"Aspen Sloped Wall",
default.node_sound_wood_defaults())
slopedwalls.register_sloped_wall("_junglewood", "default:junglewood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"default_junglewood.png"},
"Junglewood Sloped Wall",
default.node_sound_wood_defaults())
slopedwalls.register_sloped_wall("_pine_wood", "default:pine_wood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"default_pine_wood.png"},
"Pine Sloped Wall",
default.node_sound_wood_defaults())
slopedwalls.register_sloped_wall("_wood", "default:wood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"default_wood.png"},
"Wooden Sloped Wall",
default.node_sound_wood_defaults())
slopedwalls.register_sloped_wall("_brick", "default:brick",
{cracky = 3},
{"default_brick.png"},
"Brick Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_clay", "default:clay",
{cracky = 3},
{"default_clay.png"},
"Clay Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_cobble", "default:cobble",
{cracky = 3},
{"default_cobble.png"},
"Cobblestone Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_mossycobble", "default:mossycobble",
{cracky = 3},
{"default_mossycobble.png"},
"Mossy Cobblestone Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_desert_cobble", "default:desert_cobble",
{cracky = 3},
{"default_desert_cobble.png"},
"Desert Cobble Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_desert_stone", "default:desert_stone",
{cracky = 3},
{"default_desert_stone.png"},
"Desert Stone Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_desert_stone_block", "default:desert_stone_block",
{cracky = 3},
{"default_desert_stone_block.png"},
"Desert Stone Block Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_desert_stonebrick", "default:desert_stonebrick",
{cracky = 3},
{"default_desert_stone_brick.png"},
"Desert Stone Brick Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_desert_sandstone", "default:desert_sandstone",
{cracky = 3},
{"default_desert_sandstone.png"},
"Desert Sandstone Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_desert_sandstone_block", "default:desert_sandstone_block",
{cracky = 3},
{"default_desert_sandstone_block.png"},
"Desert Sandstone Block Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_desert_sandstone_brick", "default:desert_sandstone_brick",
{cracky = 3},
{"default_desert_sandstone_brick.png"},
"Desert Sandstone Brick Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_sandstone", "default:sandstone",
{crumbly = 1, cracky = 3},
{"default_sandstone.png"},
"Sandstone Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_sandstone_block", "default:sandstone_block",
{cracky = 2},
{"default_sandstone_block.png"},
"Sandstone Block Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_sandstonebrick", "default:sandstonebrick",
{cracky = 2},
{"default_sandstone_brick.png"},
"Sandstone Brick Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_silver_sandstone", "default:silver_sandstone",
{crumbly = 1, cracky = 3},
{"default_silver_sandstone.png"},
"Silver Sandstone Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_silver_sandstone_block", "default:silver_sandstone_block",
{crumbly = 1, cracky = 3},
{"default_silver_sandstone_block.png"},
"Silver Sandstone Block Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_silver_sandstone_brick", "default:silver_sandstone_brick",
{crumbly = 1, cracky = 3},
{"default_silver_sandstone_brick.png"},
"Silver Sandstone Brick Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_stone", "default:stone",
{cracky = 3},
{"default_stone.png"},
"Stone Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_stone_block", "default:stone_block",
{cracky = 3},
{"default_stone_block.png"},
"Stone Block Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_stonebrick", "default:stonebrick",
{cracky = 3},
{"default_stone_brick.png"},
"Stone Brick Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_obsidian", "default:obsidian",
{cracky = 1, level = 2},
{"default_obsidian.png"},
"Obsidian Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_obsidian_block", "default:obsidian_block",
{cracky = 1, level = 2},
{"default_obsidian_block.png"},
"Obsidian Block Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_obsidianbrick", "default:obsidianbrick",
{cracky = 1, level = 2},
{"default_obsidian_brick.png"},
"Obsidian Brick Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_bronzeblock", "default:bronzeblock",
{cracky = 1, level = 2},
{"default_bronze_block.png"},
"Bronze Block Sloped Wall",
default.node_sound_metal_defaults())
slopedwalls.register_sloped_wall("_copperblock", "default:copperblock",
{cracky = 1, level = 2},
{"default_copper_block.png"},
"Copper Block Sloped Wall",
default.node_sound_metal_defaults())
slopedwalls.register_sloped_wall("_diamondblock", "default:diamondblock",
{cracky = 1},
{"default_diamond_block.png"},
"Diamond Block Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_goldblock", "default:goldblock",
{cracky = 1},
{"default_gold_block.png"},
"Gold Block Sloped Wall",
default.node_sound_stone_defaults())
slopedwalls.register_sloped_wall("_meseblock", "default:meseblock",
{cracky = 1, level = 2},
{"default_mese_block.png"},
"Mese Block Sloped Wall",
default.node_sound_metal_defaults())
slopedwalls.register_sloped_wall("_steelblock", "default:steelblock",
{cracky = 1, level = 2},
{"default_steel_block.png"},
"Steel Block Sloped Wall",
default.node_sound_metal_defaults())
slopedwalls.register_sloped_wall("_tinblock", "default:tinblock",
{cracky = 1, level = 2},
{"default_tin_block.png"},
"Tin Block Sloped Wall",
default.node_sound_metal_defaults())

