Spawn von Saaten deaktiviert, um Dopplungen zu vermeiden.

This commit is contained in:
N-Nachtigal 2025-05-09 23:37:11 +02:00
parent f69bd7f597
commit 9dc6c712b3
58 changed files with 29 additions and 71 deletions

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local materials_list = minetest.get_dir_list(xcompat.modpath.."/src/materials", false)
local materials = {}
for _, material in ipairs(materials_list) do
local gameid = material:sub(1, -5)
materials[gameid] = dofile(xcompat.modpath.."/src/materials/"..material)
end
local textures_list = minetest.get_dir_list(xcompat.modpath.."/src/textures", false)
local textures = {}
for _, texture in ipairs(textures_list) do
local gameid = texture:sub(1, -5)
textures[gameid] = dofile(xcompat.modpath.."/src/textures/"..texture)
end
local sounds_list = minetest.get_dir_list(xcompat.modpath.."/src/sounds", false)
local sounds = {}
for _, sound in ipairs(sounds_list) do
local gameid = sound:sub(1, -5)
sounds[gameid] = dofile(xcompat.modpath.."/src/sounds/"..sound)
end
minetest.register_chatcommand("xcompat_test_materials", {
description = "Test materials",
privs = {server=true},
func = function(name, _)
local reference_materials = materials["minetest"]
for gameid, game_materials in pairs(materials) do
for material, _ in pairs(reference_materials) do
if not game_materials[material] then
minetest.chat_send_player(name, "Missing material: "..material.." in game: "..gameid)
end
end
end
minetest.chat_send_player(name, "Materials test complete")
end
})
--WARNING: only handles top level of table currently
--TODO: handle nested tables
minetest.register_chatcommand("xcompat_test_textures", {
description = "Test textures",
privs = {server=true},
func = function(name, _)
local reference_textures = textures["xcompat_agnostic"]
for gameid, game_textures in pairs(textures) do
for texture, _ in pairs(reference_textures) do
if not game_textures[texture] then
minetest.chat_send_player(name, "Missing texture: "..texture.." in game: "..gameid)
end
end
end
minetest.chat_send_player(name, "Textures test complete")
end
})
minetest.register_chatcommand("xcompat_test_sounds", {
description = "Test sounds",
privs = {server=true},
func = function(name, _)
local reference_sounds = sounds["xcompat_agnostic"]
for gameid, game_sounds in pairs(sounds) do
for sound, _ in pairs(reference_sounds) do
if not game_sounds[sound] then
minetest.chat_send_player(name, "Missing sound: "..sound.." in game: "..gameid)
end
end
end
minetest.chat_send_player(name, "Sounds test complete")
end
})

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local functions = {}
function functions.can_interact_with_node(player, pos)
--if we have default, use it
if default then return default.can_interact_with_node(player, pos) end
local owner = minetest.get_meta(pos):get_string("owner") or ""
--check that we have a valid player
if not player or not player:is_player() then return false end
--check there privs for compat with areas
if minetest.check_player_privs(player, "protection_bypass") then return true end
--if a normal player, check if they are the owner
if owner == "" or owner == player:get_player_name() then return true end
return false
end
function functions.sapling_on_place(
itemstack, player, pointed_thing, sapling_name, minp_relative, maxp_relative, interval
)
if default then
return default.sapling_on_place(
itemstack, player, pointed_thing, sapling_name, minp_relative, maxp_relative, interval
)
end
local pos = pointed_thing.above
local pname = player and player:get_player_name() or ""
local below_node = minetest.get_node_or_nil(pointed_thing.under)
if below_node and minetest.registered_items[below_node.name] and
minetest.registered_items[below_node.name].buildable_to then
pos = pointed_thing.under
end
--check protection
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return itemstack
end
--actually place sapling
minetest.set_node(pos, {name = sapling_name})
--handle survival
if not minetest.is_creative_enabled(pname) then
itemstack:take_item()
end
return itemstack
end
return functions

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local game_alias = {
mineclone2 = "mineclonia",
}
local game_modnames = {
mineclonia = "mcl_core",
farlands_reloaded = "fl_core",
minetest = "default",
hades = "hades_core",
exile = "exile_env_sounds",
ksurvive2 = "ks_metals",
}
local gameid = "xcompat_unknown_gameid"
if type(minetest.get_game_info) == "function" then
gameid = minetest.get_game_info().id
else
for game, modname in pairs(game_modnames) do
if minetest.get_modpath(modname) then
gameid = game
break
end
end
end
--for games that are similar/derviatives of other games
if game_alias[gameid] then gameid = game_alias[gameid] end
--while minetest game derviates are not supported, we can still try to detect them
if minetest.get_modpath("default") then gameid = "minetest" end
return gameid

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local filename = xcompat.gameid
--if we dont have a materials file for the game, use minetest
if not xcompat.utilities.file_exists(xcompat.modpath .. "/src/materials/" .. filename .. ".lua") then
filename = "minetest"
end
return dofile(xcompat.modpath .. "/src/materials/" .. filename .. ".lua")

