void content_mapnode_init()
{
	// Read some settings
	bool new_style_water = g_settings.getBool("new_style_water");
	bool new_style_leaves = g_settings.getBool("new_style_leaves");
	bool invisible_stone = g_settings.getBool("invisible_stone");

	content_t i;
	ContentFeatures *f = NULL;

	i = CONTENT_STONE;
	f = &content_features(i);
	f->setAllTextures("stone.png");
	f->setInventoryTextureCube("stone.png", "stone.png", "stone.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 1.0);
	if(invisible_stone)
		f->solidness = 0; // For debugging, hides regular stone
	
	i = CONTENT_GRASS;
	f = &content_features(i);
	f->setAllTextures("mud.png^grass_side.png");
	f->setTexture(0, "grass.png");
	f->setTexture(1, "mud.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_GRASS_FOOTSTEPS;
	f = &content_features(i);
	f->setAllTextures("mud.png^grass_side.png");
	f->setTexture(0, "grass_footsteps.png");
	f->setTexture(1, "mud.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_MUD;
	f = &content_features(i);
	f->setAllTextures("mud.png");
	f->setInventoryTextureCube("mud.png", "mud.png", "mud.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_SAND;
	f = &content_features(i);
	f->setAllTextures("sand.png");
	f->setInventoryTextureCube("sand.png", "sand.png", "sand.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_GRAVEL;
	f = &content_features(i);
	f->setAllTextures("gravel.png");
	f->setInventoryTextureCube("gravel.png", "gravel.png", "gravel.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.75);
	
	i = CONTENT_SANDSTONE;
	f = &content_features(i);
	f->setAllTextures("sandstone.png");
	f->setInventoryTextureCube("sandstone.png", "sandstone.png", "sandstone.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAND)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);

	i = CONTENT_CLAY;
	f = &content_features(i);
	f->setAllTextures("clay.png");
	f->setInventoryTextureCube("clay.png", "clay.png", "clay.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("CraftItem lump_of_clay 4");
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);

	i = CONTENT_BRICK;
	f = &content_features(i);
	f->setAllTextures("brick.png");
	f->setInventoryTextureCube("brick.png", "brick.png", "brick.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("CraftItem clay_brick 4");
	setStoneLikeDiggingProperties(f->digging_properties, 1.0);

	i = CONTENT_TREE;
	f = &content_features(i);
	f->setAllTextures("tree.png");
	f->setTexture(0, "tree_top.png");
	f->setTexture(1, "tree_top.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setWoodLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_JUNGLETREE;
	f = &content_features(i);
	f->setAllTextures("jungletree.png");
	f->setTexture(0, "jungletree_top.png");
	f->setTexture(1, "jungletree_top.png");
	f->param_type = CPT_MINERAL;
	//f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setWoodLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_JUNGLEGRASS;
	f = &content_features(i);
	f->setInventoryTexture("junglegrass.png");
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	//f->is_ground_content = true;
	f->air_equivalent = false; // grass grows underneath
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	setWoodLikeDiggingProperties(f->digging_properties, 0.10);

	i = CONTENT_LEAVES;
	f = &content_features(i);
	f->light_propagates = true;
	//f->param_type = CPT_MINERAL;
	f->param_type = CPT_LIGHT;
	//f->is_ground_content = true;
	if(new_style_leaves)
	{
		f->solidness = 0; // drawn separately, makes no faces
		f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png");
	}
	else
	{
		f->setAllTextures("[noalpha:leaves.png");
	}
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setWoodLikeDiggingProperties(f->digging_properties, 0.15);

	i = CONTENT_CACTUS;
	f = &content_features(i);
	f->setAllTextures("cactus_side.png");
	f->setTexture(0, "cactus_top.png");
	f->setTexture(1, "cactus_top.png");
	f->setInventoryTextureCube("cactus_top.png", "cactus_side.png", "cactus_side.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setWoodLikeDiggingProperties(f->digging_properties, 0.75);

	i = CONTENT_PAPYRUS;
	f = &content_features(i);
	f->setInventoryTexture("papyrus.png");
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	setWoodLikeDiggingProperties(f->digging_properties, 0.25);

	i = CONTENT_BOOKSHELF;
	f = &content_features(i);
	f->setAllTextures("bookshelf.png");
	f->setTexture(0, "wood.png");
	f->setTexture(1, "wood.png");
	// FIXME: setInventoryTextureCube() only cares for the first texture
	f->setInventoryTextureCube("bookshelf.png", "bookshelf.png", "bookshelf.png");
	//f->setInventoryTextureCube("wood.png", "bookshelf.png", "bookshelf.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	setWoodLikeDiggingProperties(f->digging_properties, 0.75);

