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Copy pathquartz.lua
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58 lines (50 loc) · 1.68 KB
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-- Register wall types
local S = core.get_translator(core.get_current_modname())
angledwalls.register_angled_wall_and_low_angled_wall_and_corner(
"quartzblock",
"quartz:block",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"quartz_block.png"},
S("Quartz Block Angled Wall"),
S("Quartz Block Low Angled Wall"),
S("Quartz Block Corner"),
default.node_sound_stone_defaults()
)
angledwalls.register_angled_wall_and_low_angled_wall_and_corner(
"quartzchiseled",
"quartz:chiseled",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"quartz_chiseled.png"},
S("Quartz Chiseled Angled Wall"),
S("Quartz Chiseled Low Angled Wall"),
S("Quartz Chiseled Corner"),
default.node_sound_stone_defaults()
)
angledwalls.register_angled_wall_and_low_angled_wall_and_corner(
"quartzpillar",
"quartz:pillar",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"quartz_pillar_side.png"},
S("Quartz Pillar Angled Wall"),
S("Quartz Pillar Low Angled Wall"),
S("Quartz Pillar Corner"),
default.node_sound_stone_defaults()
)
-- Register glass types
angledglass.register_glass(
"_quartz_block_glass",
"quartz:block",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_glass.png", "quartz_block.png"},
S("Quartz Block Glass"),
default.node_sound_glass_defaults()
)
angledglass.register_glass(
"_quartz_block_obsidian_glass",
"quartz:block",
{choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
{"default_obsidian_glass.png", "quartz_block.png"},
S("Quartz Block Obsidian Glass"),
default.node_sound_glass_defaults()
)
-- Only quartz:block glass, as all the quartz textures look the same for this node.