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local materials = {
sand = "default:sand",
sandstone = "default:sandstone",
gravel = "default:gravel",
flint = "default:flint",
copper_ingot = "default:copper_ingot",
steel_ingot = "default:steel_ingot",
gold_ingot = "default:gold_ingot",
tin_ingot = "default:tin_ingot",
copper_block = "default:copperblock",
steel_block = "default:steelblock",
gold_block = "default:goldblock",
tin_block = "default:tinblock",
axe_steel = "default:axe_steel",
axe_diamond = "default:axe_diamond",
axe_bronze = "default:axe_bronze",
axe_stone = "default:axe_stone",
axe_wood = "default:axe_wood",
pick_steel = "default:pick_steel",
mese = "default:mese",
mese_crystal = "default:mese_crystal",
mese_crystal_fragment = "default:mese_crystal_fragment",
torch = "default:torch",
diamond = "default:diamond",
clay_lump = "default:clay_lump",
water_bucket = "bucket:bucket_water",
empty_bucket = "bucket:bucket_empty",
dye_dark_grey = "dye:dark_grey",
dye_black = "dye:black",
dye_white = "dye:white",
dye_green = "dye:green",
dye_red = "dye:red",
dye_yellow = "dye:yellow",
dye_brown = "dye:brown",
dye_blue = "dye:blue",
dye_violet = "dye:violet",
dye_grey = "dye:grey",
dye_dark_green = "dye:dark_green",
dye_orange = "dye:orange",
dye_pink = "dye:pink",
dye_cyan = "dye:cyan",
dye_magenta = "dye:magenta",
silicon = "mesecons_materials:silicon",
string = "farming:string",
paper = "default:paper",
book = "default:book",
iron_lump = "default:iron_lump",
wool_grey = "wool:grey",
wool_green = "wool:green",
wool_dark_green = "wool:dark_green",
wool_brown = "wool:brown",
wool_black = "wool:black",
wool_white = "wool:white",
slab_stone = "stairs:slab_stone",
slab_wood = "stairs:slab_wood",
glass = "default:glass",
glass_block = "default:glass",
glass_bottle = "vessels:glass_bottle",
coal_lump = "default:coal_lump",
stone = "default:stone",
desert_stone = "default:desert_stone",
desert_sand = "default:desert_sand",
chest = "default:chest",
cobble = "default:cobble",
brick = "default:brick",
obsidian_glass = "default:obsidian_glass",
water_source = "default:water_source",
water_flowing = "default:water_flowing",
dirt = "default:dirt",
dirt_with_grass = "default:dirt_with_grass",
apple_leaves = "default:leaves",
apple_log = "default:tree",
apple_planks = "default:wood",
birch_leaves = "default:aspen_leaves",
birch_log = "default:aspen_tree",
birch_planks = "default:aspen_wood",
jungle_leaves = "default:jungleleaves",
bowl = "",
stick = "default:stick",
}
if minetest.registered_items["farming:bowl"] then
materials.bowl = "farming:bowl"
elseif minetest.get_modpath("x_farming") then
materials.bowl = "x_farming:bowl"
end
if minetest.get_modpath("moreores") then
materials.silver_ingot = "moreores:silver_ingot"
end
if minetest.get_modpath("technic") then
materials.lead_ingot = "technic:lead_ingot"
materials.carbon_steel_ingot = "technic:carbon_steel_ingot"
materials.stainless_steel_ingot = "technic:stainless_steel_ingot"
end
if minetest.get_modpath("aloz") then
materials.aluminum_ingot = "aloz:aluminum_ingot"
end
if minetest.get_modpath("techage") then
materials.aluminum_ingot = "techage:aluminum"
end
return materials

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local materials = {
sand = "fl_stone:sand",
sandstone = "fl_stone:sandstone",
gravel = "fl_topsoil:gravel",
flint = "fl_topsoil:flint",
copper_ingot = "fl_ores:copper_ingot",
steel_ingot = "fl_ores:iron_ingot",
gold_ingot = "fl_ores:gold_ingot",
tin_ingot = "fl_ores:tin_ingot",
copper_block = "fl_ores:copper_block",
steel_block = "fl_ores:iron_block",
gold_block = "fl_ores:gold_block",
tin_block = "fl_ores:tin_block",
axe_steel = "fl_tools:steel_axe",
axe_diamond = "fl_tools:diamond_axe",
axe_bronze = "fl_tools:bronze_axe",
axe_stone = "fl_tools:stone_axe",
axe_wood = "fl_tools:wood_axe",
pick_steel = "fl_tools:steel_pick",
mese = "fl_ores:iron_ingot",
mese_crystal = "fl_ores:iron_ingot",
mese_crystal_fragment = "fl_ores:iron_ingot",
torch = "fl_light_sources:torch",
diamond = "fl_ores:diamond",
clay_lump = "fl_bricks:clay_lump",
water_bucket = "fl_bucket:bucket_water",
empty_bucket = "fl_bucket:bucket",
dye_dark_grey = "fl_dyes:dark_grey_dye",
dye_black = "fl_dyes:black_dye",
dye_white = "fl_dyes:white_dye",
dye_green = "fl_dyes:green_dye",
dye_red = "fl_dyes:red_dye",
dye_yellow = "fl_dyes:yellow_dye",
dye_brown = "fl_dyes:brown_dye",
dye_blue = "fl_dyes:blue_dye",
dye_violet = "fl_dyes:violet_dye",
dye_grey = "fl_dyes:grey_dye",
dye_dark_green = "fl_dyes:dark_green_dye",
dye_orange = "fl_dyes:orange_dye",
dye_pink = "fl_dyes:pink_dye",
dye_cyan = "fl_dyes:cyan_dye",
dye_magenta = "fl_dyes:magenta_dye",
silver_ingot = "fl_ores:iron_ingot",
silicon = "mesecons_materials:silicon",
string = "fl_plantlife:oxeye_daisy",
paper = "",
book = "",
iron_lump = "fl_ores:iron_ore",
wool_grey = "",
wool_green = "",
wool_dark_green = "",
wool_brown = "",
wool_black = "",
wool_white = "",
slab_stone = "fl_stone:stone_slab",
slab_wood = "fl_trees:apple_plank_slab",
glass = "fl_glass:framed_glass",
glass_block = "fl_glass:framed_glass",
glass_bottle = "fl_bottles:bottle",
coal_lump = "fl_ores:coal_ore",
stone = "fl_stone:stone",
desert_stone = "fl_stone:desert_stone",
desert_sand = "fl_stone:desert_sand",
chest = "fl_storage:wood_chest",
cobble = "fl_stone:stone_rubble",
brick = "",
obsidian_glass = "",
water_source = "fl_liquids:water_source",
water_flowing = "fl_liquids:water_flowing",
dirt = "fl_stone:dirt",
dirt_with_grass = "fl_topsoil:dirt_with_grass",
apple_leaves = "fl_trees:apple_leaves",
apple_log = "fl_trees:apple_trunk",
apple_planks = "fl_trees:apple_plank",
birch_leaves = "fl_trees:aspen_leaves",
birch_log = "fl_trees:aspen_trunk",
birch_planks = "fl_trees:aspen_plank",
jungle_leaves = "fl_trees:jungletree_leaves",
bowl = "",
stick = "fl_trees:stick",
}
if minetest.get_modpath("basic_materials") then
materials.paper = "basic_materials:plastic_sheet"
end
if minetest.registered_items["farming:bowl"] then
materials.bowl = "farming:bowl"
elseif minetest.get_modpath("x_farming") then
materials.bowl = "x_farming:bowl"
end
return materials