View file

@ -632,6 +632,16 @@ minetest.register_craft({
} }
}) })
minetest.register_craft({
type = "shapeless",
output = "bonemeal:mulch",
recipe = {
"group:seed", "group:seed", "group:seed",
"group:seed", "group:seed", "group:seed",
"group:seed", "group:seed", "group:seed"
}
})
-- fertiliser -- fertiliser
minetest.register_craft({ minetest.register_craft({
type = "shapeless", type = "shapeless",

View file

@ -365,7 +365,11 @@ local function generate_cloud_house(minp, maxp, seed)
local y0 = pr:next(minp.y, maxp.y) local y0 = pr:next(minp.y, maxp.y)
local z0 = pr:next(minp.z, maxp.z) local z0 = pr:next(minp.z, maxp.z)
local p0 = {x = x0, y = y0, z = z0} local p0 = {x = x0, y = y0, z = z0}
place_schem_metadata(p0, "cloud_house.we") if not minetest.get_modpath("moreblocks") then
place_schem_metadata(p0, "cloud_house_1.we")
else
place_schem_metadata(p0, "cloud_house_2.we")
end
end end
end end
end end

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20
mods/mydoors/.luacheckrc Normal file
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@ -0,0 +1,20 @@
unused_args = false
allow_defined_top = true
read_globals = {
"doors",
"DIR_DELIM",
"minetest", "core",
"dump",
"vector", "nodeupdate",
"VoxelManip", "VoxelArea",
"PseudoRandom", "ItemStack",
"intllib",
"default",
"armor",
}
globals = {
core = { fields = { "do_item_eat" }},
}

9
mods/mydoors/README.md Normal file
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@ -0,0 +1,9 @@
# mydoors
Mydoors is a modpack with many door styles.
This is a modpack that adds over 50 doors to minetest. It is set up as a mod pack so you can choose the style of doors you want without adding them all.
It has everything from old fashion doors to futuristic sliding doors.
Forum - https://forum.minetest.net/viewtopic.php?f=11&t=10626
Licence - DWYWPL

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@ -0,0 +1 @@
Several different style doors.

13
mods/mydoors/licence.txt Normal file
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@ -0,0 +1,13 @@
DO WHAT YOU WANT TO PUBLIC LICENSE
or abbreviated DWYWPL
December 2nd 2015
License Copyright (C) 2015 Michael Tomaino (PlatinumArts@gmail.com)
www.sandboxgamemaker.com/DWYWPL/
DO WHAT YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
1. You are allowed to do whatever you want to with what content is using this license.
2. This content is provided 'as-is', without any express or implied warranty. In no event
will the authors be held liable for any damages arising from the use of this content.

