minetest.register_craft({
output = 'enchant:enchanting_table',
recipe = {
{'', 'default:book', ''},
{'', 'default:wood', ''},
}
})
minetest.register_craft({
type = "cooking",
output = "default:lava_source",
recipe = "dye:orange",
})
minetest.register_craft({
type = "cooking",
output = "default:water_source",
recipe = "dye:blue",
})
default.furnace_inactive_formspec =
"size[8,9]"..
"image[2,2;1,1;default_furnace_fire_bg.png]"..
"list[current_name;fuel;2,3;1,1;]"..
"list[current_name;src;2,1;1,1;]"..
"list[current_name;dst;5,1;2,2;]"..
"list[current_player;main;0,5;8,4;]"
minetest.register_node("enchant:enchanting_table", {
description = "Enchanting Table",
tiles = {"enchanting_table.png", "enchanting_table_top.png"},
paramtype2 = "facedir",
groups = {cracky=2},
legacy_facedir_simple = true,
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec", default.furnace_inactive_formspec)
meta:set_string("infotext", "Furnace")
local inv = meta:get_inventory()
inv:set_size("fuel", 1)
inv:set_size("src", 1)
inv:set_size("dst", 4)
end,
can_dig = function(pos,player)
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory()
if not inv:is_empty("fuel") then
return false
elseif not inv:is_empty("dst") then
return false
elseif not inv:is_empty("src") then
return false
end
return true
end,
})
minetest.register_node("enchant:enchanting_table_active", {
description = "Enchanting_table",
tiles = {"enchanting_table.png", "enchanting_table_top.png"},
paramtype2 = "facedir",
light_source = 8,
drop = "enchant:enchanting_table",
groups = {cracky=2, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec", default.furnace_inactive_formspec)
meta:set_string("infotext", "Furnace");
local inv = meta:get_inventory()
inv:set_size("fuel", 1)
inv:set_size("src", 1)
inv:set_size("dst", 4)
end,
can_dig = function(pos,player)
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory()
if not inv:is_empty("fuel") then
return false
elseif not inv:is_empty("dst") then
return false
elseif not inv:is_empty("src") then
return false
end
return true
end,
})
jojoa1997 wrote:maybe make it a converter that changes cheap items to expensiv. like leaves to green dye or wool and so on

prestidigitator wrote:Question: do you want the node to have a different external appearance when it is "active", or is the same external appearance sufficient as long as the menu indicates what is happening?
12Me21 wrote:I can make the table have legs, and not just be a box, but I proabaly won't be done till tomorrow
Josh wrote:prestidigitator wrote:Question: do you want the node to have a different external appearance when it is "active", or is the same external appearance sufficient as long as the menu indicates what is happening?
Some sparkles rotating around the table when active would be nice.
Josh wrote:12Me21 wrote:I can make the table have legs, and not just be a box, but I proabaly won't be done till tomorrow
Cool! Tell me when you are finished :)

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