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init.lua
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init.lua
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-- Bedrock mod by ShadowNinja
local modpath = minetest.get_modpath("bedrock")
dofile(modpath.."/bar.lua")
if minetest.setting_getbool("generate_bedrock") then
dofile(modpath.."/mapgen.lua")
end
minetest.register_node("bedrock:bedrock", {
description = "Bedrock",
inventory_image = minetest.inventorycube("bedrock_bedrock.png"),
tiles = {"bedrock_bedrock.png"},
groups = {unbreakable=1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("bedrock:concrete", {
description = "Unbreakable Concrete",
inventory_image = minetest.inventorycube("bedrock_concrete.png"),
tiles = {"bedrock_concrete.png"},
groups = {unbreakable=1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("bedrock:glass", {
description = "Unbreakable Glass",
drawtype = "glasslike",
sunlight_propagates = true,
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light",
tiles = {"default_glass.png"},
groups = {unbreakable=1},
sounds = default.node_sound_glass_defaults(),
})
stairs.register_stair_and_slab("bedrock", "bedrock:bedrock",
{unbreakable=1},
{"bedrock_bedrock.png"},
"Bedrock stair",
"Bedrock slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("unbreakable_concrete", "bedrock:concrete",
{unbreakable=1},
{"bedrock_concrete.png"},
"Unbreakable concrete stair",
"Unbreakabe concrete slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("unbreakable_glass", "bedrock:glass",
{unbreakable=1},
{"default_glass.png"},
"Unbreakable glass stair",
"Unbreakabe glass slab",
default.node_sound_glass_defaults())
minetest.register_tool("bedrock:pick", {
description = "Bedrock Pick",
inventory_image = "bedrock_pick.png",
tool_capabilities = {
max_drop_level=3,
groupcaps={
unbreakable={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3}
}
},
})