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local materials = {
sand = "hades_core:fertile_sand",
sandstone = "hades_core:sandstone",
gravel = "hades_core:gravel",
flint = "",
copper_ingot = "hades_core:copper_ingot",
steel_ingot = "hades_core:steel_ingot",
gold_ingot = "hades_core:gold_ingot",
tin_ingot = "hades_core:tin_ingot",
silver_ingot = "--unknown--",
copper_block = "hades_core:copperblock",
steel_block = "hades_core:steelblock",
gold_block = "hades_core:goldblock",
tin_block = "hades_core:tinblock",
axe_steel = "hades_core:axe_steel",
axe_diamond = "hades_core:axe_diamond",
axe_bronze = "hades_core:axe_bronze",
axe_stone = "hades_core:axe_stone",
axe_wood = "hades_core:axe_wood",
pick_steel = "hades_core:pick_steel",
mese = "hades_core:mese",
mese_crystal = "hades_core:mese_crystal",
mese_crystal_fragment = "hades_core:mese_crystal_fragment",
torch = "hades_torches:torch",
diamond = "hades_core:diamond",
clay_lump = "hades_core:clay_lump",
clay_brick = "hades_core:clay_brick",
--[[
Since hades doesnt have buckets or water for the user,
using dirt from near water to pull the water out
]]
water_bucket = "hades_core:dirt",
empty_bucket = "hades_core:fertile_sand",
dye_dark_grey = "dye:dark_grey",
dye_black = "dye:black",
dye_white = "dye:white",
dye_green = "dye:green",
dye_red = "dye:red",
dye_yellow = "dye:yellow",
dye_brown = "dye:brown",
dye_blue = "dye:blue",
dye_violet = "dye:violet",
dye_grey = "dye:grey",
dye_dark_green = "dye:dark_green",
dye_orange = "dye:orange",
dye_pink = "dye:pink",
dye_cyan = "dye:cyan",
dye_magenta = "dye:magenta",
silicon = "hades_materials:silicon",
string = "hades_farming:string",
paper = "hades_core:paper",
book = "hades_core:book",
iron_lump = "hades_core:iron_lump",
wool_grey = "wool:grey",
wool_green = "wool:green",
wool_dark_green = "wool:dark_green",
wool_brown = "wool:brown",
wool_black = "wool:black",
wool_white = "wool:white",
slab_stone = "stairs:slab_stone",
slab_wood = "stairs:slab_wood",
glass = "hades_core:glass",
glass_block = "hades_core:glass",
glass_bottle = "vessels:glass_bottle",
obsidian_glass = "hades_core:obsidian_glass",
coal_lump = "hades_core:coal_lump",
stone = "hades_core:stone",
desert_stone = "hades_core:stone_baked",
desert_sand = "hades_core:volcanic_sand",
chest = "hades_chests:chest";
cobble = "hades_core:cobble",
brick = "hades_core:brick",
water_source = "hades_core:water_source",
water_flowing = "hades_core:water_flowing",
dirt = "hades_core:dirt",
dirt_with_grass = "hades_core:dirt_with_grass",
apple_leaves = "hades_trees:leaves",
apple_log = "hades_trees:tree",
apple_planks = "hades_trees:wood",
birch_leaves = "hades_core:birch_leaves",
birch_log = "hades_trees:birch_tree",
birch_planks = "hades_trees:cream_wood",
jungle_leaves = "hades_trees:jungle_leaves",
--hades has no bowl but you get plate on eat so makes most sense?
bowl = "hades_food:plate",
stick = "hades_core:stick",
}
if minetest.get_modpath("hades_bucket") then
materials["water_bucket"] = "hades_bucket:bucket_water"
materials["empty_bucket"] = "hades_bucket:bucket_empty"
end
if minetest.get_modpath("hades_extraores") then
materials["silver_ingot"] = "hades_extraores:silver_ingot"
materials["aluminum_ingot"] = "hades_extraores:aluminum_ingot"
end
if minetest.get_modpath("hades_default") then
materials.desert_sand = "hades_default:desert_sand"
end
if minetest.get_modpath("hades_technic") then
materials.lead_ingot = "hades_technic:lead_ingot"
materials.carbon_steel_ingot = "hades_technic:carbon_steel_ingot"
materials.stainless_steel_ingot = "hades_technic:stainless_steel_ingot"
end
return materials