	i = CONTENT_GLASS;
	f = &content_features(i);
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->param_type = CPT_LIGHT;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
	setWoodLikeDiggingProperties(f->digging_properties, 0.15);

	i = CONTENT_FENCE;
	f = &content_features(i);
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->air_equivalent = true; // grass grows underneath
	f->setInventoryTexture("item_fence.png");
	setWoodLikeDiggingProperties(f->digging_properties, 0.75);

	i = CONTENT_RAIL;
	f = &content_features(i);
	f->setInventoryTexture("rail.png");
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->air_equivalent = true; // grass grows underneath
	f->walkable = false;
	setDirtLikeDiggingProperties(f->digging_properties, 0.75);

	i = CONTENT_LADDER;
	f = &content_features(i);
	f->setInventoryTexture("ladder.png");
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
	f->wall_mounted = true;
	f->solidness = 0;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	setWoodLikeDiggingProperties(f->digging_properties, 0.5);

	// Deprecated
	i = CONTENT_COALSTONE;
	f = &content_features(i);
	f->setAllTextures("stone.png^mineral_coal.png");
	f->is_ground_content = true;
	setStoneLikeDiggingProperties(f->digging_properties, 1.5);
	
	i = CONTENT_WOOD;
	f = &content_features(i);
	f->setAllTextures("wood.png");
	f->setInventoryTextureCube("wood.png", "wood.png", "wood.png");
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setWoodLikeDiggingProperties(f->digging_properties, 0.75);
	
	i = CONTENT_MESE;
	f = &content_features(i);
	f->setAllTextures("mese.png");
	f->setInventoryTextureCube("mese.png", "mese.png", "mese.png");
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 0.5);
	
	i = CONTENT_CLOUD;
	f = &content_features(i);
	f->setAllTextures("cloud.png");
	f->setInventoryTextureCube("cloud.png", "cloud.png", "cloud.png");
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	
	i = CONTENT_AIR;
	f = &content_features(i);
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->solidness = 0;
	f->walkable = false;
	f->pointable = false;
	f->diggable = false;
	f->buildable_to = true;
	f->air_equivalent = true;
	
	i = CONTENT_WATER;
	f = &content_features(i);
	f->setInventoryTextureCube("water.png", "water.png", "water.png");
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->solidness = 0; // Drawn separately, makes no faces
	f->walkable = false;
	f->pointable = false;
	f->diggable = false;
	f->buildable_to = true;
	f->liquid_type = LIQUID_FLOWING;
	f->liquid_alternative_flowing = CONTENT_WATER;
	f->liquid_alternative_source = CONTENT_WATERSOURCE;
	
	i = CONTENT_WATERSOURCE;
	f = &content_features(i);
	//f->setInventoryTexture("water.png");
	f->setInventoryTextureCube("water.png", "water.png", "water.png");
	if(new_style_water)
	{
		f->solidness = 0; // drawn separately, makes no faces
	}
	else // old style
	{
		f->solidness = 1;

		TileSpec t;
		if(g_texturesource)
			t.texture = g_texturesource->getTexture("water.png");
		
		t.alpha = WATER_ALPHA;
		t.material_type = MATERIAL_ALPHA_VERTEX;
		t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
		f->setAllTiles(t);
	}
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->walkable = false;
	f->pointable = false;
	f->diggable = false;
	f->buildable_to = true;
	f->liquid_type = LIQUID_SOURCE;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->liquid_alternative_flowing = CONTENT_WATER;
	f->liquid_alternative_source = CONTENT_WATERSOURCE;
	
	i = CONTENT_TORCH;
	f = &content_features(i);
	f->setInventoryTexture("torch_on_floor.png");
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->wall_mounted = true;
	f->air_equivalent = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->light_source = LIGHT_MAX-1;
	f->digging_properties.set("", DiggingProperties(true, 0.0, 0));
	
	i = CONTENT_SIGN_WALL;
	f = &content_features(i);
	f->setInventoryTexture("sign_wall.png");
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->wall_mounted = true;
	f->air_equivalent = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	if(f->initial_metadata == NULL)
		f->initial_metadata = new SignNodeMetadata("Some sign");
	f->digging_properties.set("", DiggingProperties(true, 0.5, 0));
	
