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|
--[[ Helpers ]]--
-- Skin mod detection
local skin_mod
local skin_mods = {"skinsdb", "skins", "u_skins", "simple_skins", "wardrobe"}
for _, mod in pairs(skin_mods) do
local path = minetest.get_modpath(mod)
if path then
skin_mod = mod
end
end
local function get_player_skin(player)
local name = player:get_player_name()
local armor_tex = ""
if minetest.global_exists("armor") then
-- Filter out helmet (for bike helmet) and boots/shield (to not mess up UV mapping)
local function filter(str, find)
for _,f in pairs(find) do
str = str:gsub("%^"..f.."_(.-.png)", "")
end
return str
end
armor_tex = filter("^"..armor.textures[name].armor, {"shields_shield", "3d_armor_boots", "3d_armor_helmet"})
end
-- Return the skin with armor (if applicable)
if skin_mod == "skinsdb" then
return "[combine:64x32:0,0="..skins.get_player_skin(minetest.get_player_by_name(name))["_texture"]..armor_tex
elseif (skin_mod == "skins" or skin_mod == "simple_skins") and skins.skins[name] then
return skins.skins[name]..".png"..armor_tex
elseif skin_mod == "u_skins" and u_skins.u_skins[name] then
return u_skins.u_skins[name]..".png"..armor_tex
elseif skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then
return wardrobe.playerSkins[name]..armor_tex
end
local skin = player:get_properties().textures[1]
-- If we just have 3d_armor enabled make sure we get the player skin properly
if minetest.global_exists("armor") then
skin = armor.default_skin..".png"
end
return skin..armor_tex
end
-- Bike metal texture handling
local function is_hex(color)
return color:match("#%x%x%x%x%x%x")
end
local function colormetal(color, alpha)
return "metal_base.png^[colorize:"..(color)..":"..tostring(alpha)
end
-- Keep track of attached players (for leaveplayer)
local attached = {}
-- Terrain checkers
local function is_water(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "liquid") ~= 0
end
local function is_bike_friendly(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "crumbly") == 0 or minetest.get_item_group(nn, "bike_friendly") ~= 0
end
-- Maths
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
-- Custom hand
minetest.register_node("bike:hand", {
description = "",
-- No interaction on a bike :)
range = 0,
on_place = function(itemstack, placer, pointed_thing)
return ItemStack("bike:hand "..itemstack:get_count())
end,
-- Copy default:hand looks so it doesnt look as weird when the hands are switched
wield_image = minetest.registered_items[""].wield_image,
wield_scale = minetest.registered_items[""].wield_scale,
node_placement_prediction = "",
})
--[[ Bike ]]--
-- Default textures (overidden when mounted or colored)
local function default_tex(metaltex, alpha)
return {
"metal_grey.png",
"gear.png",
colormetal(metaltex, alpha),
"leather.png",
"chain.png",
"metal_grey.png",
"leather.png",
"metal_black.png",
"metal_black.png",
"blank.png",
"tread.png",
"gear.png",
"spokes.png",
"tread.png",
"spokes.png",
}
end
-- Entity
local bike = {
physical = true,
-- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the bike to fall through the world if underwater
collisionbox = {-0.5, -0.4, -0.5, 0.5, 0.8, 0.5},
collide_with_objects = false,
visual = "mesh",
mesh = "bike.b3d",
textures = default_tex("#FFFFFF", 150),
stepheight = 0.6,
driver = nil,
color = "#FFFFFF",
alpha = 150,
old_driver = {},
v = 0, -- Current velocity
last_v = 0, -- Last velocity
max_v = 6.9, -- Max velocity
fast_v = 0, -- Fast adder
f_speed = 30, -- Frame speed
last_y = 0, -- Last height
up = false, -- Are we going up?
