Move chests code out of nodes.lua and into a new file.
Credit torch code, and chest and torch models in README.txt.
Remove 'torches' mod text from torch.lua.
Minor cleanups in README.txt.
Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPL 2.1)
Various Minetest developers and contributors (LGPL 2.1)
+The torch code was derived by sofar from the 'torches' mod by
+BlockMen (LGPL 2.1)
+
Authors of media (textures, models and sounds)
----------------------------------------------
Everything not listed in here:
default_tree_top.png
default_water.png
-VanessaE's animated torches (CC BY-SA 3.0):
- default_torch_animated.png
- default_torch_on_ceiling_animated.png
- default_torch_on_floor_animated.png
- default_torch_on_floor.png
-
RealBadAngel's animated water (CC BY-SA 3.0):
default_water_source_animated.png
default_water_flowing_animated.png
VanessaE (CC BY-SA 3.0):
+ default_torch_animated.png
+ default_torch_on_ceiling_animated.png
+ default_torch_on_floor_animated.png
+ default_torch_on_floor.png
default_desert_sand.png
default_desert_stone.png
default_sand.png
Ferk (CC0 1.0):
default_item_smoke.ogg, based on a sound by http://opengameart.org/users/bart
+
+
+Models
+------
+sofar (CC BY-SA 3.0):
+ chest_open.obj
+ torch_ceiling.obj
+ torch_floor.obj
+ torch_wall.obj
--- /dev/null
+default.chest = {}
+
+function default.chest.get_chest_formspec(pos)
+ local spos = pos.x .. "," .. pos.y .. "," .. pos.z
+ local formspec =
+ "size[8,9]" ..
+ default.gui_bg ..
+ default.gui_bg_img ..
+ default.gui_slots ..
+ "list[nodemeta:" .. spos .. ";main;0,0.3;8,4;]" ..
+ "list[current_player;main;0,4.85;8,1;]" ..
+ "list[current_player;main;0,6.08;8,3;8]" ..
+ "listring[nodemeta:" .. spos .. ";main]" ..
+ "listring[current_player;main]" ..
+ default.get_hotbar_bg(0,4.85)
+ return formspec
+end
+
+function default.chest.chest_lid_obstructed(pos)
+ local above = {x = pos.x, y = pos.y + 1, z = pos.z}
+ local def = minetest.registered_nodes[minetest.get_node(above).name]
+ -- allow ladders, signs, wallmounted things and torches to not obstruct
+ if def and
+ (def.drawtype == "airlike" or
+ def.drawtype == "signlike" or
+ def.drawtype == "torchlike" or
+ (def.drawtype == "nodebox" and def.paramtype2 == "wallmounted")) then
+ return false
+ end
+ return true
+end
+
+function default.chest.chest_lid_close(pn)
+ local chest_open_info = default.chest.open_chests[pn]
+ local pos = chest_open_info.pos
+ local sound = chest_open_info.sound
+ local swap = chest_open_info.swap
+
+ default.chest.open_chests[pn] = nil
+ for k, v in pairs(default.chest.open_chests) do
+ if v.pos.x == pos.x and v.pos.y == pos.y and v.pos.z == pos.z then
+ return true
+ end
+ end
+
+ local node = minetest.get_node(pos)
+ minetest.after(0.2, minetest.swap_node, pos, { name = "default:" .. swap,
+ param2 = node.param2 })
+ minetest.sound_play(sound, {gain = 0.3, pos = pos, max_hear_distance = 10})
+end
+
+default.chest.open_chests = {}
+
+minetest.register_on_player_receive_fields(function(player, formname, fields)
+ if formname ~= "default:chest" then
+ return
+ end
+ if not player or not fields.quit then
+ return
+ end
+ local pn = player:get_player_name()
+
+ if not default.chest.open_chests[pn] then
+ return
+ end
+
+ default.chest.chest_lid_close(pn)
+ return true
+end)
+
+minetest.register_on_leaveplayer(function(player)
+ local pn = player:get_player_name()
+ if default.chest.open_chests[pn] then
+ default.chest.chest_lid_close(pn)
+ end
+end)
+
+function default.chest.register_chest(name, d)
+ local def = table.copy(d)
+ def.drawtype = "mesh"
+ def.visual = "mesh"
+ def.paramtype = "light"
+ def.paramtype2 = "facedir"
+ def.legacy_facedir_simple = true
+ def.is_ground_content = false
+
+ if def.protected then
+ def.on_construct = function(pos)
+ local meta = minetest.get_meta(pos)
+ meta:set_string("infotext", "Locked Chest")
+ meta:set_string("owner", "")
+ local inv = meta:get_inventory()
+ inv:set_size("main", 8*4)
+ end
+ def.after_place_node = function(pos, placer)
+ local meta = minetest.get_meta(pos)
+ meta:set_string("owner", placer:get_player_name() or "")
+ meta:set_string("infotext", "Locked Chest (owned by " ..