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--note this file handles mineclonia, mineclone2, and its rename voxelibre
local mcl_dyes = minetest.get_modpath("mcl_dyes")
local mcl_dyes_name = mcl_dyes and "mcl_dyes" or "mcl_dye"
local materials = {
sand = "mcl_core:sand",
sandstone = "mcl_core:sandstone",
gravel = "mcl_core:gravel",
flint = "mcl_core:flint",
copper_ingot = "mcl_copper:copper_ingot",
steel_ingot = "mcl_core:iron_ingot",
gold_ingot = "mcl_core:gold_ingot",
tin_ingot = "mcl_core:iron_ingot",
copper_block = "mcl_copper:block",
steel_block = "mcl_core:ironblock",
gold_block = "mcl_core:goldblock",
tin_block = "mcl_core:ironblock",
axe_steel = "mcl_core:axe_steel",
axe_diamond = "mcl_core:axe_diamond",
axe_bronze = "mcl_core:axe_bronze",
axe_stone = "mcl_core:axe_stone",
axe_wood = "mcl_core:axe_wood",
pick_steel = "mcl_core:pick_steel",
torch = "mcl_torches:torch",
diamond = "mcl_core:diamond",
clay_lump = "mcl_core:clay_lump",
water_bucket = "mcl_buckets:bucket_water",
empty_bucket = "mcl_buckets:bucket_empty",
dye_dark_grey = mcl_dyes_name .. ":dark_grey",
dye_black = mcl_dyes_name .. ":black",
dye_white = mcl_dyes_name .. ":white",
dye_green = mcl_dyes_name .. ":green",
dye_red = mcl_dyes_name .. ":red",
dye_yellow = mcl_dyes_name .. ":yellow",
dye_brown = mcl_dyes_name .. ":brown",
dye_blue = mcl_dyes_name .. ":blue",
dye_violet = mcl_dyes_name .. ":violet",
dye_grey = mcl_dyes_name .. ":grey",
dye_dark_green = mcl_dyes_name .. ":dark_green",
dye_orange = mcl_dyes_name .. ":orange",
dye_pink = mcl_dyes_name .. ":pink",
dye_cyan = mcl_dyes_name .. ":cyan",
dye_magenta = mcl_dyes_name .. ":magenta",
silicon = "mcl_core:iron_ingot",
string = "mcl_mobitems:string",
paper = "mcl_core:paper",
book = "mcl_books:book",
iron_lump = "mcl_raw_ores:raw_iron",
wool_grey = "mcl_wool:grey",
wool_green = "mcl_wool:green",
wool_dark_green = "mcl_wool:dark_green",
wool_brown = "mcl_wool:brown",
wool_black = "mcl_wool:black",
wool_white = "mcl_wool:white",
slab_stone = "mcl_stairs:slab_stone",
slab_wood = "mcl_stairs:slab_wood",
glass = "mcl_core:glass",
glass_block = "mcl_core:glass",
glass_bottle = "mcl_potions:glass_bottle",
coal_lump = "mcl_core:coal_lump",
stone = "mcl_core:stone",
desert_stone = "mcl_core:redsandstone",
desert_sand = "mcl_core:sand",
chest = "mcl_chests:chest",
cobble = "mcl_core:cobble",
brick = "mcl_core:brick",
obsidian_glass = "",
water_source = "mcl_core:water_source",
water_flowing = "mcl_core:water_flowing",
dirt = "mcl_core:dirt",
dirt_with_grass = "mcl_core:dirt_with_grass",
bowl = "mcl_core:bowl",
stick = "mcl_core:stick",
}
if minetest.get_modpath("mcl_redstone") then
materials.mese = "mcl_redstone_torch:redstoneblock"
materials.mese_crystal = "mcl_redstone:redstone"
materials.mese_crystal_fragment = "mcl_core:iron_ingot"
else
materials.mese = "mesecons_torch:redstoneblock"
materials.mese_crystal = "mesecons:redstone"
materials.mese_crystal_fragment = "mcl_core:iron_ingot"
end
if minetest.get_modpath("mcl_trees") then
materials.apple_leaves = "mcl_trees:leaves_oak"
materials.apple_log = "mcl_trees:tree_oak"
materials.apple_planks = "mcl_trees:wood_oak"
materials.birch_leaves = "mcl_trees:leaves_birch"
materials.birch_log = "mcl_trees:tree_birch"
materials.birch_planks = "mcl_trees:wood_birch"
materials.jungle_leaves = "mcl_trees:leaves_jungle"
else
materials.apple_leaves = "mcl_core:leaves"
materials.apple_log = "mcl_core:tree"
materials.apple_planks = "mcl_core:wood"
materials.birch_leaves = "mcl_core:birchleaves"
materials.birch_log = "mcl_core:birchtree"
materials.birch_planks = "mcl_core:birchwood"
materials.jungle_leaves = "mcl_core:jungleleaves"
end
if minetest.get_modpath("moreores") then
materials.tin_ingot = "moreores:tin_ingot"
materials.tin_block = "moreores:tin_block"
materials.silver_ingot = "moreores:silver_ingot"
end
if minetest.get_modpath("technic") then
materials.lead_ingot = "technic:lead_ingot"
materials.carbon_steel_ingot = "technic:carbon_steel_ingot"
materials.stainless_steel_ingot = "technic:stainless_steel_ingot"
end
return materials

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local materials = {
sand = "default:sand",
sandstone = "default:sandstone",
gravel = "default:gravel",
flint = "default:flint",
copper_ingot = "default:copper_ingot",
steel_ingot = "default:steel_ingot",
gold_ingot = "default:gold_ingot",
tin_ingot = "default:tin_ingot",
copper_block = "default:copperblock",
steel_block = "default:steelblock",
gold_block = "default:goldblock",
tin_block = "default:tinblock",
axe_steel = "default:axe_steel",
axe_diamond = "default:axe_diamond",
axe_bronze = "default:axe_bronze",
axe_stone = "default:axe_stone",
axe_wood = "default:axe_wood",
pick_steel = "default:pick_steel",
mese = "default:mese",
mese_crystal = "default:mese_crystal",
mese_crystal_fragment = "default:mese_crystal_fragment",
torch = "default:torch",
diamond = "default:diamond",
clay_lump = "default:clay_lump",
water_bucket = "bucket:bucket_water",
empty_bucket = "bucket:bucket_empty",
dye_dark_grey = "dye:dark_grey",
dye_black = "dye:black",
dye_white = "dye:white",
dye_green = "dye:green",
dye_red = "dye:red",
dye_yellow = "dye:yellow",
dye_brown = "dye:brown",
dye_blue = "dye:blue",
dye_violet = "dye:violet",
dye_grey = "dye:grey",
dye_dark_green = "dye:dark_green",
dye_orange = "dye:orange",
dye_pink = "dye:pink",
dye_cyan = "dye:cyan",
dye_magenta = "dye:magenta",
silicon = "mesecons_materials:silicon",
string = "farming:string",
paper = "default:paper",
book = "default:book",
iron_lump = "default:iron_lump",
wool_grey = "wool:grey",
wool_green = "wool:green",
wool_dark_green = "wool:dark_green",
wool_brown = "wool:brown",
wool_black = "wool:black",
wool_white = "wool:white",
slab_stone = "stairs:slab_stone",
slab_wood = "stairs:slab_wood",
glass = "default:glass",
glass_block = "default:glass",
glass_bottle = "vessels:glass_bottle",
coal_lump = "default:coal_lump",
stone = "default:stone",
desert_stone = "default:desert_stone",
desert_sand = "default:desert_sand",
chest = "default:chest",
cobble = "default:cobble",
brick = "default:brick",
obsidian_glass = "default:obsidian_glass",
water_source = "default:water_source",
water_flowing = "default:water_flowing",
dirt = "default:dirt",
dirt_with_grass = "default:dirt_with_grass",
apple_leaves = "default:leaves",
apple_log = "default:tree",
apple_planks = "default:wood",
birch_leaves = "default:aspen_leaves",
birch_log = "default:aspen_tree",
birch_planks = "default:aspen_wood",
jungle_leaves = "default:jungleleaves",
bowl = "",
stick = "default:stick",
}
if minetest.registered_items["farming:bowl"] then
materials.bowl = "farming:bowl"
elseif minetest.get_modpath("x_farming") then
materials.bowl = "x_farming:bowl"
end
if minetest.get_modpath("moreores") then
materials.silver_ingot = "moreores:silver_ingot"
end
if minetest.get_modpath("technic") then
materials.lead_ingot = "technic:lead_ingot"
materials.carbon_steel_ingot = "technic:carbon_steel_ingot"
materials.stainless_steel_ingot = "technic:stainless_steel_ingot"
end
if minetest.get_modpath("aloz") then
materials.aluminum_ingot = "aloz:aluminum_ingot"
end
if minetest.get_modpath("techage") then
materials.aluminum_ingot = "techage:aluminum"
end
return materials