	i = CONTENT_CHEST;
	f = &content_features(i);
	f->param_type = CPT_FACEDIR_SIMPLE;
	f->setAllTextures("chest_side.png");
	f->setTexture(0, "chest_top.png");
	f->setTexture(1, "chest_top.png");
	f->setTexture(5, "chest_front.png"); // Z-
	f->setInventoryTexture("chest_top.png");
	//f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	if(f->initial_metadata == NULL)
		f->initial_metadata = new ChestNodeMetadata();
	setWoodLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_FURNACE;
	f = &content_features(i);
	f->param_type = CPT_FACEDIR_SIMPLE;
	f->setAllTextures("furnace_side.png");
	f->setTexture(5, "furnace_front.png"); // Z-
	f->setInventoryTexture("furnace_front.png");
	//f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 6";
	if(f->initial_metadata == NULL)
		f->initial_metadata = new FurnaceNodeMetadata();
	setStoneLikeDiggingProperties(f->digging_properties, 3.0);
	
	i = CONTENT_COBBLE;
	f = &content_features(i);
	f->setAllTextures("cobble.png");
	f->setInventoryTextureCube("cobble.png", "cobble.png", "cobble.png");
	f->param_type = CPT_NONE;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 0.9);

	i = CONTENT_MOSSYCOBBLE;
	f = &content_features(i);
	f->setAllTextures("mossycobble.png");
	f->setInventoryTextureCube("mossycobble.png", "mossycobble.png", "mossycobble.png");
	f->param_type = CPT_NONE;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 0.8);
	
	i = CONTENT_STEEL;
	f = &content_features(i);
	f->setAllTextures("steel_block.png");
	f->setInventoryTextureCube("steel_block.png", "steel_block.png",
			"steel_block.png");
	f->param_type = CPT_NONE;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 5.0);
	
	i = CONTENT_NC;
	f = &content_features(i);
	f->param_type = CPT_FACEDIR_SIMPLE;
	f->setAllTextures("nc_side.png");
	f->setTexture(5, "nc_front.png"); // Z-
	f->setTexture(4, "nc_back.png"); // Z+
	f->setInventoryTexture("nc_front.png");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 3.0);
	
	i = CONTENT_NC_RB;
	f = &content_features(i);
	f->setAllTextures("nc_rb.png");
	f->setInventoryTexture("nc_rb.png");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 3.0);
	
	// NOTE: Remember to add frequently used stuff to the texture atlas in tile.cpp
	

	/*
		Add MesePick to everything
	*/
	for(u16 i=0; i<=MAX_CONTENT; i++)
	{
		content_features(i).digging_properties.set("MesePick",
				DiggingProperties(true, 0.0, 65535./1337));
	}

}
Beispiel #2
0
void content_mapnode_init()
{
	// Read some settings
	bool new_style_water = g_settings->getBool("new_style_water");
	bool new_style_leaves = g_settings->getBool("new_style_leaves");
	bool invisible_stone = g_settings->getBool("invisible_stone");
	bool opaque_water = g_settings->getBool("opaque_water");

	content_t i;
	ContentFeatures *f = NULL;

	i = CONTENT_STONE;
	f = &content_features(i);
	f->setAllTextures("stone.png");
	f->setInventoryTextureCube("stone.png", "stone.png", "stone.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->often_contains_mineral = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 1.0);
	if(invisible_stone)
		f->solidness = 0; // For debugging, hides regular stone
	
	i = CONTENT_GRASS;
	f = &content_features(i);
	f->setAllTextures("mud.png^grass_side.png");
	f->setTexture(0, "grass.png");
	f->setTexture(1, "mud.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_GRASS_FOOTSTEPS;
	f = &content_features(i);
	f->setAllTextures("mud.png^grass_side.png");
	f->setTexture(0, "grass_footsteps.png");
	f->setTexture(1, "mud.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_MUD;
	f = &content_features(i);
	f->setAllTextures("mud.png");
	f->setInventoryTextureCube("mud.png", "mud.png", "mud.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_SAND;
	f = &content_features(i);
	f->setAllTextures("sand.png");
	f->setInventoryTextureCube("sand.png", "sand.png", "sand.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_GRAVEL;
	f = &content_features(i);
	f->setAllTextures("gravel.png");
	f->setInventoryTextureCube("gravel.png", "gravel.png", "gravel.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.75);
	
	i = CONTENT_SANDSTONE;
	f = &content_features(i);
	f->setAllTextures("sandstone.png");
	f->setInventoryTextureCube("sandstone.png", "sandstone.png", "sandstone.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAND)+" 1";
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);

	i = CONTENT_CLAY;
	f = &content_features(i);
	f->setAllTextures("clay.png");
	f->setInventoryTextureCube("clay.png", "clay.png", "clay.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("CraftItem lump_of_clay 4");
	setDirtLikeDiggingProperties(f->digging_properties, 1.0);

