Make falling anvils crush some nodes
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@ -29,6 +29,7 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
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### Groups for interactions
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### Groups for interactions
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* `crush_after_fall=1`: For falling nodes. These will crush whatever they hit after falling, not dropping as an item
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* `dig_by_water=1`: Blocks with this group will drop when they are near flowing water
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* `dig_by_water=1`: Blocks with this group will drop when they are near flowing water
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* `destroy_by_lava_flow=1`: Blocks with this group will be destroyed by flowing lava
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* `destroy_by_lava_flow=1`: Blocks with this group will be destroyed by flowing lava
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* `dig_by_piston=1`: Blocks which will drop as an item when pushed by a piston. They also cannot be pulled by sticky pistons
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* `dig_by_piston=1`: Blocks which will drop as an item when pushed by a piston. They also cannot be pulled by sticky pistons
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@ -92,7 +92,7 @@ minetest.register_entity(":__builtin:falling_node", {
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if n2.name == "mcl_portals:portal_end" then
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if n2.name == "mcl_portals:portal_end" then
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-- TODO: Teleport falling node.
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-- TODO: Teleport falling node.
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elseif nd and nd.buildable_to == true then
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elseif (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
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-- Replace destination node if it's buildable to
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-- Replace destination node if it's buildable to
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minetest.remove_node(np)
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minetest.remove_node(np)
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-- Run script hook
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-- Run script hook
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@ -1,5 +1,5 @@
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local anvildef = {
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local anvildef = {
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groups = {pickaxey=1, falling_node=1, deco_block=1, anvil=1},
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groups = {pickaxey=1, falling_node=1, crush_after_fall=1, deco_block=1, anvil=1},
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tiles = {"mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"},
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tiles = {"mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"},
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paramtype = "light",
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paramtype = "light",
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sunlight_propagates = true,
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sunlight_propagates = true,
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