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local filename = xcompat.gameid
--if we dont have a player file for the game, use minetest
if not xcompat.utilities.file_exists(xcompat.modpath .. "/src/player/" .. filename .. ".lua") then
filename = "xcompat_agnostic"
end
return dofile(xcompat.modpath .. "/src/player/" .. filename .. ".lua")

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local papi = {}
local models = {}
function papi.register_model(name, def)
models[name] = def
end
function papi.set_model(player, model_name)
local model = models[model_name]
if not model then return end
player:set_properties({
mesh = model_name,
textures = model.textures,
visual = "mesh",
visual_size = model.visual_size,
stepheight = model.stepheight
})
end
function papi.get_animation(_)
--stub to keep from crashing
end
function papi.get_textures(player)
return player:get_properties().textures
end
function papi.set_textures(player, textures)
player:set_properties({textures = textures})
end
function papi.set_animation(player, anim_name, speed, loop)
player:set_animation(fl_player.animations[anim_name], speed, 0, loop)
end
local metatable = {
__index = function (_, key)
return fl_player.ignore[key]
end,
__newindex = function (_, key, value)
rawset(fl_player.ignore, key, value)
end
}
papi.player_attached = {}
setmetatable(papi.player_attached, metatable)
return papi

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local papi = {}
function papi.register_model(name, def)
return mcl_player.player_register_model(name, def)
end
function papi.set_model(player, model)
return mcl_player.player_set_model(player, model)
end
function papi.get_animation(player)
return mcl_player.player_get_animation(player)
end
function papi.get_textures(player)
return player:get_properties().textures
end
function papi.set_textures(player, textures)
player:set_properties({textures = textures})
end
function papi.set_animation(player, anim_name, speed, _)
return mcl_player.player_set_animation(player, anim_name, speed)
end
local metatable = {
__index = function (_, key)
return mcl_player.player_attached[key]
end,
__newindex = function (_, key, value)
rawset(mcl_player.player_attached, key, value)
end
}
papi.player_attached = {}
setmetatable(papi.player_attached, metatable)
return papi

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local papi = {}
function papi.register_model(name, def)
return player_api.register_model(name, def)
end
function papi.set_model(player, model)
return player_api.set_model(player, model)
end
function papi.get_animation(player)
return player_api.get_animation(player)
end
function papi.get_textures(player)
return player_api.get_textures(player)
end
function papi.set_textures(player, texture)
return player_api.set_textures(player, texture)
end
function papi.set_animation(player, anim_name, speed, loop)
return player_api.set_animation(player, anim_name, speed, loop)
end
local metatable = {
__index = function (_, key)
return player_api.player_attached[key]
end,
__newindex = function (_, key, value)
rawset(player_api.player_attached, key, value)
end
}
papi.player_attached = {}
setmetatable(papi.player_attached, metatable)
return papi

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local papi = {}
local models = {}
function papi.register_model(name, def)
models[name] = def
end
function papi.set_model(player, model_name)
local model = models[model_name]
if not model then return end
player:set_properties({
mesh = model_name,
textures = model.textures,
visual = "mesh",
visual_size = model.visual_size,
stepheight = model.stepheight
})
end
function papi.get_animation(_)
--stub to keep from crashing
end
function papi.get_textures(player)
return player:get_properties().textures
end
function papi.set_textures(player, textures)
player:set_properties({textures = textures})
end
function papi.set_animation(_, _, _, _)
--stub to keep from crashing
end
--nothing to do here as we have no globalstep .....that we know about anyways
papi.player_attached = {}
return papi

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local filename = xcompat.gameid
--if we dont have a materials file for the game, use minetest
if not xcompat.utilities.file_exists(xcompat.modpath .. "/src/sounds/" .. filename .. ".lua") then
filename = "xcompat_agnostic"
end
return dofile(xcompat.modpath .. "/src/sounds/" .. filename .. ".lua")

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local sound_api = {}
function sound_api.node_sound_default(soundtable)
return nodes_nature.node_sound_default(soundtable)
end
function sound_api.node_sound_stone_defaults(soundtable)
return nodes_nature.node_sound_stone_defaults(soundtable)
end
function sound_api.node_sound_dirt_defaults(soundtable)
return nodes_nature.node_sound_dirt_defaults(soundtable)
end
--return dirt as some games use dirt vs grass
function sound_api.node_sound_grass_defaults(soundtable)
return sound_api.node_sound_dirt_defaults(soundtable)
end
function sound_api.node_sound_sand_defaults(soundtable)
return nodes_nature.node_sound_sand_defaults(soundtable)
end
function sound_api.node_sound_gravel_defaults(soundtable)
return nodes_nature.node_sound_gravel_defaults(soundtable)
end
function sound_api.node_sound_wood_defaults(soundtable)
return nodes_nature.node_sound_wood_defaults(soundtable)
end
function sound_api.node_sound_leaves_defaults(soundtable)
return nodes_nature.node_sound_leaves_defaults(soundtable)
end
function sound_api.node_sound_glass_defaults(soundtable)
return nodes_nature.node_sound_glass_defaults(soundtable)
end
function sound_api.node_sound_ice_defaults(soundtable)
--s/ice/glass
return nodes_nature.node_sound_glass_defaults(soundtable)
end
function sound_api.node_sound_metal_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_water_defaults(soundtable)
return nodes_nature.node_sound_water_defaults(soundtable)
end
function sound_api.node_sound_lava_defaults(soundtable)
--s/lava/water
return nodes_nature.node_sound_water_defaults(soundtable)
end
function sound_api.node_sound_snow_defaults(soundtable)
return nodes_nature.node_sound_snow_defaults(soundtable)
end
function sound_api.node_sound_wool_defaults(soundtable)
return soundtable
end
return sound_api

