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added notes about the new example template code and related download links to
README
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README
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README
@ -166,3 +166,27 @@ mod). All of the output files will be placed in that folder.
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Use your favorite image browser or file manager to review the results, and if
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Use your favorite image browser or file manager to review the results, and if
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they're right, copy them over to the textures/ folder in your mod.
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they're right, copy them over to the textures/ folder in your mod.
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Example Code
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============
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Along with this mod, you should also download my template mod, which is quite
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easy to transform into whatever mod you want to create that needs this mod.
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It's just a skeleton, but all you should need to do to get started is to rename
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the folder to whatever your mod will be named, tweak a few variables near the
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start of the template's init.lua, and follow the above instructions regarding
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the creation of your textures.
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If you do it right, you should end up with a very basic mod giving you craft
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and /give access to your various items. After that part is confirmed working,
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just add whatever code you need to the end of the init.lua to define additional
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functions, items, crafts, and smelting recipes, etc., as needed by your mod,
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and start coding and testing like usual.
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This template is not supplied as part of the unifieddyes mod, rather you need
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fetch it separately from here:
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Download Template: https://github.com/VanessaE/modtemplate/zipball/master
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...or browse the code: https://github.com/VanessaE/modtemplate
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@ -20,7 +20,7 @@
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-- First, the standard machine-readable name of your mod
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-- First, the standard machine-readable name of your mod
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colored_block_modname = "template_mod"
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colored_block_modname = "template"
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-- Human-readable description of the category of nodes you want to generate
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-- Human-readable description of the category of nodes you want to generate
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@ -48,13 +48,14 @@ colored_block_sunlight = "false"
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colored_block_walkable = "true"
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colored_block_walkable = "true"
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-- What groups should the generated nodes belong to?
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-- What groups should the generated nodes belong to? Note that this must
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-- be in the form of a table as in the default.
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colored_block_groups = "{ snappy = 3, flammable = 2 }"
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colored_block_groups = { snappy=3, flammable=2 }
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-- What sound should be played when the node is digged?
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-- What sound should be played when the node is digged?
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colored_block_groups = "default.node_sound_leaves_defaults()"
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colored_block_sound = "default.node_sound_leaves_defaults()"
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-- ======================================================
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-- ======================================================
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@ -72,8 +73,8 @@ colored_block_groups = "default.node_sound_leaves_defaults()"
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-- and 33% ("dark").
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-- and 33% ("dark").
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shades = {
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shades = {
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"dark",
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"dark_",
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"medium",
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"medium_",
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"" -- represents "no special shade name", e.g. bright.
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"" -- represents "no special shade name", e.g. bright.
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}
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}
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@ -147,33 +148,40 @@ for shade = 1, 3 do
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huename = hues[hue]
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huename = hues[hue]
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huename2 = hues2[hue]
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huename2 = hues2[hue]
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minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename, {
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colorname = colored_block_modname..":"..shadename..huename
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description = shadename2 .. huename2 .. colored_block_description,
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pngname = colored_block_modname.."_"..shadename..huename..".png"
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tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png" },
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nodedesc = shadename2..huename2..colored_block_description
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inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png",
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s50colorname = colored_block_modname..":"..shadename..huename.."_s50"
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wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png",
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s50pngname = colored_block_modname.."_"..shadename..huename.."_s50.png"
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s50nodedesc = shadename2..huename2..colored_block_description.." (50% Saturation)"
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minetest.register_node(colorname, {
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description = nodedesc,
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tiles = { pngname },
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inventory_image = pngname,
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wield_image = pngname,
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sunlight_propagates = colored_block_sunlight,
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sunlight_propagates = colored_block_sunlight,
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paramtype = "light",
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paramtype = "light",
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walkable = colored_block_walkable,
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walkable = colored_block_walkable,
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groups = colored_block_groups,
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groups = colored_block_groups,
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sounds = colored_block_groups
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sounds = colored_block_sound
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})
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})
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minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename .. "_s50", {
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minetest.register_node(s50colorname, {
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description = shadename2 .. huename2 .. colored_block_description .. " (50% Saturation)",
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description = s50nodedesc,
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tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png" },
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tiles = { s50pngname },
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inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png",
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inventory_image = s50pngname,
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wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png",
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wield_image = s50pngname,
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sunlight_propagates = colored_block_sunlight,
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sunlight_propagates = colored_block_sunlight,
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paramtype = "light",
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paramtype = "light",
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walkable = colored_block_walkable,
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walkable = colored_block_walkable,
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groups = colored_block_groups,
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groups = colored_block_groups,
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sounds = colored_block_groups
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sounds = colored_block_sound
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})
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})
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minetest.register_craft( {
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minetest.register_craft( {
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type = "shapeless",
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type = "shapeless",
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output = colored_block_modname .. ":" .. shadename .. "_" .. huename .. " " .. colored_block_yield,
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output = colorname.." "..colored_block_yield,
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recipe = {
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recipe = {
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neutral_block,
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neutral_block,
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"unifieddyes:"..shadename.."_"..huename
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"unifieddyes:"..shadename.."_"..huename
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@ -182,7 +190,7 @@ for shade = 1, 3 do
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minetest.register_craft( {
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minetest.register_craft( {
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type = "shapeless",
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type = "shapeless",
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output = colored_block_modname .. ":" .. shadename .. "_" .. huename "_s50 " .. colored_block_yield,
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output = colorname.." "..colored_block_yield,
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recipe = {
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recipe = {
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neutral_block,
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neutral_block,
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"unifieddyes:"..shadename.."_"..huename.."_s50"
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"unifieddyes:"..shadename.."_"..huename.."_s50"
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@ -206,21 +214,25 @@ for grey = 1,5 do
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greyname2 = greys2[grey]
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greyname2 = greys2[grey]
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greyname3 = greys3[grey]
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greyname3 = greys3[grey]
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minetest.register_node(colored_block_modname .. ":" .. greyname, {
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greyshadename = colored_block_modname..":"..greyname
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description = greyname2 .. colored_block_description,
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pngname = colored_block_modname.."_"..greyname..".png"
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tiles = { colored_block_modname .. "_" .. greyname .. ".png" },
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nodedesc = greyname2..colored_block_description
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inventory_image = colored_block_modname .. "_" .. greyname .. ".png",
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wield_image = colored_block_modname .. "_" .. greyname .. ".png",
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minetest.register_node(greyshadename, {
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description = nodedesc,
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tiles = { pngname },
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inventory_image = pngname,
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wield_image = pngname,
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sunlight_propagates = colored_block_sunlight,
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sunlight_propagates = colored_block_sunlight,
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paramtype = "light",
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paramtype = "light",
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walkable = colored_block_walkable,
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walkable = colored_block_walkable,
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groups = colored_block_groups,
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groups = colored_block_groups,
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sounds = colored_block_groups
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sounds = colored_block_sound
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})
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})
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minetest.register_craft( {
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minetest.register_craft( {
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type = "shapeless",
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type = "shapeless",
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output = colored_block_modname .. ":" .. greyname .. " " .. colored_block_yield,
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output = greyshadename.." "..colored_block_yield,
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recipe = {
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recipe = {
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neutral_block,
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neutral_block,
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"unifieddyes:"..greyname3
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"unifieddyes:"..greyname3
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