	i = CONTENT_BRICK;
	f = &content_features(i);
	f->setAllTextures("brick.png");
	f->setInventoryTextureCube("brick.png", "brick.png", "brick.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("CraftItem clay_brick 4");
	setStoneLikeDiggingProperties(f->digging_properties, 1.0);

	i = CONTENT_TREE;
	f = &content_features(i);
	f->setAllTextures("tree.png");
	f->setTexture(0, "tree_top.png");
	f->setTexture(1, "tree_top.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setWoodLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_JUNGLETREE;
	f = &content_features(i);
	f->setAllTextures("jungletree.png");
	f->setTexture(0, "jungletree_top.png");
	f->setTexture(1, "jungletree_top.png");
	f->param_type = CPT_MINERAL;
	//f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setWoodLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_JUNGLEGRASS;
	f = &content_features(i);
	f->setInventoryTexture("junglegrass.png");
	f->used_texturenames["junglegrass.png"] = true;
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	//f->is_ground_content = true;
	f->air_equivalent = false; // grass grows underneath
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	setWoodLikeDiggingProperties(f->digging_properties, 0.10);

	i = CONTENT_LEAVES;
	f = &content_features(i);
	f->light_propagates = true;
	//f->param_type = CPT_MINERAL;
	f->param_type = CPT_LIGHT;
	//f->is_ground_content = true;
	if(new_style_leaves)
	{
		f->solidness = 0; // drawn separately, makes no faces
		f->visual_solidness = 1;
		f->setAllTextures("leaves.png");
		f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png");
	}
	else
	{
		f->setAllTextures("[noalpha:leaves.png");
	}
	f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAPLING)+" 1";
	f->extra_dug_item_rarity = 20;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setWoodLikeDiggingProperties(f->digging_properties, 0.15);

	i = CONTENT_CACTUS;
	f = &content_features(i);
	f->setAllTextures("cactus_side.png");
	f->setTexture(0, "cactus_top.png");
	f->setTexture(1, "cactus_top.png");
	f->setInventoryTextureCube("cactus_top.png", "cactus_side.png", "cactus_side.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setWoodLikeDiggingProperties(f->digging_properties, 0.75);

	i = CONTENT_PAPYRUS;
	f = &content_features(i);
	f->setInventoryTexture("papyrus.png");
	f->used_texturenames["papyrus.png"] = true;
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	setWoodLikeDiggingProperties(f->digging_properties, 0.25);

	i = CONTENT_BOOKSHELF;
	f = &content_features(i);
	f->setAllTextures("bookshelf.png");
	f->setTexture(0, "wood.png");
	f->setTexture(1, "wood.png");
	// FIXME: setInventoryTextureCube() only cares for the first texture
	f->setInventoryTextureCube("bookshelf.png", "bookshelf.png", "bookshelf.png");
	//f->setInventoryTextureCube("wood.png", "bookshelf.png", "bookshelf.png");
	f->param_type = CPT_MINERAL;
	f->is_ground_content = true;
	setWoodLikeDiggingProperties(f->digging_properties, 0.75);

	i = CONTENT_GLASS;
	f = &content_features(i);
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->param_type = CPT_LIGHT;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->visual_solidness = 1;
	f->setAllTextures("glass.png");
	f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
	setWoodLikeDiggingProperties(f->digging_properties, 0.15);

	i = CONTENT_FENCE;
	f = &content_features(i);
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->air_equivalent = true; // grass grows underneath
	f->setInventoryTexture("fence.png");
	f->used_texturenames["fence.png"] = true;
	setWoodLikeDiggingProperties(f->digging_properties, 0.75);

	i = CONTENT_RAIL;
	f = &content_features(i);
	f->setInventoryTexture("rail.png");
	f->used_texturenames["rail.png"] = true;
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->air_equivalent = true; // grass grows underneath
	f->walkable = false;
	setDirtLikeDiggingProperties(f->digging_properties, 0.75);

	i = CONTENT_LADDER;
	f = &content_features(i);
	f->setInventoryTexture("ladder.png");
	f->used_texturenames["ladder.png"] = true;
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
	f->wall_mounted = true;
	f->solidness = 0;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	setWoodLikeDiggingProperties(f->digging_properties, 0.5);