timer = 0,
removed = false
}
-- Dismont the player
local function dismount_player(bike, exit)
bike.object:set_velocity({x = 0, y = 0, z = 0})
-- Make the bike empty again
bike.object:set_properties({textures = default_tex(bike.color, bike.alpha)})
bike.v = 0
if bike.driver then
attached[bike.driver:get_player_name()] = nil
bike.driver:set_detach()
-- Reset original player properties
bike.driver:set_properties({visual_size=bike.old_driver["vsize"]})
bike.driver:set_eye_offset(bike.old_driver["eye_offset"].offset_first, bike.old_driver["eye_offset"].offset_third)
bike.driver:hud_set_flags(bike.old_driver["hud"])
bike.driver:get_inventory():set_stack("hand", 1, bike.driver:get_inventory():get_stack("old_hand", 1))
-- Is the player leaving? If so, dont do this stuff or Minetest will have a fit
if not exit then
local pos = bike.driver:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
bike.driver:set_pos(pos)
end
bike.driver = nil
end
end
-- Mounting
function bike.on_rightclick(self, clicker)
if not clicker or not clicker:is_player() then
return
end
if not self.driver then
attached[clicker:get_player_name()] = true
-- Make integrated player appear
self.object:set_properties({
textures = {
"metal_grey.png",
"gear.png",
colormetal(self.color, self.alpha),
"leather.png",
"chain.png",
"metal_grey.png",
"leather.png",
"metal_black.png",
"metal_black.png",
get_player_skin(clicker).."^helmet.png",
"tread.png",
"gear.png",
"spokes.png",
"tread.png",
"spokes.png",
},
})
-- Save the player's properties that we need to change
self.old_driver["vsize"] = clicker:get_properties().visual_size
self.old_driver["eye_offset"] = clicker:get_eye_offset()
self.old_driver["hud"] = clicker:hud_get_flags()
clicker:get_inventory():set_stack("old_hand", 1, clicker:get_inventory():get_stack("hand", 1))
-- Change the hand
clicker:get_inventory():set_stack("hand", 1, "bike:hand")
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = clicker
-- Set new properties and hide HUD
clicker:set_properties({visual_size = {x=0,y=0}})
clicker:set_attach(self.object, "body", {x = 0, y = 10, z = 5}, {x = 0, y = 0, z = 0})
clicker:set_eye_offset({x=0,y=-3,z=10},{x=0,y=0,z=5})
clicker:hud_set_flags({
hotbar = false,
wielditem = false,
})
-- Look forward initially
clicker:set_look_horizontal(self.object:get_yaw())
end
end
function bike.on_activate(self, staticdata, dtime_s)
self.object:set_acceleration({x = 0, y = -9.8, z = 0})
self.object:set_armor_groups({immortal = 1})
if staticdata ~= "" then
local data = minetest.deserialize(staticdata)
self.v = data.v
self.color = data.color
self.alpha = data.alpha
end
self.object:set_properties({textures=default_tex(self.color, self.alpha)})
self.last_v = self.v
end
-- Save velocity and color data for reload
function bike.get_staticdata(self)
local data = {v=self.v,color=self.color,alpha=self.alpha}
return minetest.serialize(data)
end
-- Pick up/color
function bike.on_punch(self, puncher)
local itemstack = puncher:get_wielded_item()
-- Bike painting
if itemstack:get_name() == "bike:painter" then
-- No painting while someone is riding :P
if self.driver then
return
end
-- Get color data
local meta = itemstack:get_meta()
self.color = meta:get_string("paint_color")
self.alpha = meta:get_string("alpha")
self.object:set_properties({
textures = {
"metal_grey.png",
"gear.png",
colormetal(self.color, self.alpha),
"leather.png",
"chain.png",
"metal_grey.png",
"leather.png",
"metal_black.png",
"metal_black.png",
"blank.png",
"tread.png",
"gear.png",
"spokes.png",
"tread.png",
"spokes.png",
},
})
return
end
if not puncher or not puncher:is_player() or self.removed then
return
end
-- Make sure no one is riding
if not self.driver then
local inv = puncher:get_inventory()
-- We can only carry one bike
if not inv:contains_item("main", "bike:bike") then
local stack = ItemStack({name="bike:bike", count=1, wear=0})
local meta = stack:get_meta()
-- Set the stack to the bike color
meta:set_string("color", self.color)
meta:set_string("alpha", self.alpha)
local leftover = inv:add_item("main", stack)
-- If no room in inventory add the bike to the world
if not leftover:is_empty() then
minetest.add_item(self.object:get_pos(), leftover)
end
else
-- Turn it into raw materials
if not (creative and creative.is_enabled_for(puncher:get_player_name())) then
local ctrl = puncher:get_player_control()
if not ctrl.sneak then
minetest.chat_send_player(puncher:get_player_name(), "Warning: Destroying the bike gives you only some resources back. If you are sure, hold sneak while destroying the bike.")
