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Tweak radioactivity
This simplifies radioactivity by removing the 1000 and 0.25 multipliers. It also increases the effectiveness of protection (I think it was too low before -- most of the advantage of adding protective layers was just from the increased distance).
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@ -194,14 +194,16 @@ for p = 0, 35 do
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-- a natural (0.7%-fissile) uranium block having the activity of
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-- 9 uranium ore blocks (due to 9 ingots per block). The group
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-- value is proportional to the square root of the activity, and
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-- uranium ore has radioactive=1000. This yields radioactive=2065
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-- for a fully-depleted uranium block and radioactive=5286 for
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-- uranium ore has radioactive=1. This yields radioactive=1.0
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-- for a fully-depleted uranium block and radioactive=2.6 for
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-- a 3.5%-fissile uranium block.
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local radioactivity = math.floor(math.sqrt((1+5.55*p/35) * 18 / (1+5.55*7/35)) + 0.5);
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(ov or minetest.register_node)(block, {
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description = string.format(S("%.1f%%-Fissile Uranium Block"), p/10),
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tiles = {"technic_uranium_block.png"},
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is_ground_content = true,
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groups = {uranium_block=1, not_in_creative_inventory=nici, cracky=1, level=2, radioactive=math.floor(1000*math.sqrt((1+5.55*p/35) * 9 / (1+5.55*7/35)) + 0.5)},
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groups = {uranium_block=1, not_in_creative_inventory=nici,
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cracky=1, level=2, radioactive=radioactivity},
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sounds = default.node_sound_stone_defaults(),
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});
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if not ov then
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@ -219,3 +221,4 @@ for p = 0, 35 do
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})
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end
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end
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@ -318,7 +318,7 @@ minetest.register_node("technic:hv_nuclear_reactor_core", {
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minetest.register_node("technic:hv_nuclear_reactor_core_active", {
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tiles = {"technic_hv_nuclear_reactor_core.png"},
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groups = {cracky=1, technic_machine=1, technic_hv=1,
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radioactive=11000, not_in_creative_inventory=1},
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radioactive=6, not_in_creative_inventory=1},
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legacy_facedir_simple = true,
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sounds = default.node_sound_wood_defaults(),
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drop = "technic:hv_nuclear_reactor_core",
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@ -395,7 +395,7 @@ or complex internal structure should show no radiation resistance.
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Fractional resistance values are permitted.
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--]]
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local default_radiation_resistance_per_node = {
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local rad_resistance_node = {
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["default:brick"] = 13,
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["default:bronzeblock"] = 45,
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["default:clay"] = 15,
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@ -524,7 +524,7 @@ local default_radiation_resistance_per_node = {
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["tnt:tnt"] = 11,
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["tnt:tnt_burning"] = 11,
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}
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local default_radiation_resistance_per_group = {
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local rad_resistance_group = {
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concrete = 16,
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tree = 3.4,
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uranium_block = 500,
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@ -532,24 +532,31 @@ local default_radiation_resistance_per_group = {
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}
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local cache_radiation_resistance = {}
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local function node_radiation_resistance(node_name)
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local eff = cache_radiation_resistance[node_name]
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if eff then return eff end
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local resistance = cache_radiation_resistance[node_name]
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if resistance then
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return resistance
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end
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local def = minetest.registered_nodes[node_name]
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eff = def and def.radiation_resistance or
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default_radiation_resistance_per_node[node_name]
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if def and not eff then
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if not def then
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cache_radiation_resistance[node_name] = 0
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return 0
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end
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resistance = def.radiation_resistance or
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rad_resistance_node[node_name]
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if not resistance then
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resistance = 0
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for g, v in pairs(def.groups) do
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if v > 0 and default_radiation_resistance_per_group[g] then
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eff = default_radiation_resistance_per_group[g]
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break
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if v > 0 and rad_resistance_group[g] then
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resistance = resistance + rad_resistance_group[g]
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end
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end
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end
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if not eff then eff = 0 end
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cache_radiation_resistance[node_name] = eff
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return eff
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resistance = math.sqrt(resistance)
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cache_radiation_resistance[node_name] = resistance
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return resistance
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end
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--[[
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Radioactive nodes cause damage to nearby players. The damage
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effect depends on the intrinsic strength of the radiation source,
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@ -570,10 +577,10 @@ the maximum distance one can get from the node center within the node.
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A radioactive node is identified by being in the "radioactive" group,
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and the group value signifies the strength of the radiation source.
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The group value is 1000 times the distance from a node at which
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an unshielded player will be damaged by 0.25 HP/s. Or, equivalently,
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it is 2000 times the square root of the damage rate in HP/s that an
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unshielded player 1 node away will take.