+ meta:get_string("owner") .. ")")
+ end
+ def.can_dig = function(pos,player)
+ local meta = minetest.get_meta(pos);
+ local inv = meta:get_inventory()
+ return inv:is_empty("main") and
+ default.can_interact_with_node(player, pos)
+ end
+ def.allow_metadata_inventory_move = function(pos, from_list, from_index,
+ to_list, to_index, count, player)
+ if not default.can_interact_with_node(player, pos) then
+ return 0
+ end
+ return count
+ end
+ def.allow_metadata_inventory_put = function(pos, listname, index, stack, player)
+ if not default.can_interact_with_node(player, pos) then
+ return 0
+ end
+ return stack:get_count()
+ end
+ def.allow_metadata_inventory_take = function(pos, listname, index, stack, player)
+ if not default.can_interact_with_node(player, pos) then
+ return 0
+ end
+ return stack:get_count()
+ end
+ def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
+ if not default.can_interact_with_node(clicker, pos) then
+ return itemstack
+ end
+
+ minetest.sound_play(def.sound_open, {gain = 0.3,
+ pos = pos, max_hear_distance = 10})
+ if not default.chest.chest_lid_obstructed(pos) then
+ minetest.swap_node(pos,
+ { name = "default:" .. name .. "_open",
+ param2 = node.param2 })
+ end
+ minetest.after(0.2, minetest.show_formspec,
+ clicker:get_player_name(),
+ "default:chest", default.chest.get_chest_formspec(pos))
+ default.chest.open_chests[clicker:get_player_name()] = { pos = pos,
+ sound = def.sound_close, swap = name }
+ end
+ def.on_blast = function() end
+ def.on_key_use = function(pos, player)
+ local secret = minetest.get_meta(pos):get_string("key_lock_secret")
+ local itemstack = player:get_wielded_item()
+ local key_meta = itemstack:get_meta()
+
+ if key_meta:get_string("secret") == "" then
+ key_meta:set_string("secret", minetest.parse_json(itemstack:get_metadata()).secret)
+ itemstack:set_metadata("")
+ end
+
+ if secret ~= key_meta:get_string("secret") then
+ return
+ end
+
+ minetest.show_formspec(
+ player:get_player_name(),
+ "default:chest_locked",
+ default.chest.get_chest_formspec(pos)
+ )
+ end
+ def.on_skeleton_key_use = function(pos, player, newsecret)
+ local meta = minetest.get_meta(pos)
+ local owner = meta:get_string("owner")
+ local pn = player:get_player_name()
+
+ -- verify placer is owner of lockable chest
+ if owner ~= pn then
+ minetest.record_protection_violation(pos, pn)
+ minetest.chat_send_player(pn, "You do not own this chest.")
+ return nil
+ end
+
+ local secret = meta:get_string("key_lock_secret")
+ if secret == "" then
+ secret = newsecret
+ meta:set_string("key_lock_secret", secret)
+ end
+
+ return secret, "a locked chest", owner
+ end
+ else
+ def.on_construct = function(pos)
+ local meta = minetest.get_meta(pos)
+ meta:set_string("infotext", "Chest")
+ local inv = meta:get_inventory()
+ inv:set_size("main", 8*4)
+ end
+ def.can_dig = function(pos,player)
+ local meta = minetest.get_meta(pos);
+ local inv = meta:get_inventory()
+ return inv:is_empty("main")
+ end
+ def.on_rightclick = function(pos, node, clicker)
+ minetest.sound_play(def.sound_open, {gain = 0.3, pos = pos,
+ max_hear_distance = 10})
+ if not default.chest.chest_lid_obstructed(pos) then
+ minetest.swap_node(pos, {
+ name = "default:" .. name .. "_open",
+ param2 = node.param2 })
+ end
+ minetest.after(0.2, minetest.show_formspec,
+ clicker:get_player_name(),
+ "default:chest", default.chest.get_chest_formspec(pos))
+ default.chest.open_chests[clicker:get_player_name()] = { pos = pos,
+ sound = def.sound_close, swap = name }
+ end
+ def.on_blast = function(pos)
+ local drops = {}
+ default.get_inventory_drops(pos, "main", drops)
+ drops[#drops+1] = "default:" .. name
+ minetest.remove_node(pos)
+ return drops
+ end
+ end
+
+ def.on_metadata_inventory_move = function(pos, from_list, from_index,
+ to_list, to_index, count, player)
+ minetest.log("action", player:get_player_name() ..