return
end
local leftover = inv:add_item("main", "default:steel_ingot 6")
-- If no room in inventory add the iron to the world
if not leftover:is_empty() then
minetest.add_item(self.object:get_pos(), leftover)
end
end
end
self.removed = true
-- Delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
end
end
-- Animations
local function bike_anim(self)
-- The `self.object:get_animation().y ~= <frame>` is to check if the animation is already running
if self.driver then
local ctrl = self.driver:get_player_control()
-- Wheely
if ctrl.jump then
-- We are moving
if self.v > 0 then
if self.object:get_animation().y ~= 79 then
self.object:set_animation({x=59,y=79}, self.f_speed + self.fast_v, 0, true)
end
return
-- Else we are not
else
if self.object:get_animation().y ~= 59 then
self.object:set_animation({x=59,y=59}, self.f_speed + self.fast_v, 0, true)
end
return
end
end
-- Left or right tilt, but only if we arent doing a wheely
if ctrl.left then
if self.object:get_animation().y ~= 58 then
self.object:set_animation({x=39,y=58}, self.f_speed + self.fast_v, 0, true)
end
return
elseif ctrl.right then
if self.object:get_animation().y ~= 38 then
self.object:set_animation({x=19,y=38}, self.f_speed + self.fast_v, 0, true)
end
return
end
end
-- If none of that, then we are just moving forward
if self.v > 0 then
if self.object:get_animation().y ~= 18 then
self.object:set_animation({x=0,y=18}, 30, 0, true)
end
return
-- Or not
else
if self.object:get_animation().y ~= 0 then
self.object:set_animation({x=0,y=0}, 0, 0, false)
end
end
end
-- Run every tick
function bike.on_step(self, dtime)
-- Player checks
if self.driver then
-- Is the actual player somehow still visible?
if self.driver:get_properties().visual_size ~= {x=0,y=0} then
self.driver:set_properties({visual_size = {x=0,y=0}})
end
-- Has the player left?
if not attached[self.driver:get_player_name()] then
dismount_player(self, true)
end
end
-- Have we come to a sudden stop?
if math.abs(self.last_v - self.v) > 3 then
-- And is Minetest not being dumb
if not self.up then
self.v = 0
-- If so, dismount
if self.driver then
dismount_player(self)
end
end
end
self.last_v = self.v
self.timer = self.timer + dtime;
if self.timer >= 0.5 then
-- Recording y values to check if we are going up
self.last_y = self.object:get_pos().y
self.timer = 0
end
-- Are we going up?
if self.last_y < self.object:get_pos().y then
self.up = true
else
self.up = false
end
-- Run animations
bike_anim(self)
-- Are we falling?
if self.object:get_velocity().y < -10 and self.driver ~= nil then
-- If so, dismount
dismount_player(self)
return
end
local current_v = get_v(self.object:get_velocity()) * get_sign(self.v)
self.v = (current_v + self.v*3) / 4
if self.driver then
local ctrl = self.driver:get_player_control()
local yaw = self.object:get_yaw()
local agility = 0
-- Sneak dismount
if ctrl.sneak then
dismount_player(self)
end
if self.v > 0.4 then
agility = 1/math.sqrt(self.v)
else
agility = 1.58
end
-- Forward
if ctrl.up then
-- Are we going fast?
if ctrl.aux1 then
if self.fast_v ~= 5 then
self.fast_v = 5
end
else
if self.fast_v > 0 then
self.fast_v = self.fast_v - 0.05 * agility
end
end
self.v = self.v + 0.2 + (self.fast_v*0.1) * agility
-- Brakes
elseif ctrl.down then
self.v = self.v - 0.5 * agility
if self.fast_v > 0 then
self.fast_v = self.fast_v - 0.05 * agility
end
-- Nothin'
else
self.v = self.v - 0.05 * agility
if self.fast_v > 0 then
self.fast_v = self.fast_v - 0.05 * agility
end
end
-- Wheely will change turning speed
local turn_speed = 1
-- Are we doing a wheely?
