Comment: | bug fixes, add disc textures, get lathe fully operational finally |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
efb9d9d1b9b3db57153e03dc9b01ef33 |
User & Date: | lexi on 2021-07-08 17:06:16 |
Other Links: | manifest | tags |
2021-07-08
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21:52 | add tree lathe recipes check-in: 56a2b90c1b user: lexi tags: trunk | |
17:06 | bug fixes, add disc textures, get lathe fully operational finally check-in: efb9d9d1b9 user: lexi tags: trunk | |
14:32 | bug fixes, improve disc texture, improve recipes, you can now pour blood directly into a trough when you draw it with a consecrated dagger check-in: a66c0f02c7 user: lexi tags: trunk | |
Modified lathe.lua from [f27b9cba36] to [75f9e0d88f].
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local R = sorcery.lathe.recipes sorcery.lathe.get = function(pos,idx,howmany) local inv = minetest.get_meta(pos):get_inventory() local tool = inv:get_stack('tool',1) local tech = sorcery.lathe.tooltech(tool) if not tech then return nil end local wkpc = inv:get_stack('workpiece',1) howmany = howmany or wkpc:get_count() local rec = R[wkpc:get_name()][tech][idx] local outn = ItemStack(rec.output):get_count() local ntimes = math.floor(howmany / (rec.mass or 1)) return { tool = tool, wkpc = wkpc; cost = rec.cost * ntimes; ntimes = ntimes; tqty = math.floor(howmany / outn) * (rec.mass or 1), outn = outn; gqty = ntimes * outn; tech = tech; rec = rec; inv = inv; } end sorcery.lathe.update = function(pos) ................................................................................ local rec = R[wkpc:get_name()][tech] tech = sorcery.lathe.techs[tech] -- fill in the preview slots local j = 1 for i=1, inv:get_size 'preview' do local stk = ItemStack() if rec[i] and minetest.registered_items[ItemStack(rec[i].output):get_name()] and (rec[i].mass == nil or rec[i].mass <= wkpc:get_count()) then local l = sorcery.lathe.get(pos, i, wkpc:get_count()) local max = l.ntimes --math.floor(wkpc:get_count() / (rec[i].mass or 1)) if tech.dmg then -- TODO count remaining tool uses elseif tech.consume then max = math.min(max, tool:get_count()) end if max > 0 then stk = ItemStack(rec[i].output) stk:set_count(stk:get_count() * max) end end inv:set_stack('preview',i,stk) j = j + 1 end -- make sure remaining slots are clear ................................................................................ local m = minetest.get_meta(pos) local i = m:get_inventory() i:set_size('workpiece', 1); i:set_size('tool', 1); i:set_size('preview', 8); m:set_string('formspec', [[ formspec_version[3] size[10.25,8] list[context;tool;1.50,1;1,1] list[context;workpiece;3,1;1,1] list[context;preview;5.25,0.25;4,2] list[current_player;main;0.25,3;8,4] listring[current_player;main] listring[context;workpiece] listring[current_player;main] listring[context;tool] listring[current_player;main] listring[context;preview] listring[current_player;main] ................................................................................ on_metadata_inventory_put = sorcery.lathe.update; on_metadata_inventory_take = function(pos, list, idx, stack, user) if list == 'preview' then local l = sorcery.lathe.get(pos,idx,stack:get_count()) if sorcery.lathe.techs[l.tech].consume then l.tool:take_item(l.cost) elseif sorcery.lathe.techs[l.tech].dmg then local mat = sorcery.itemclass.get(l.tool,'material') local mmat = sorcery.itemclass.get(l.wkpc,'metal') local dur = 100 local lfac = 1 if mat then local dur = mat.data.durability or dur lfac = (mmat and mmat.data.level or 1) / (mat.data.maxlevel or mat.data.level or 1) end local ch = 65535 / dur l.tool:add_wear(ch * l.cost * lfac) end l.wkpc:take_item(l.tqty) l.inv:set_stack('tool', 1, l.tool) l.inv:set_stack('workpiece', 1, l.wkpc) if l.rec.leftover then sorcery.lib.node.insert(ItemStack(l.rec.leftover), 'workpiece', pos, user, l.inv) end |
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local R = sorcery.lathe.recipes sorcery.lathe.get = function(pos,idx,howmany) local inv = minetest.get_meta(pos):get_inventory() local tool = inv:get_stack('tool',1) local tech = sorcery.lathe.tooltech(tool) if not tech then return nil end local wkpc = inv:get_stack('workpiece',1) local rec = R[wkpc:get_name()][tech][idx] local outn = ItemStack(rec.output):get_count() howmany = howmany or math.floor(wkpc:get_count()/(rec.mass or 1))*outn local ntimes = math.floor(howmany / outn) local tmat = sorcery.itemclass.get(tool,'material') local wmat = sorcery.itemclass.get(wkpc,'material') local dur = 100 local lfac = 1 if tmat then local dur = tmat.data.durability or dur lfac = (wmat and wmat.data.level or 1) / (tmat.data.maxlevel or tmat.data.level or 1) end local ch = 65535 / dur local wear = 2 * (ch * rec.cost * ntimes * lfac); return { tool = tool, wkpc = wkpc; cost = rec.cost * ntimes; wear = wear; ntimes = ntimes; tqty = ntimes * (rec.mass or 1), outn = outn; tech = tech; rec = rec; inv = inv; } end sorcery.lathe.update = function(pos) ................................................................................ local rec = R[wkpc:get_name()][tech] tech = sorcery.lathe.techs[tech] -- fill in the preview slots local j = 1 for i=1, inv:get_size 'preview' do local stk = ItemStack() local os = rec[i] and ItemStack(rec[i].output) if rec[i] and minetest.registered_items[os:get_name()] and (rec[i].mass == nil or rec[i].mass <= wkpc:get_count()) then local l = sorcery.lathe.get(pos, i) local max = l.ntimes --math.floor(wkpc:get_count() / (rec[i].mass or 1)) if tech.dmg then local lw = l.wear while lw + tool:get_wear() > 65535 do max = max - 1 if max == 0 then break end lw = sorcery.lathe.get(pos, i, max).wear end elseif tech.consume then max = math.min(max, tool:get_count()) end if max > 0 then stk = ItemStack(rec[i].output) local ct = math.min(stk:get_count() * max, stk:get_stack_max()) ct = ct - (ct % os:get_count()) stk:set_count(ct) end end inv:set_stack('preview',i,stk) j = j + 1 end -- make sure remaining slots are clear ................................................................................ local m = minetest.get_meta(pos) local i = m:get_inventory() i:set_size('workpiece', 1); i:set_size('tool', 1); i:set_size('preview', 8); m:set_string('formspec', [[ formspec_version[3] size[10.25,8] list[context;tool;1.25,1;1,1] list[context;workpiece;2.75,1;1,1] list[context;preview;5.25,0.25;4,2] list[current_player;main;0.25,3;8,4] listring[current_player;main] listring[context;workpiece] listring[current_player;main] listring[context;tool] listring[current_player;main] listring[context;preview] listring[current_player;main] ................................................................................ on_metadata_inventory_put = sorcery.lathe.update; on_metadata_inventory_take = function(pos, list, idx, stack, user) if list == 'preview' then local l = sorcery.lathe.get(pos,idx,stack:get_count()) if sorcery.lathe.techs[l.tech].consume then l.tool:take_item(l.cost) elseif sorcery.lathe.techs[l.tech].dmg then l.tool:add_wear(l.wear) end l.wkpc:take_item(l.tqty) l.inv:set_stack('tool', 1, l.tool) l.inv:set_stack('workpiece', 1, l.wkpc) if l.rec.leftover then sorcery.lib.node.insert(ItemStack(l.rec.leftover), 'workpiece', pos, user, l.inv) end |
Modified metal.lua from [43593523a3] to [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); |
Modified recipes.lua from [3da7013b08] to [f4ffdfcd69].
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recipe = { {'','sorcery:gem_emerald',''}; {'',mtlp('silver','disc'),''}; {'sorcery:inverter_coil','sorcery:warding_plate','sorcery:inverter_coil'}; }; } print(dump{ output = 'sorcery:tuning_disc'; recipe = { {'','sorcery_gem:emerald',''}; {'',mtlp('silver','disc'),''}; {'sorcery:inverter_coil','sorcery:warding_plate','sorcery:inverter_coil'}; }; }) minetest.register_craft { output = 'sorcery:farcaster'; recipe = { {ingot('gold'),ingot('iridium'),ingot('gold')}; {'sorcery:core_mandatic','default:diamondblock','sorcery:tuning_disc'}; {ingot('gold'),ingot('iridium'),ingot('gold')}; }; |
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recipe = { {'','sorcery:gem_emerald',''}; {'',mtlp('silver','disc'),''}; {'sorcery:inverter_coil','sorcery:warding_plate','sorcery:inverter_coil'}; }; } minetest.register_craft { output = 'sorcery:farcaster'; recipe = { {ingot('gold'),ingot('iridium'),ingot('gold')}; {'sorcery:core_mandatic','default:diamondblock','sorcery:tuning_disc'}; {ingot('gold'),ingot('iridium'),ingot('gold')}; }; |
Added textures/sorcery_disc_aluminum.png version [256f4dd766].
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Added textures/sorcery_disc_brass.png version [103517ac67].
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Added textures/sorcery_disc_bronze.png version [ac125cbc55].
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Added textures/sorcery_disc_draconium.png version [44d851abb6].
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Added textures/sorcery_disc_duridium.png version [ebf16dfeb1].
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Added textures/sorcery_disc_eternium.png version [e3780ee115].
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Added textures/sorcery_disc_gold.png version [a10cbf9395].
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Added textures/sorcery_disc_iridium.png version [9a3e75045c].
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Added textures/sorcery_disc_platinum.png version [2263fac066].
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Added textures/sorcery_disc_silver.png version [24263ad780].
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Added textures/sorcery_disc_vidrium.png version [61f07965e9].
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