+ " moves stuff in chest at " .. minetest.pos_to_string(pos))
+ end
+ def.on_metadata_inventory_put = function(pos, listname, index, stack, player)
+ minetest.log("action", player:get_player_name() ..
+ " moves " .. stack:get_name() ..
+ " to chest at " .. minetest.pos_to_string(pos))
+ end
+ def.on_metadata_inventory_take = function(pos, listname, index, stack, player)
+ minetest.log("action", player:get_player_name() ..
+ " takes " .. stack:get_name() ..
+ " from chest at " .. minetest.pos_to_string(pos))
+ end
+
+ local def_opened = table.copy(def)
+ local def_closed = table.copy(def)
+
+ def_opened.mesh = "chest_open.obj"
+ for i = 1, #def_opened.tiles do
+ if type(def_opened.tiles[i]) == "string" then
+ def_opened.tiles[i] = {name = def_opened.tiles[i], backface_culling = true}
+ elseif def_opened.tiles[i].backface_culling == nil then
+ def_opened.tiles[i].backface_culling = true
+ end
+ end
+ def_opened.drop = "default:" .. name
+ def_opened.groups.not_in_creative_inventory = 1
+ def_opened.selection_box = {
+ type = "fixed",
+ fixed = { -1/2, -1/2, -1/2, 1/2, 3/16, 1/2 },
+ }
+ def_opened.can_dig = function()
+ return false
+ end
+ def_opened.on_blast = function() end
+
+ def_closed.mesh = nil
+ def_closed.drawtype = nil
+ def_closed.tiles[6] = def.tiles[5] -- swap textures around for "normal"
+ def_closed.tiles[5] = def.tiles[3] -- drawtype to make them match the mesh
+ def_closed.tiles[3] = def.tiles[3].."^[transformFX"
+
+ minetest.register_node("default:" .. name, def_closed)
+ minetest.register_node("default:" .. name .. "_open", def_opened)
+
+ -- convert old chests to this new variant
+ minetest.register_lbm({
+ label = "update chests to opening chests",
+ name = "default:upgrade_" .. name .. "_v2",
+ nodenames = {"default:" .. name},
+ action = function(pos, node)
+ local meta = minetest.get_meta(pos)
+ meta:set_string("formspec", nil)
+ local inv = meta:get_inventory()
+ local list = inv:get_list("default:chest")
+ if list then
+ inv:set_size("main", 8*4)
+ inv:set_list("main", list)
+ inv:set_list("default:chest", nil)
+ end
+ end
+ })
+end
+
+default.chest.register_chest("chest", {
+ description = "Chest",
+ tiles = {
+ "default_chest_top.png",
+ "default_chest_top.png",
+ "default_chest_side.png",
+ "default_chest_side.png",
+ "default_chest_front.png",
+ "default_chest_inside.png"
+ },
+ sounds = default.node_sound_wood_defaults(),
+ sound_open = "default_chest_open",
+ sound_close = "default_chest_close",
+ groups = {choppy = 2, oddly_breakable_by_hand = 2},
+})
+
+default.chest.register_chest("chest_locked", {
+ description = "Locked Chest",
+ tiles = {
+ "default_chest_top.png",
+ "default_chest_top.png",
+ "default_chest_side.png",
+ "default_chest_side.png",
+ "default_chest_lock.png",
+ "default_chest_inside.png"
+ },
+ sounds = default.node_sound_wood_defaults(),
+ sound_open = "default_chest_open",
+ sound_close = "default_chest_close",
+ groups = {choppy = 2, oddly_breakable_by_hand = 2},
+ protected = true,
+})
dofile(default_path.."/functions.lua")
dofile(default_path.."/trees.lua")
dofile(default_path.."/nodes.lua")
+dofile(default_path.."/chests.lua")
dofile(default_path.."/furnace.lua")
dofile(default_path.."/torch.lua")
dofile(default_path.."/tools.lua")
Tools / "Advanced" crafting / Non-"natural"
-------------------------------------------
-default:chest
-default:chest_locked
-
default:bookshelf
default:sign_wall_wood
-- Tools / "Advanced" crafting / Non-"natural"
--
-default.chest = {}
-
-function default.chest.get_chest_formspec(pos)
- local spos = pos.x .. "," .. pos.y .. "," .. pos.z
- local formspec =
- "size[8,9]" ..