if ctrl.jump then
turn_speed = 2
else
turn_speed = 1
end
-- Turning
if ctrl.left then
self.object:set_yaw(yaw + (turn_speed + dtime) * 0.06 * agility)
elseif ctrl.right then
self.object:set_yaw(yaw - (turn_speed + dtime) * 0.06 * agility)
end
end
-- Movement
local velo = self.object:get_velocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:move_to(self.object:get_pos())
return
end
local s = get_sign(self.v)
if s ~= get_sign(self.v) then
self.object:set_velocity({x = 0, y = 0, z = 0})
self.v = 0
return
end
if self.v > self.max_v + self.fast_v then
self.v = self.max_v + self.fast_v
elseif self.v < 0 then
self.v = 0
end
local p = self.object:get_pos()
if is_water(p) then
self.v = self.v / 1.3
end
-- Can we ride good here?
if not is_bike_friendly({x=p.x, y=p.y + self.collisionbox[2] - 0.05, z=p.z}) then
self.v = self.v / 1.05
end
local new_velo
new_velo = get_velocity(self.v, self.object:get_yaw(), self.object:get_velocity().y)
self.object:move_to(self.object:get_pos())
self.object:set_velocity(new_velo)
end
-- Check for stray bike hand
minetest.register_on_joinplayer(function(player)
local inv = player:get_inventory()
if inv:get_stack("hand", 1):get_name() == "bike:hand" then
inv:set_stack("hand", 1, inv:get_stack("old_hand", 1))
end
end)
-- Player is leaving (doesn't matter if they are on a bike or not)
minetest.register_on_leaveplayer(function(player)
attached[player:get_player_name()] = nil
end)
-- Dismount all players on server shutdown
minetest.register_on_shutdown(function()
for _, e in pairs(minetest.luaentities) do
if (e.driver ~= nil) then
dismount_player(e, true)
end
end
end)
-- Register the entity
minetest.register_entity("bike:bike", bike)
-- Bike craftitem
minetest.register_craftitem("bike:bike", {
description = "Bike",
inventory_image = "bike_inventory.png",
wield_scale = {x = 3, y = 3, z = 2},
groups = {flammable = 2},
stack_max = 1,
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
if pointed_thing.type ~= "node" then
return itemstack
end
-- Place bike with saved color
local meta = itemstack:get_meta()
local color = meta:get_string("color")
local alpha = tonumber(meta:get_string("alpha"))
-- If it's a new bike, give it default colors
if alpha == nil then
color, alpha = "#FFFFFF", 150
end
-- Use the saved color data and place the bike
bike = minetest.add_entity(pointed_thing.above, "bike:bike", minetest.serialize({v=0,color=color,alpha=alpha}))
-- Point it the right direction
if bike then
if placer then
bike:set_yaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
itemstack:take_item()
end
end
return itemstack
end,
})
--[[ Painter ]]--
-- Helpers
local function rgb_to_hex(r, g, b)
return string.format("#%02X%02X%02X", r, g, b)
end
local function hex_to_rgb(hex)
hex = hex:gsub("#","")
local rgb = {
r = tonumber("0x"..hex:sub(1,2)),
g = tonumber("0x"..hex:sub(3,4)),
b = tonumber("0x"..hex:sub(5,6)),
}
return rgb
end
-- Need to convert between 1000 units and 256
local function from_slider_rgb(value)
value = tonumber(value)
return math.floor((255/1000*value)+0.5)
end
-- ...and back
local function to_slider_rgb(value)
return 1000/255*value
end
-- Painter formspec
local function show_painter_form(itemstack, player)
local meta = itemstack:get_meta()
local color = meta:get_string("paint_color")
local alpha = tonumber(meta:get_string("alpha"))
if alpha == nil then
color, alpha = "#FFFFFF", 128
end
local rgba = hex_to_rgb(color)
rgba.a = alpha
minetest.show_formspec(player:get_player_name(), "bike:painter",
-- Init formspec
"size[6,6;true]"..
"position[0.5, 0.45]"..
-- Hex/Alpha fields
"button[1.6,5.5;2,1;set;Set paint color]"..
"field[0.9,5;2,0.8;hex;Hex Color;"..color.."]"..
