sorcery  Diff

Differences From Artifact [43593523a3]:

To Artifact [69d743e332]:


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		value = fragments_per_ingot;
	};
	['morelights_vintage:brass_block'] = {
		id = 'brass'; data = sorcery.data.metals.brass;
		value = fragments_per_ingot * 9;
	};
}


local tools, armors = sorcery.matreg.tools, sorcery.matreg.armors
-- for name, metal in pairs(sorcery.data.metals) do
sorcery.register.metals.foreach('sorcery:generate',{},function(name,metal)
	local ingot = metal.ingot or 'sorcery:' .. name .. '_ingot'
	local block = metal.block or 'sorcery:' .. name .. 'block'
	local screw = 'sorcery:screw_' .. name
................................................................................
				grindcost = 2, grindvalue = 1;
				value = 0.5;
			};
		};
	})
	minetest.register_craftitem(disc, {
		description = sorcery.lib.str.capitalize(name) .. ' Disc';
		inventory_image = sorcery.lib.image('sorcery_disc.png'):multiply(sorcery.lib.color(metal.tone)):render();
		groups = { metal = 1; sorcery_disc = 1; sorcery_tech_component = 1; };
		_sorcery = {
			material = {
				id = name, data = metal;
				powder = powder;
				grindvalue = (3*4) / 2;
				value = 4 * (2/3);







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		value = fragments_per_ingot;
	};
	['morelights_vintage:brass_block'] = {
		id = 'brass'; data = sorcery.data.metals.brass;
		value = fragments_per_ingot * 9;
	};
}
local fmt = string.format

local tools, armors = sorcery.matreg.tools, sorcery.matreg.armors
-- for name, metal in pairs(sorcery.data.metals) do
sorcery.register.metals.foreach('sorcery:generate',{},function(name,metal)
	local ingot = metal.ingot or 'sorcery:' .. name .. '_ingot'
	local block = metal.block or 'sorcery:' .. name .. 'block'
	local screw = 'sorcery:screw_' .. name
................................................................................
				grindcost = 2, grindvalue = 1;
				value = 0.5;
			};
		};
	})
	minetest.register_craftitem(disc, {
		description = sorcery.lib.str.capitalize(name) .. ' Disc';
		inventory_image = fmt('sorcery_disc_%s.png', name);
		groups = { metal = 1; sorcery_disc = 1; sorcery_tech_component = 1; };
		_sorcery = {
			material = {
				id = name, data = metal;
				powder = powder;
				grindvalue = (3*4) / 2;
				value = 4 * (2/3);