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The group value is the distance from a node at which an unshielded
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player will be damaged by 1 HP/s. Or, equivalently, it is the square
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root of the damage rate in HP/s that an unshielded player one node
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away will take.
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Shielding is assessed by adding the shielding values of all nodes
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between the source node and the player, ignoring the source node itself.
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@ -595,45 +602,40 @@ damage at all to the player. This gives the player an opportunity
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to be safe, and limits the range at which source/player interactions
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need to be considered.
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--]]
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local abdomen_offset = vector.new(0, 1, 0)
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local abdomen_offset_length = vector.length(abdomen_offset)
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local abdomen_offset = 1
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local cache_scaled_shielding = {}
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local rad_dmg_cutoff = 0.25
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local function dmg_player(pos, o, strength)
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local pl_pos = vector.add(o:getpos(), abdomen_offset)
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local pl_pos = o:getpos()
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pl_pos.y = pl_pos.y + abdomen_offset
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local shielding = 0
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local dist = vector.distance(pos, pl_pos)
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for ray_pos in technic.trace_node_ray(pos,
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vector.direction(pos, pl_pos), dist) do
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if not vector.equals(ray_pos, pos) then
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local shield_name = minetest.get_node(ray_pos).name
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local shield_val = cache_scaled_shielding[sname]
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if not shield_val then
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shield_val = math.sqrt(node_radiation_resistance(shield_name)) * 0.025
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cache_scaled_shielding[shield_name] = shield_val
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end
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shielding = shielding + shield_val
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end
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local shield_name = minetest.get_node(ray_pos).name
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shielding = shielding + node_radiation_resistance(shield_name) * 0.1
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end
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local dmg = (0.25e-6 * strength * strength) /
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local dmg = (strength * strength) /
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(math.max(0.75, dist * dist) * math.exp(shielding))
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if dmg >= 0.25 then
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local dmg_int = math.floor(dmg)
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-- The closer you are to getting one more damage point,
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-- the more likely it will be added.
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if math.random() < dmg - dmg_int then
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dmg_int = dmg_int + 1
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end
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if dmg_int > 0 then
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o:set_hp(math.max(o:get_hp() - dmg_int, 0))
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end
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if dmg < rad_dmg_cutoff then return end
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local dmg_int = math.floor(dmg)
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-- The closer you are to getting one more damage point,
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-- the more likely it will be added.
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if math.random() < dmg - dmg_int then
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dmg_int = dmg_int + 1
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end
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if dmg_int > 0 then
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o:set_hp(math.max(o:get_hp() - dmg_int, 0))
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end
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end
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local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff)
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local function dmg_abm(pos, node)
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local strength = minetest.get_item_group(node.name, "radioactive")
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local max_dist = strength * rad_dmg_mult_sqrt
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for _, o in pairs(minetest.get_objects_inside_radius(pos,
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strength * 0.001 + abdomen_offset_length)) do
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max_dist + abdomen_offset)) do
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if o:is_player() then
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dmg_player(pos, o, strength)
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end
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@ -686,7 +688,7 @@ for _, state in pairs({"flowing", "source"}) do
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liquid = 2,
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hot = 3,
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igniter = (griefing and 1 or 0),
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radioactive = (state == "source" and 32000 or 16000),
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radioactive = (state == "source" and 16 or 8),
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not_in_creative_inventory = (state == "flowing" and 1 or nil),
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},
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})
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@ -706,7 +708,7 @@ minetest.register_node("technic:chernobylite_block", {
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description = S("Chernobylite Block"),
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tiles = {"technic_chernobylite_block.png"},
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is_ground_content = true,
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groups = {cracky=1, radioactive=5000, level=2},
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groups = {cracky=1, radioactive=6, level=2},
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sounds = default.node_sound_stone_defaults(),
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light_source = 2,
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})
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@ -5,7 +5,7 @@ minetest.register_node( ":technic:mineral_uranium", {
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description = S("Uranium Ore"),
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tiles = { "default_stone.png^technic_mineral_uranium.png" },
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is_ground_content = true,
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groups = {cracky=3, radioactive=1000},
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groups = {cracky=3, radioactive=1},
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sounds = default.node_sound_stone_defaults(),
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drop = "technic:uranium_lump",
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})
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@ -74,7 +74,7 @@ minetest.register_node(":technic:uranium_block", {
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description = S("Uranium Block"),
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tiles = { "technic_uranium_block.png" },
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is_ground_content = true,
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groups = {uranium_block=1, cracky=1, level=2, radioactive=3000},
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groups = {uranium_block=1, cracky=1, level=2, radioactive=2},
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sounds = default.node_sound_stone_defaults()
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})
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