- default.gui_bg ..
- default.gui_bg_img ..
- default.gui_slots ..
- "list[nodemeta:" .. spos .. ";main;0,0.3;8,4;]" ..
- "list[current_player;main;0,4.85;8,1;]" ..
- "list[current_player;main;0,6.08;8,3;8]" ..
- "listring[nodemeta:" .. spos .. ";main]" ..
- "listring[current_player;main]" ..
- default.get_hotbar_bg(0,4.85)
- return formspec
-end
-
-function default.chest.chest_lid_obstructed(pos)
- local above = {x = pos.x, y = pos.y + 1, z = pos.z}
- local def = minetest.registered_nodes[minetest.get_node(above).name]
- -- allow ladders, signs, wallmounted things and torches to not obstruct
- if def and
- (def.drawtype == "airlike" or
- def.drawtype == "signlike" or
- def.drawtype == "torchlike" or
- (def.drawtype == "nodebox" and def.paramtype2 == "wallmounted")) then
- return false
- end
- return true
-end
-
-function default.chest.chest_lid_close(pn)
- local chest_open_info = default.chest.open_chests[pn]
- local pos = chest_open_info.pos
- local sound = chest_open_info.sound
- local swap = chest_open_info.swap
-
- default.chest.open_chests[pn] = nil
- for k, v in pairs(default.chest.open_chests) do
- if v.pos.x == pos.x and v.pos.y == pos.y and v.pos.z == pos.z then
- return true
- end
- end
-
- local node = minetest.get_node(pos)
- minetest.after(0.2, minetest.swap_node, pos, { name = "default:" .. swap,
- param2 = node.param2 })
- minetest.sound_play(sound, {gain = 0.3, pos = pos, max_hear_distance = 10})
-end
-
-default.chest.open_chests = {}
-
-minetest.register_on_player_receive_fields(function(player, formname, fields)
- if formname ~= "default:chest" then
- return
- end
- if not player or not fields.quit then
- return
- end
- local pn = player:get_player_name()
-
- if not default.chest.open_chests[pn] then
- return
- end
-
- default.chest.chest_lid_close(pn)
- return true
-end)
-
-minetest.register_on_leaveplayer(function(player)
- local pn = player:get_player_name()
- if default.chest.open_chests[pn] then
- default.chest.chest_lid_close(pn)
- end
-end)
-
-function default.chest.register_chest(name, d)
- local def = table.copy(d)
- def.drawtype = "mesh"
- def.visual = "mesh"
- def.paramtype = "light"
- def.paramtype2 = "facedir"
- def.legacy_facedir_simple = true
- def.is_ground_content = false
-
- if def.protected then
- def.on_construct = function(pos)
- local meta = minetest.get_meta(pos)
- meta:set_string("infotext", "Locked Chest")
- meta:set_string("owner", "")
- local inv = meta:get_inventory()
- inv:set_size("main", 8*4)
- end
- def.after_place_node = function(pos, placer)
- local meta = minetest.get_meta(pos)
- meta:set_string("owner", placer:get_player_name() or "")
- meta:set_string("infotext", "Locked Chest (owned by " ..