0
mods/mydoors/modpack.txt Normal file
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@ -0,0 +1,3 @@
default
my_door_wood
doors

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@ -0,0 +1 @@
Castle style doors.

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@ -0,0 +1,2 @@
dofile(minetest.get_modpath("my_castle_doors").."/locked.lua")
dofile(minetest.get_modpath("my_castle_doors").."/unlocked.lua")

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@ -0,0 +1,141 @@
local cdoor_list = { --Number , Description , Inven Image , Image
{"Castle Door 1" , "door1"},
{"Castle Door 2" , "door2"},
-- {"Castle Door 3" , "door3"},
-- {"Castle Door 4" , "door4"},
-- {"Castle Door 5" , "door5"},
{"Castle Door 6" , "door6"},
{"Castle Door 7" , "door7"},
{"Castle Door 8" , "door8"},
-- {"Castle Door 9" , "door9"},
-- {"Castle Door 10" , "door10"},
-- {"Castle Door 11" , "door11"},
-- {"Castle Door 12" , "door12"},
-- {"Castle Door 13" , "door13"},
}
for i in ipairs(cdoor_list) do
local desc = cdoor_list[i][1]
local img = cdoor_list[i][2]
doors.register("my_castle_doors:"..img.."_locked", {
description = desc.." Locked",
inventory_image = "mydoors_"..img.."_inv.png",
groups = {choppy=2,cracky=2,door=1},
tiles = {{ name = "mydoors_"..img..".png", backface_culling = true }},
protected = true,
})
end
---[[ Crafts
minetest.register_craft({
output = "my_castle_doors:door1_locked 1",
recipe = {
{"default:steel_ingot", "default:glass", ""},
{"my_door_wood:wood_dark_grey", "my_door_wood:wood_dark_grey", "default:steel_ingot"},
{"my_door_wood:wood_dark_grey", "default:steel_ingot", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door2_locked 1",
recipe = {
{"default:steel_ingot", "default:glass", ""},
{"my_door_wood:wood_red", "my_door_wood:wood_red", "default:steel_ingot"},
{"my_door_wood:wood_red", "default:steel_ingot", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door3_locked 1",
recipe = {
{"my_door_wood:wood_yellow", "default:steel_ingot", ""},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", "default:steel_ingot"},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door4_locked 1",
recipe = {
{"my_door_wood:wood_brown", "default:steel_ingot", ""},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", "default:steel_ingot"},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door5_locked 1",
recipe = {
{"my_door_wood:wood_yellow", "default:steel_ingot", ""},
{"my_door_wood:wood_white", "my_door_wood:wood_yellow", "default:steel_ingot"},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door6_locked 1",
recipe = {
{"my_door_wood:wood_grey", "my_door_wood:wood_grey", ""},
{"my_door_wood:wood_grey", "default:steel_ingot", "default:steel_ingot"},
{"my_door_wood:wood_grey", "my_door_wood:wood_grey", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door7_locked 1",
recipe = {
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""},
{"my_door_wood:wood_red", "default:steel_ingot", "default:steel_ingot"},
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door8_locked 1",
recipe = {
{"default:steel_ingot", "default:steel_ingot", ""},
{"my_door_wood:wood_dark_grey", "my_door_wood:wood_dark_grey", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door9_locked 1",
recipe = {
{"default:steel_ingot", "my_door_wood:wood_yellow", ""},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", "default:steel_ingot"},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door10_locked 1",
recipe = {
{"my_door_wood:wood_red", "default:steel_ingot", ""},
{"my_door_wood:wood_red", "my_door_wood:wood_red", "default:steel_ingot"},
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door11_locked 1",
recipe = {
{"my_door_wood:wood_brown", "default:steel_ingot", ""},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", "default:steel_ingot"},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door12_locked 1",
recipe = {
{"my_door_wood:wood_brown", "default:steel_ingot", ""},
{"my_door_wood:wood_grey", "my_door_wood:wood_brown", "default:steel_ingot"},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door13_locked 1",
recipe = {
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", "default:steel_ingot"},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", "default:steel_ingot"},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", "default:steel_ingot"}
}
})
--]]