"field[2.9,5;2,0.8;alpha;Alpha (0-255);"..tostring(alpha).."]"..
-- RGBA sliders
"scrollbar[0,2;5,0.3;horizontal;r;"..tostring(to_slider_rgb(rgba.r)).."]"..
"label[5.1,1.9;R: "..tostring(rgba.r).."]"..
"scrollbar[0,2.6;5,0.3;horizontal;g;"..tostring(to_slider_rgb(rgba.g)).."]"..
"label[5.1,2.5;G: "..tostring(rgba.g).."]"..
"scrollbar[0,3.2;5,0.3;horizontal;b;"..tostring(to_slider_rgb(rgba.b)).."]"..
"label[5.1,3.1;B: "..tostring(rgba.b).."]"..
"scrollbar[0,3.8;5,0.3;horizontal;a;"..tostring(to_slider_rgb(rgba.a)).."]"..
"label[5.1,3.7;A: "..tostring(rgba.a).."]"..
-- Preview
"label[1,0;Preview:]"..
"image[2,0;2,2;metal_base.png^[colorize:"..color..":"..tostring(rgba.a).."]"
)
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "bike:painter" then
local itemstack = player:get_wielded_item()
if fields.set then
if itemstack:get_name() == "bike:painter" then
local meta = itemstack:get_meta()
local hex = fields.hex
local alpha = tonumber(fields.alpha)
if is_hex(hex) == nil then
hex = "#FFFFFF"
end
if alpha < 0 or alpha > 255 then
alpha = 128
end
-- Save color data to painter (rgba sliders will adjust to hex/alpha too!)
meta:set_string("paint_color", hex)
meta:set_string("alpha", tostring(alpha))
meta:set_string("description", "Bike Painter ("..hex:upper()..", A: "..tostring(alpha)..")")
player:set_wielded_item(itemstack)
show_painter_form(itemstack, player)
return
end
end
if fields.r or fields.g or fields.b or fields.a then
if itemstack:get_name() == "bike:painter" then
-- Save on slider adjustment (hex/alpha will adjust to match the rgba!)
local meta = itemstack:get_meta()
local function sval(value)
return from_slider_rgb(value:gsub(".*:", ""))
end
meta:set_string("paint_color", rgb_to_hex(sval(fields.r),sval(fields.g),sval(fields.b)))
meta:set_string("alpha", sval(fields.a))
-- Keep track of what this painter is painting
meta:set_string("description", "Bike Painter ("..meta:get_string("paint_color"):upper()..", A: "..meta:get_string("alpha")..")")
player:set_wielded_item(itemstack)
show_painter_form(itemstack, player)
end
end
end
end)
-- Make the actual thingy
minetest.register_tool("bike:painter", {
description = "Bike Painter",
inventory_image = "bike_painter.png",
wield_scale = {x = 2, y = 2, z = 1},
on_place = show_painter_form,
on_secondary_use = show_painter_form,
})
--[[ Crafts ]]--
minetest.register_craftitem("bike:wheel", {
description = "Bike Wheel",
inventory_image = "bike_wheel.png",
})
minetest.register_craftitem("bike:handles", {
description = "Bike Handles",
inventory_image = "bike_handles.png",
})
-- To rubber, or not to rubber. That is the question.
local rubber
if minetest.get_modpath("technic") ~= nil then
rubber = "technic:rubber"
else
rubber = "group:wood"
end
minetest.register_craft({
output = "bike:wheel 2",
recipe = {
{"", rubber, ""},
{rubber, "default:steel_ingot", rubber},
{"", rubber, ""},
},
})
minetest.register_craft({
output = "bike:handles",
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{rubber, "", rubber},
},
})
minetest.register_craft({
output = "bike:bike",
recipe = {
{"bike:handles", "", rubber},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"bike:wheel", "", "bike:wheel"},
},
})
-- Because not everyone likes vessels
local container
if minetest.get_modpath("vessels") ~= nil then
container = "vessels:glass_bottle"
else
container = "default:glass"
end
minetest.register_craft({
output = "bike:painter",
recipe = {
{"", container, ""},
{"default:steel_ingot", "dye:red", "dye:green"},
{"", rubber, "dye:blue"},
},
})
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