- meta:get_string("owner") .. ")")
- end
- def.can_dig = function(pos,player)
- local meta = minetest.get_meta(pos);
- local inv = meta:get_inventory()
- return inv:is_empty("main") and
- default.can_interact_with_node(player, pos)
- end
- def.allow_metadata_inventory_move = function(pos, from_list, from_index,
- to_list, to_index, count, player)
- if not default.can_interact_with_node(player, pos) then
- return 0
- end
- return count
- end
- def.allow_metadata_inventory_put = function(pos, listname, index, stack, player)
- if not default.can_interact_with_node(player, pos) then
- return 0
- end
- return stack:get_count()
- end
- def.allow_metadata_inventory_take = function(pos, listname, index, stack, player)
- if not default.can_interact_with_node(player, pos) then
- return 0
- end
- return stack:get_count()
- end
- def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
- if not default.can_interact_with_node(clicker, pos) then
- return itemstack
- end
-
- minetest.sound_play(def.sound_open, {gain = 0.3,
- pos = pos, max_hear_distance = 10})
- if not default.chest.chest_lid_obstructed(pos) then
- minetest.swap_node(pos,
- { name = "default:" .. name .. "_open",
- param2 = node.param2 })
- end
- minetest.after(0.2, minetest.show_formspec,
- clicker:get_player_name(),
- "default:chest", default.chest.get_chest_formspec(pos))
- default.chest.open_chests[clicker:get_player_name()] = { pos = pos,
- sound = def.sound_close, swap = name }
- end
- def.on_blast = function() end
- def.on_key_use = function(pos, player)
- local secret = minetest.get_meta(pos):get_string("key_lock_secret")
- local itemstack = player:get_wielded_item()
- local key_meta = itemstack:get_meta()
-
- if key_meta:get_string("secret") == "" then
- key_meta:set_string("secret", minetest.parse_json(itemstack:get_metadata()).secret)
- itemstack:set_metadata("")
- end
-
- if secret ~= key_meta:get_string("secret") then
- return
- end
-
- minetest.show_formspec(
- player:get_player_name(),
- "default:chest_locked",
- default.chest.get_chest_formspec(pos)
- )
- end
- def.on_skeleton_key_use = function(pos, player, newsecret)
- local meta = minetest.get_meta(pos)
- local owner = meta:get_string("owner")
- local pn = player:get_player_name()
-
- -- verify placer is owner of lockable chest
- if owner ~= pn then
- minetest.record_protection_violation(pos, pn)
- minetest.chat_send_player(pn, "You do not own this chest.")
- return nil
- end
-
- local secret = meta:get_string("key_lock_secret")
- if secret == "" then
- secret = newsecret
- meta:set_string("key_lock_secret", secret)
- end
-
- return secret, "a locked chest", owner
- end
- else
- def.on_construct = function(pos)
- local meta = minetest.get_meta(pos)
- meta:set_string("infotext", "Chest")
- local inv = meta:get_inventory()
- inv:set_size("main", 8*4)
- end
- def.can_dig = function(pos,player)
- local meta = minetest.get_meta(pos);
- local inv = meta:get_inventory()
- return inv:is_empty("main")
- end
- def.on_rightclick = function(pos, node, clicker)
- minetest.sound_play(def.sound_open, {gain = 0.3, pos = pos,
- max_hear_distance = 10})
- if not default.chest.chest_lid_obstructed(pos) then
- minetest.swap_node(pos, {
- name = "default:" .. name .. "_open",
- param2 = node.param2 })
- end
- minetest.after(0.2, minetest.show_formspec,
- clicker:get_player_name(),
- "default:chest", default.chest.get_chest_formspec(pos))
- default.chest.open_chests[clicker:get_player_name()] = { pos = pos,
- sound = def.sound_close, swap = name }
- end
- def.on_blast = function(pos)
- local drops = {}
- default.get_inventory_drops(pos, "main", drops)
- drops[#drops+1] = "default:" .. name
- minetest.remove_node(pos)
- return drops
- end
- end
-
- def.on_metadata_inventory_move = function(pos, from_list, from_index,
- to_list, to_index, count, player)
- minetest.log("action", player:get_player_name() ..
- " moves stuff in chest at " .. minetest.pos_to_string(pos))
- end
- def.on_metadata_inventory_put = function(pos, listname, index, stack, player)
- minetest.log("action", player:get_player_name() ..
- " moves " .. stack:get_name() ..
- " to chest at " .. minetest.pos_to_string(pos))
- end
- def.on_metadata_inventory_take = function(pos, listname, index, stack, player)
- minetest.log("action", player:get_player_name() ..
- " takes " .. stack:get_name() ..