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

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@ -0,0 +1,138 @@
local cdoor_list = { --Number , Description , Inven Image , Image
-- {"Castle Door 1" , "door1"},
-- {"Castle Door 2" , "door2"},
{"Castle Door 3" , "door3"},
{"Castle Door 4" , "door4"},
{"Castle Door 5" , "door5"},
-- {"Castle Door 6" , "door6"},
-- {"Castle Door 7" , "door7"},
-- {"Castle Door 8" , "door8"},
{"Castle Door 9" , "door9"},
{"Castle Door 10" , "door10"},
{"Castle Door 11" , "door11"},
{"Castle Door 12" , "door12"},
{"Castle Door 13" , "door13"},
}
for i in ipairs(cdoor_list) do
local desc = cdoor_list[i][1]
local img = cdoor_list[i][2]
doors.register_door("my_castle_doors:"..img, {
description = desc,
inventory_image = "mydoors_"..img.."_inv.png",
groups = {choppy=2,cracky=2,door=1},
tiles = {{name="mydoors_"..img..".png", backface_culling = true}},
protected = false,
})
end
-- Crafts
minetest.register_craft({
output = "my_castle_doors:door1 1",
recipe = {
{"default:steel_ingot", "default:glass", ""},
{"my_door_wood:wood_dark_grey", "my_door_wood:wood_dark_grey", ""},
{"my_door_wood:wood_dark_grey", "default:steel_ingot", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door2 1",
recipe = {
{"default:steel_ingot", "default:glass", ""},
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""},
{"my_door_wood:wood_red", "default:steel_ingot", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door3 1",
recipe = {
{"my_door_wood:wood_yellow", "default:steel_ingot", ""},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", ""},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door4 1",
recipe = {
{"my_door_wood:wood_brown", "default:steel_ingot", ""},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", ""},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door5 1",
recipe = {
{"my_door_wood:wood_yellow", "default:steel_ingot", ""},
{"my_door_wood:wood_white", "my_door_wood:wood_yellow", ""},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door6 1",
recipe = {
{"my_door_wood:wood_grey", "my_door_wood:wood_grey", ""},
{"my_door_wood:wood_grey", "default:steel_ingot", ""},
{"my_door_wood:wood_grey", "my_door_wood:wood_grey", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door7 1",
recipe = {
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""},
{"my_door_wood:wood_red", "default:steel_ingot", ""},
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door8 1",
recipe = {
{"default:steel_ingot", "default:steel_ingot", ""},
{"my_door_wood:wood_dark_grey", "my_door_wood:wood_dark_grey", ""},
{"default:steel_ingot", "default:steel_ingot", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door9 1",
recipe = {
{"default:steel_ingot", "my_door_wood:wood_yellow", ""},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", ""},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door10 1",
recipe = {
{"my_door_wood:wood_red", "default:steel_ingot", ""},
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""},
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door11 1",
recipe = {
{"my_door_wood:wood_brown", "default:steel_ingot", ""},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", ""},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door12 1",
recipe = {
{"my_door_wood:wood_brown", "default:steel_ingot", ""},
{"my_door_wood:wood_grey", "my_door_wood:wood_brown", ""},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", ""}
}
})
minetest.register_craft({
output = "my_castle_doors:door13 1",
recipe = {
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", "default:steel_ingot"},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", ""},
{"my_door_wood:wood_brown", "my_door_wood:wood_brown", "default:steel_ingot"}
}
})

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@ -0,0 +1,3 @@
default
doors
my_door_wood

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@ -0,0 +1 @@
Cottage style doors.