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local sound_api = {}
function sound_api.node_sound_default(soundtable)
return soundtable
end
function sound_api.node_sound_stone_defaults(soundtable)
return fl_stone.sounds.stone(soundtable)
end
function sound_api.node_sound_dirt_defaults(soundtable)
return fl_topsoil.sounds.grass(soundtable)
end
--return dirt as some games use dirt vs grass
function sound_api.node_sound_grass_defaults(soundtable)
return sound_api.node_sound_dirt_defaults(soundtable)
end
function sound_api.node_sound_sand_defaults(soundtable)
return fl_stone.sounds.sand(soundtable)
end
function sound_api.node_sound_gravel_defaults(soundtable)
return fl_topsoil.sounds.gravel(soundtable)
end
function sound_api.node_sound_wood_defaults(soundtable)
return fl_trees.sounds.wood(soundtable)
end
function sound_api.node_sound_leaves_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_glass_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_ice_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_metal_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_water_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_lava_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_snow_defaults(soundtable)
return fl_topsoil.sounds.snow(soundtable)
end
function sound_api.node_sound_wool_defaults(soundtable)
return soundtable
end
return sound_api

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local sound_api = {}
function sound_api.node_sound_default(soundtable)
return soundtable
end
function sound_api.node_sound_stone_defaults(soundtable)
return sounds.stone(soundtable)
end
function sound_api.node_sound_dirt_defaults(soundtable)
return sounds.dirt(soundtable)
end
function sound_api.node_sound_grass_defaults(soundtable)
return sounds.grass(soundtable)
end
function sound_api.node_sound_sand_defaults(soundtable)
return sounds.sand(soundtable)
end
function sound_api.node_sound_gravel_defaults(soundtable)
return sounds.gravel(soundtable)
end
function sound_api.node_sound_wood_defaults(soundtable)
return sounds.wood(soundtable)
end
function sound_api.node_sound_leaves_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_glass_defaults(soundtable)
return sounds.glass(soundtable)
end
function sound_api.node_sound_ice_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_metal_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_water_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_lava_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_snow_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_wool_defaults(soundtable)
return soundtable
end
return sound_api

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local sound_api = {}
function sound_api.node_sound_default(soundtable)
return hades_sounds.node_sound_defaults(soundtable)
end
function sound_api.node_sound_stone_defaults(soundtable)
return hades_sounds.node_sound_stone_defaults(soundtable)
end
function sound_api.node_sound_dirt_defaults(soundtable)
return hades_sounds.node_sound_dirt_defaults(soundtable)
end
--return dirt as some games use dirt vs grass
function sound_api.node_sound_grass_defaults(soundtable)
return hades_sounds.node_sound_grass_defaults(soundtable)
end
function sound_api.node_sound_sand_defaults(soundtable)
return hades_sounds.node_sound_sand_defaults(soundtable)
end
function sound_api.node_sound_gravel_defaults(soundtable)
return hades_sounds.node_sound_gravel_defaults(soundtable)
end
function sound_api.node_sound_wood_defaults(soundtable)
return hades_sounds.node_sound_wood_defaults(soundtable)
end
function sound_api.node_sound_leaves_defaults(soundtable)
return hades_sounds.node_sound_leaves_defaults(soundtable)
end
function sound_api.node_sound_glass_defaults(soundtable)
return hades_sounds.node_sound_glass_defaults(soundtable)
end
function sound_api.node_sound_ice_defaults(soundtable)
--s/ice/glass
return hades_sounds.node_sound_glass_defaults(soundtable)
end
function sound_api.node_sound_metal_defaults(soundtable)
return hades_sounds.node_sound_metal_defaults(soundtable)
end
function sound_api.node_sound_water_defaults(soundtable)
return hades_sounds.node_sound_water_defaults(soundtable)
end
function sound_api.node_sound_lava_defaults(soundtable)
return hades_sounds.node_sound_lava_defaults(soundtable)
end
function sound_api.node_sound_snow_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_wool_defaults(soundtable)
return soundtable
end
return sound_api

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local sound_api = {}
--ks_sounds conversion
--currently loggy and bedrock are ignored
local ks = {}
function ks.node_sound_defaults(soundtable)
soundtable = soundtable or {}
soundtable.footstep = soundtable.footstep or ks_sounds.generalnode_sounds.footstep
soundtable.dug = soundtable.dug or ks_sounds.generalnode_sounds.dug
soundtable.dig = soundtable.dig or ks_sounds.generalnode_sounds.dig
soundtable.place = soundtable.place or ks_sounds.generalnode_sounds.place
return soundtable
end
function ks.node_sound_wood_defaults(soundtable)
soundtable = soundtable or {}
soundtable.footstep = soundtable.footstep or ks_sounds.woodennode_sounds.footstep
soundtable.dug = soundtable.dug or ks_sounds.woodennode_sounds.dug
soundtable.dig = soundtable.dig or ks_sounds.woodennode_sounds.dig
soundtable.place = soundtable.place or ks_sounds.woodennode_sounds.place
ks.node_sound_defaults(soundtable)
return soundtable
end
function ks.node_sound_leaves_defaults(soundtable)
soundtable = soundtable or {}
soundtable.footstep = soundtable.footstep or ks_sounds.leafynode_sounds.footstep
soundtable.dug = soundtable.dug or ks_sounds.leafynode_sounds.dug
soundtable.dig = soundtable.dig or ks_sounds.leafynode_sounds.dig
soundtable.place = soundtable.place or ks_sounds.leafynode_sounds.place
ks.node_sound_defaults(soundtable)
return soundtable
end
function ks.node_sound_snow_defaults(soundtable)
soundtable = soundtable or {}
soundtable.footstep = soundtable.footstep or ks_sounds.snowynode_sounds.footstep
soundtable.dug = soundtable.dug or ks_sounds.snowynode_sounds.dug
soundtable.dig = soundtable.dig or ks_sounds.snowynode_sounds.dig
soundtable.place = soundtable.place or ks_sounds.snowynode_sounds.place
ks.node_sound_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_default(soundtable)
return ks.node_sound_default(soundtable)
end
function sound_api.node_sound_stone_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_dirt_defaults(soundtable)
return soundtable
end
--return dirt as some games use dirt vs grass
function sound_api.node_sound_grass_defaults(soundtable)
return sound_api.node_sound_dirt_defaults(soundtable)
end
function sound_api.node_sound_sand_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_gravel_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_wood_defaults(soundtable)
return ks.node_sound_wood_default(soundtable)
end
function sound_api.node_sound_leaves_defaults(soundtable)
return ks.node_sound_leaves_default(soundtable)
end
function sound_api.node_sound_glass_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_ice_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_metal_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_water_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_lava_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_snow_defaults(soundtable)
return ks.node_sound_snow_default(soundtable)
end
function sound_api.node_sound_wool_defaults(soundtable)
return soundtable
end
return sound_api

