From bfe6566b2b5330c1025e497dbe7291ac09fea017 Mon Sep 17 00:00:00 2001 From: Amaz Date: Fri, 1 May 2015 20:05:19 +0100 Subject: [PATCH] Nodes, Items and Crafting - Added more crafting types. --- chapters/nodes_items_crafting.md | 89 +++++++++++++++++++++++++++++++- 1 file changed, 88 insertions(+), 1 deletion(-) diff --git a/chapters/nodes_items_crafting.md b/chapters/nodes_items_crafting.md index 72fa03c..58527f0 100644 --- a/chapters/nodes_items_crafting.md +++ b/chapters/nodes_items_crafting.md @@ -182,6 +182,7 @@ identified by the ``type`` property. * shapeless - It doesn't matter where the ingredients are, just that there is the right amount. * cooking - Recipes for the furnace to use. + * fuel - Defines what can be burnt in furnaces. * tool_repair - Used to allow the repairing of tools. Craft recipes do not use Item Strings to uniquely identify themselves. @@ -227,7 +228,93 @@ minetest.register_craft({ }) {% endhighlight %} -(Explainations of more crafting types are coming soon) +###Shapeless + +Shapeless recipes are a type of recipe that can be used when a flexible crafting +recipe is wanted. +For example, when you craft a bronze ingot, the steel and the copper do not +need to be in any specific place for it to work. + +{% highlight lua %} +minetest.register_craft({ + type = "shapeless", + output = "mymod:diamond", + recipe = { + {"mymod:diamond_fragments" "mymod:diamond_fragments", "mymod:diamond_fragments"} + } +}) +{% endhighlight %} + +When you are making the diamond, the three diamond fragments can be anywhere +in the grid. +Note: Other options, like the number after the result, found in the shaped +crafting recipe, can be used here, and for some of the other craft types. + +###Cooking + +Recipes with the type "cooking" are not made in the crafting grid, like +other recipes, but as the name suggests, they are cooked, in furnaces, +or other cooking tools that might be found in mods. +This is the way that anything that must be cooked, like bricks, or +can be cooked to turn into something else, like cobble, are defined. + +{% highlight lua %} +minetest.register_craft({ + type = "cooking", + output = "mymod:diamond_fragments", + recipe = "default:coalblock", + cooktime = "10", +}) +{% endhighlight %} + +From this example, you can see that the only difference in the code, +between this type of crafting and any other (apart from the type), is +that the recipe is just a single node, and it is not in a table (between +braces). They also have an optional "cooktime" parameter, which defines +how long the item takes to cook. If this is not set, it defaults to 3. +So, for this to work, the coal block is in the input slot, with the fuel +below it, and the diamond fragments will come out on the far side +of the furnace, after 10 seconds! + +####Fuel + +This type is an accompaniment to the cooking type, as it defines +what can be burned in furnaces and other cooking tools from mods. + +{% highlight lua %} +minetest.register_craft({ + type = "fuel", + recipe = "mymod:diamond", + burntime = 300, +}) +{% endhighlight %} + +They don't have an output, like other recipes, but they have a burn time, +which defines how long they will last as fuel, in seconds. +So, the diamond is good as fuel for 300 seconds! + +###Tool Repair +This is a fairly simple type of craft. It simply allows two tools, of the +same type, to be crafted together, and produce a tool with the +combined wear of the two separate tools, minus the additional wear +as defined in the additional_wear field. + +{% highlight lua %} +minetest.register_craft({ + type = "toolrepair", + additional_wear = -0.2, +}) +{% endhighlight %} + +This looks very different from other crafts! The only field (other than +type) that it has is a field that looks rather strange. It defines the amount +of wear subtracted from tools that are repaired. Because it is subtracted, +negative values make the new tool more durable. -1 means that any 2 +tools will form to make a new one without any wear, while 1 disables +it, because even 2 new tools will make a tool with 100% wear! +So, in the example provided, two tools crafted together will regain 20% +of the total wear, along with the amounts of use that both tools had +left. ## Groups