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@ -0,0 +1,2 @@
dofile(minetest.get_modpath("my_cottage_doors").."/locked.lua")
dofile(minetest.get_modpath("my_cottage_doors").."/unlocked.lua")

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@ -0,0 +1,39 @@
local cdoor_list = { --Number , Description , Inven Image , Image
{"Cottage Door 1" , "door1"},
-- {"Cottage Door 2" , "door2"},
}
for i in ipairs(cdoor_list) do
local desc = cdoor_list[i][1]
local img = cdoor_list[i][2]
doors.register_door("my_cottage_doors:"..img.."_locked", {
description = desc.." Locked",
inventory_image = "mycdoors_"..img.."_inv.png",
groups = {choppy=2,cracky=2,door=1},
tiles = {{name="mycdoors_"..img..".png", backface_culling = true}},
protected = true,
})
end
-- Crafts
minetest.register_craft({
output = "my_cottage_doors:door1_locked 1",
recipe = {
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", "default:steel_ingot"},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", "default:steel_ingot"},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", "default:steel_ingot"}
}
})
minetest.register_craft({
output = "my_cottage_doors:door2_locked 1",
recipe = {
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""},
{"my_door_wood:wood_red", "my_door_wood:wood_red", "default:steel_ingot"},
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""}
}
})

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

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@ -0,0 +1,39 @@
local cdoor_list = { --Number , Description , Inven Image , Image
-- {"Cottage Door 1" , "door1"},
{"Cottage Door 2" , "door2"},
}
for i in ipairs(cdoor_list) do
local desc = cdoor_list[i][1]
local img = cdoor_list[i][2]
doors.register_door("my_cottage_doors:"..img, {
description = desc,
inventory_image = "mycdoors_"..img.."_inv.png",
groups = {choppy=2,cracky=2,door=1},
tiles = {{name="mycdoors_"..img..".png", backface_culling = true}},
protected = false,
})
end
-- Crafts
minetest.register_craft({
output = "my_cottage_doors:door1 1",
recipe = {
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", "default:steel_ingot"},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", ""},
{"my_door_wood:wood_yellow", "my_door_wood:wood_yellow", "default:steel_ingot"}
}
})
minetest.register_craft({
output = "my_cottage_doors:door2 1",
recipe = {
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""},
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""},
{"my_door_wood:wood_red", "my_door_wood:wood_red", ""}
}
})

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@ -0,0 +1,3 @@
default
doors
my_door_wood

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@ -0,0 +1 @@
Doors made from default ores. Copper, bronze, gold, diamond and mese.

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@ -0,0 +1,2 @@
dofile(minetest.get_modpath("my_default_doors").."/locked.lua")
--dofile(minetest.get_modpath("my_default_doors").."/unlocked.lua")

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@ -0,0 +1,36 @@
local cdoor_list = { --Number , Description , Inven Image , Image
{ "1", "Bronze Door" , "bronze", "bronze_ingot"},
{ "2", "Copper Door" , "copper", "copper_ingot"},
{ "3", "Gold Door" , "gold", "gold_ingot"},
{ "4", "Diamond Door" , "diamond", "diamond"},
{ "5", "Mese Door" , "mese", "mese_crystal"},
}
for i in ipairs(cdoor_list) do
local num = cdoor_list[i][1]
local desc = cdoor_list[i][2]
local img = cdoor_list[i][3]
local itm = cdoor_list[i][4]
doors.register_door("my_default_doors:door"..num.."_locked", {
description = desc.." Locked",
inventory_image = "mydoors_"..img.."_inv.png",
groups = {choppy=2,cracky=2,door=1},
tiles = {{name="mydoors_"..img..".png", backface_culling = true}},
protected = true,
})
-- Crafts
minetest.register_craft({
output = "my_default_doors:door"..num.."_locked 1",
recipe = {
{"", "", ""},
{"default:"..itm, "doors:door_steel", "default:"..itm},
{"", "default:steel_ingot", ""}
}
})
end

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name = my_default_doors

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