- " from chest at " .. minetest.pos_to_string(pos))
- end
-
- local def_opened = table.copy(def)
- local def_closed = table.copy(def)
-
- def_opened.mesh = "chest_open.obj"
- for i = 1, #def_opened.tiles do
- if type(def_opened.tiles[i]) == "string" then
- def_opened.tiles[i] = {name = def_opened.tiles[i], backface_culling = true}
- elseif def_opened.tiles[i].backface_culling == nil then
- def_opened.tiles[i].backface_culling = true
- end
- end
- def_opened.drop = "default:" .. name
- def_opened.groups.not_in_creative_inventory = 1
- def_opened.selection_box = {
- type = "fixed",
- fixed = { -1/2, -1/2, -1/2, 1/2, 3/16, 1/2 },
- }
- def_opened.can_dig = function()
- return false
- end
- def_opened.on_blast = function() end
-
- def_closed.mesh = nil
- def_closed.drawtype = nil
- def_closed.tiles[6] = def.tiles[5] -- swap textures around for "normal"
- def_closed.tiles[5] = def.tiles[3] -- drawtype to make them match the mesh
- def_closed.tiles[3] = def.tiles[3].."^[transformFX"
-
- minetest.register_node("default:" .. name, def_closed)
- minetest.register_node("default:" .. name .. "_open", def_opened)
-
- -- convert old chests to this new variant
- minetest.register_lbm({
- label = "update chests to opening chests",
- name = "default:upgrade_" .. name .. "_v2",
- nodenames = {"default:" .. name},
- action = function(pos, node)
- local meta = minetest.get_meta(pos)
- meta:set_string("formspec", nil)
- local inv = meta:get_inventory()
- local list = inv:get_list("default:chest")
- if list then
- inv:set_size("main", 8*4)
- inv:set_list("main", list)
- inv:set_list("default:chest", nil)
- end
- end
- })
-end
-
-default.chest.register_chest("chest", {
- description = "Chest",
- tiles = {
- "default_chest_top.png",
- "default_chest_top.png",
- "default_chest_side.png",
- "default_chest_side.png",
- "default_chest_front.png",
- "default_chest_inside.png"
- },
- sounds = default.node_sound_wood_defaults(),
- sound_open = "default_chest_open",
- sound_close = "default_chest_close",
- groups = {choppy = 2, oddly_breakable_by_hand = 2},
-})
-
-default.chest.register_chest("chest_locked", {
- description = "Locked Chest",
- tiles = {
- "default_chest_top.png",
- "default_chest_top.png",
- "default_chest_side.png",
- "default_chest_side.png",
- "default_chest_lock.png",
- "default_chest_inside.png"
- },
- sounds = default.node_sound_wood_defaults(),
- sound_open = "default_chest_open",
- sound_close = "default_chest_close",
- groups = {choppy = 2, oddly_breakable_by_hand = 2},
- protected = true,
-})
-
local bookshelf_formspec =
"size[8,7;]" ..
default.gui_bg ..
-
---[[
-
-Torch mod - formerly mod "Torches"
-======================
-
-(c) Copyright BlockMen (2013-2015)
-(C) Copyright sofar <sofar@foo-projects.org> (2016)
-
-This mod changes the default torch drawtype from "torchlike" to "mesh",
-giving the torch a three dimensional appearance. The mesh contains the
-proper pixel mapping to make the animation appear as a particle above
-the torch, while in fact the animation is just the texture of the mesh.
-
-
-License:
-~~~~~~~~
-(c) Copyright BlockMen (2013-2015)
-
-Textures and Meshes/Models:
-CC-BY 3.0 BlockMen
-Note that the models were entirely done from scratch by sofar.
-
-Code:
-Licensed under the GNU LGPL version 2.1 or higher.
-You can redistribute it and/or modify it under
-the terms of the GNU Lesser General Public License
-as published by the Free Software Foundation;
-
-You should have received a copy of the GNU Lesser General Public
-License along with this library; if not, write to the Free Software
-Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
-
-See LICENSE.txt and http://www.gnu.org/licenses/lgpl-2.1.txt
-
---]]
-
local function on_flood(pos, oldnode, newnode)
minetest.add_item(pos, ItemStack("default:torch 1"))
-- Play flame-extinguish sound if liquid is not an 'igniter'