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--note this file handles mineclonia, mineclone2, and its rename voxelibre
local sound_api = {}
function sound_api.node_sound_default(soundtable)
return mcl_sounds.node_sound_defaults(soundtable)
end
function sound_api.node_sound_stone_defaults(soundtable)
return mcl_sounds.node_sound_stone_defaults(soundtable)
end
function sound_api.node_sound_dirt_defaults(soundtable)
return mcl_sounds.node_sound_dirt_defaults(soundtable)
end
--return dirt as some games use dirt vs grass
function sound_api.node_sound_grass_defaults(soundtable)
return sound_api.node_sound_dirt_defaults(soundtable)
end
function sound_api.node_sound_sand_defaults(soundtable)
return mcl_sounds.node_sound_sand_defaults(soundtable)
end
function sound_api.node_sound_gravel_defaults(soundtable)
return mcl_sounds.node_sound_sand_defaults(soundtable)
end
function sound_api.node_sound_wood_defaults(soundtable)
return mcl_sounds.node_sound_wood_defaults(soundtable)
end
function sound_api.node_sound_leaves_defaults(soundtable)
return mcl_sounds.node_sound_leaves_defaults(soundtable)
end
function sound_api.node_sound_glass_defaults(soundtable)
return mcl_sounds.node_sound_glass_defaults(soundtable)
end
function sound_api.node_sound_ice_defaults(soundtable)
return mcl_sounds.node_sound_glass_defaults(soundtable)
end
function sound_api.node_sound_metal_defaults(soundtable)
return mcl_sounds.node_sound_metal_defaults(soundtable)
end
function sound_api.node_sound_water_defaults(soundtable)
return mcl_sounds.node_sound_water_defaults(soundtable)
end
function sound_api.node_sound_lava_defaults(soundtable)
return mcl_sounds.node_sound_lava_defaults(soundtable)
end
function sound_api.node_sound_snow_defaults(soundtable)
return mcl_sounds.node_sound_snow_defaults(soundtable)
end
function sound_api.node_sound_wool_defaults(soundtable)
return mcl_sounds.node_sound_wool_defaults(soundtable)
end
return sound_api

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local sound_api = {}
function sound_api.node_sound_default(soundtable)
return default.node_sound_defaults(soundtable)
end
function sound_api.node_sound_stone_defaults(soundtable)
return default.node_sound_stone_defaults(soundtable)
end
function sound_api.node_sound_dirt_defaults(soundtable)
return default.node_sound_dirt_defaults(soundtable)
end
--return dirt as some games use dirt vs grass
function sound_api.node_sound_grass_defaults(soundtable)
return sound_api.node_sound_dirt_defaults(soundtable)
end
function sound_api.node_sound_sand_defaults(soundtable)
return default.node_sound_sand_defaults(soundtable)
end
function sound_api.node_sound_gravel_defaults(soundtable)
return default.node_sound_gravel_defaults(soundtable)
end
function sound_api.node_sound_wood_defaults(soundtable)
return default.node_sound_wood_defaults(soundtable)
end
function sound_api.node_sound_leaves_defaults(soundtable)
return default.node_sound_leaves_defaults(soundtable)
end
function sound_api.node_sound_glass_defaults(soundtable)
return default.node_sound_glass_defaults(soundtable)
end
function sound_api.node_sound_ice_defaults(soundtable)
return default.node_sound_ice_defaults(soundtable)
end
function sound_api.node_sound_metal_defaults(soundtable)
return default.node_sound_metal_defaults(soundtable)
end
function sound_api.node_sound_water_defaults(soundtable)
return default.node_sound_water_defaults(soundtable)
end
function sound_api.node_sound_lava_defaults(soundtable)
--s/lava/water
return default.node_sound_water_defaults(soundtable)
end
function sound_api.node_sound_snow_defaults(soundtable)
return default.node_sound_snow_defaults(soundtable)
end
function sound_api.node_sound_wool_defaults(soundtable)
--s/wool/default
return default.node_sound_defaults(soundtable)
end
return sound_api

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local sound_api = {}
function sound_api.node_sound_default(soundtable)
return soundtable
end
function sound_api.node_sound_stone_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_dirt_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_grass_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_sand_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_gravel_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_wood_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_leaves_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_glass_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_ice_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_metal_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_water_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_lava_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_snow_defaults(soundtable)
return soundtable
end
function sound_api.node_sound_wool_defaults(soundtable)
return soundtable
end
return sound_api

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@ -0,0 +1,8 @@
local filename = xcompat.gameid
--if we dont have a materials file for the game, use minetest
if not xcompat.utilities.file_exists(xcompat.modpath .. "/src/textures/" .. filename .. ".lua") then
filename = "xcompat_agnostic"
end
return dofile(xcompat.modpath .. "/src/textures/" .. filename .. ".lua")

