Fix crash from missing node types.
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4ad818a922
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8eedc5afc3
4 changed files with 13 additions and 2 deletions
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@ -108,6 +108,9 @@ for _, name in pairs(elixir_ingredients) do
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if not item then
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item = minetest.registered_nodes[name]
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end
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if not item then
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break
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end
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if item then
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if item.groups then
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groups = table.copy(item.groups)
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@ -2,7 +2,7 @@
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-- GOBLINS
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---------------------------------------------------------------
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local spawn_frequency = 250 -- 250
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local spawn_frequency = 500 -- 500
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local dig_freq = 5 -- 5
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local trap_freq = 25 -- 25
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local torch_freq = 2 -- 2
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@ -120,6 +120,10 @@ local nodes = {{'default:sandstone', 'default:sandstone_block'}, {'default:wood'
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for _, node in pairs(nodes) do
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local node_name = node[1]
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local comp = node[2] or node_name
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if not minetest.registered_items[node_name] or (not minetest.registered_items[comp] and not comp:find('^fun_caves')) then
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break
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end
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local node_texture = minetest.registered_items[node_name].tiles
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if type(node_texture) == 'table' then
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node_texture = node_texture[1]
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@ -197,6 +201,10 @@ local function default_rightclick(pos, node, clicker, itemstack, pointed_thing)
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end
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for _, node in pairs(mass_nodes) do
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if not minetest.registered_items[node] then
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break
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end
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minetest.override_item(node, {on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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local tool = itemstack:get_name()
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if not mass_tools[tool] then
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@ -355,7 +355,7 @@ fun_caves.treegen = function(minp, maxp, data, p2data, area, node)
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end
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if data[ivm] ~= node['air'] and data[ivm] ~= node['fun_caves:weightless_water'] then
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if math_random(100) == 1 then
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if math_random(200) == 1 then
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data[ivm] = node['fun_caves:sap']
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elseif math_random(1000) == 1 then
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data[ivm] = node['fun_caves:tree_mineral']
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