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local textures = {
gravel = "farlands_gravel.png",
brick = "farlands_brick.png",
metal = {
steel = {
ore = "farlands_iron_ingot.png",
ingot = "farlands_iron_ingot.png",
block = "farlands_iron_block.png",
},
gold = {
ore = "farlands_gold_ore.png",
ingot = "farlands_gold_ingot.png",
block = "farlands_gold_block.png",
},
},
glass = {
pane = "farlands_glass.png",
detail = "farlands_glass_detail.png",
},
wood = {
apple = {
sapling = "farlands_apple_sapling.png",
planks = "farlands_apple_planks.png",
trunk_side = "farlands_apple_trunk.png",
trunk_top = "farlands_apple_trunk_top.png",
leaves = "farlands_apple_leaves.png",
},
jungle = {
sapling = "farlands_jungletree_sapling.png",
planks = "farlands_jungletree_planks.png",
trunk_side = "farlands_jungletree_trunk.png",
trunk_top = "farlands_jungletree_trunk_top.png",
leaves = "farlands_jungletree_leaves.png",
},
},
water = {
tile = "farlands_water.png",
animated = {
source = "farlands_water_source_animated.png",
flowing = "farlands_water_flowing_animated.png",
},
},
wool = {
white = "farlands_wool.png",
black = "farlands_wool.png",
grey = "farlands_wool.png",
dark_grey = "farlands_wool.png",
},
grass = {
top = "farlands_grass.png",
side = "farlands_dirt.png^farlands_grass_side.png",
dirt = "farlands_dirt.png",
},
}
return textures

View file

@ -0,0 +1,57 @@
local textures = {
gravel = "default_gravel.png",
brick = "default_brick.png",
metal = {
steel = {
ore = "default_iron_lump.png",
ingot = "default_steel_ingot.png",
block = "default_steel_block.png",
},
gold = {
ore = "default_gold_lump.png",
ingot = "default_gold_ingot.png",
block = "default_gold_block.png",
},
},
glass = {
pane = "default_glass.png",
detail = "default_glass_detail.png",
},
wood = {
apple = {
sapling = "default_sapling.png",
planks = "default_wood.png",
trunk_side = "default_tree.png",
trunk_top = "default_tree_top.png",
leaves = "default_leaves.png",
},
jungle = {
sapling = "default_junglesapling.png",
planks = "default_junglewood.png",
trunk_side = "default_jungletree.png",
trunk_top = "default_jungletree_top.png",
leaves = "default_jungleleaves.png",
},
},
water = {
tile = "default_water.png",
animated = {
source = "default_water_source_animated.png",
flowing = "default_water_flowing_animated.png",
},
},
wool = {
white = "wool_white.png",
black = "wool_black.png",
grey = "wool_grey.png",
dark_grey = "wool_dark_grey.png",
},
grass = {
top = "default_grass.png",
side = "default_dirt.png^default_grass_side.png",
dirt = "default_dirt.png",
},
}
return textures

View file

@ -0,0 +1,65 @@
local textures = {
gravel = "[combine:16x16^[noalpha^[colorize:#3a3b3c",
brick = "[combine:16x16^[noalpha^[colorize:#AA4A44",
metal = {
steel = {
ore = "[combine:16x16^[noalpha^[colorize:#D3D3D3",
ingot = "[combine:16x16^[noalpha^[colorize:#D3D3D3",
block = "[combine:16x16^[noalpha^[colorize:#D3D3D3",
},
gold = {
ore = "[combine:16x16^[noalpha^[colorize:#FFD700",
ingot = "[combine:16x16^[noalpha^[colorize:#FFD700",
block = "[combine:16x16^[noalpha^[colorize:#FFD700",
},
},
glass = {
pane = "[combine:16x16:" ..
"0,0=\\[combine\\:1x16\\^[noalpha\\^[colorize\\:#ffffff:" ..
"0,0=\\[combine\\:16x1\\^[noalpha\\^[colorize\\:#ffffff:" ..
"0,15=\\[combine\\:16x1\\^[noalpha\\^[colorize\\:#ffffff:" ..
"15,0=\\[combine\\:1x16\\^[noalpha\\^[colorize\\:#ffffff",
detail = "[combine:16x16:" ..
"0,0=\\[combine\\:1x16\\^[noalpha\\^[colorize\\:#ffffff:" ..
"0,0=\\[combine\\:16x1\\^[noalpha\\^[colorize\\:#ffffff:" ..
"0,15=\\[combine\\:16x1\\^[noalpha\\^[colorize\\:#ffffff:" ..
"15,0=\\[combine\\:1x16\\^[noalpha\\^[colorize\\:#ffffff",
},
wood = {
apple = {
sapling = "[combine:16x16^[noalpha^[colorize:#654321",
planks = "[combine:16x16^[noalpha^[colorize:#654321",
trunk_side = "[combine:16x16^[noalpha^[colorize:#654321",
trunk_top = "[combine:16x16^[noalpha^[colorize:#654321",
leaves = "[combine:16x16^[noalpha^[colorize:#654321",
},
jungle = {
sapling = "[combine:16x16^[noalpha^[colorize:#563d2d",
planks = "[combine:16x16^[noalpha^[colorize:#563d2d",
trunk_side = "[combine:16x16^[noalpha^[colorize:#563d2d",
trunk_top = "[combine:16x16^[noalpha^[colorize:#563d2d",
leaves = "[combine:16x16^[noalpha^[colorize:#563d2d",
},
},
water = {
tile = "[combine:16x16^[noalpha^[colorize:#00008b",
animated = {
source = "[combine:16x16^[noalpha^[colorize:#00008b",
flowing = "[combine:16x16^[noalpha^[colorize:#00008b",
},
},
wool = {
white = "[combine:16x16^[noalpha^[colorize:#ffffff",
black = "[combine:16x16^[noalpha^[colorize:#000000",
grey = "[combine:16x16^[noalpha^[colorize:#313b3c",
dark_grey = "[combine:16x16^[noalpha^[colorize:#313b3c",
},
grass = {
top = "[combine:16x16^[noalpha^[colorize:#006400",
side = "[combine:16x16^[noalpha^[colorize:#006400",
dirt = "[combine:16x16^[noalpha^[colorize:#563d2d",
},
}
return textures

View file

@ -0,0 +1,8 @@
local utilities = {}
function utilities.file_exists(name)
local f=io.open(name,"r")
if f~=nil then io.close(f) return true else return false end
end
return utilities