	// Deprecated
	i = CONTENT_COALSTONE;
	f = &content_features(i);
	f->setAllTextures("stone.png^mineral_coal.png");
	f->is_ground_content = true;
	setStoneLikeDiggingProperties(f->digging_properties, 1.5);
	
	i = CONTENT_WOOD;
	f = &content_features(i);
	f->setAllTextures("wood.png");
	f->setInventoryTextureCube("wood.png", "wood.png", "wood.png");
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setWoodLikeDiggingProperties(f->digging_properties, 0.75);
	
	i = CONTENT_MESE;
	f = &content_features(i);
	f->setAllTextures("mese.png");
	f->setInventoryTextureCube("mese.png", "mese.png", "mese.png");
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 0.5);
	
	i = CONTENT_CLOUD;
	f = &content_features(i);
	f->setAllTextures("cloud.png");
	f->setInventoryTextureCube("cloud.png", "cloud.png", "cloud.png");
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	
	i = CONTENT_AIR;
	f = &content_features(i);
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->solidness = 0;
	f->walkable = false;
	f->pointable = false;
	f->diggable = false;
	f->buildable_to = true;
	f->air_equivalent = true;
	
	i = CONTENT_WATER;
	f = &content_features(i);
	f->setInventoryTextureCube("water.png", "water.png", "water.png");
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->solidness = 0; // Drawn separately, makes no faces
	f->visual_solidness = 1;
	f->walkable = false;
	f->pointable = false;
	f->diggable = false;
	f->buildable_to = true;
	f->liquid_type = LIQUID_FLOWING;
	f->liquid_alternative_flowing = CONTENT_WATER;
	f->liquid_alternative_source = CONTENT_WATERSOURCE;
	f->liquid_viscosity = WATER_VISC;
#ifndef SERVER
	if(!opaque_water)
		f->vertex_alpha = WATER_ALPHA;
	f->post_effect_color = video::SColor(64, 100, 100, 200);
	if(f->special_material == NULL && g_texturesource)
	{
		// Flowing water material
		f->special_material = new video::SMaterial;
		f->special_material->setFlag(video::EMF_LIGHTING, false);
		f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
		f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
		f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
		if(!opaque_water)
			f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
		AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
				g_texturesource->getTextureId("water.png")));
		f->special_material->setTexture(0, pa_water1->atlas);
		f->special_atlas = pa_water1;
	}
#endif
	
	i = CONTENT_WATERSOURCE;
	f = &content_features(i);
	//f->setInventoryTexture("water.png");
	f->setInventoryTextureCube("water.png", "water.png", "water.png");
	if(new_style_water)
	{
		f->solidness = 0; // drawn separately, makes no faces
	}
	else // old style
	{
		f->solidness = 1;
#ifndef SERVER
		TileSpec t;
		if(g_texturesource)
			t.texture = g_texturesource->getTexture("water.png");
		
		if(!opaque_water){
			t.alpha = WATER_ALPHA;
			t.material_type = MATERIAL_ALPHA_VERTEX;
		}
		t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
		f->setAllTiles(t);
#endif
	}
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->walkable = false;
	f->pointable = false;
	f->diggable = false;
	f->buildable_to = true;
	f->liquid_type = LIQUID_SOURCE;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->liquid_alternative_flowing = CONTENT_WATER;
	f->liquid_alternative_source = CONTENT_WATERSOURCE;
	f->liquid_viscosity = WATER_VISC;
#ifndef SERVER
	if(!opaque_water)
		f->vertex_alpha = WATER_ALPHA;
	f->post_effect_color = video::SColor(64, 100, 100, 200);
	if(f->special_material == NULL && g_texturesource)
	{
		// Flowing water material
		f->special_material = new video::SMaterial;
		f->special_material->setFlag(video::EMF_LIGHTING, false);
		f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
		f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
		f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
		f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
		AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
				g_texturesource->getTextureId("water.png")));
		f->special_material->setTexture(0, pa_water1->atlas);
		f->special_atlas = pa_water1;
	}
#endif
	
	i = CONTENT_LAVA;
	f = &content_features(i);
	f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
	f->used_texturenames["lava.png"] = true;
	f->param_type = CPT_LIGHT;
	f->light_propagates = false;
	f->light_source = LIGHT_MAX-1;
	f->solidness = 0; // Drawn separately, makes no faces
	f->visual_solidness = 2;
	f->walkable = false;
	f->pointable = false;
	f->diggable = false;
	f->buildable_to = true;
	f->liquid_type = LIQUID_FLOWING;
	f->liquid_alternative_flowing = CONTENT_LAVA;
	f->liquid_alternative_source = CONTENT_LAVASOURCE;
	f->liquid_viscosity = LAVA_VISC;
	f->damage_per_second = 4*2;
#ifndef SERVER
	f->post_effect_color = video::SColor(192, 255, 64, 0);
	if(f->special_material == NULL && g_texturesource)
	{
		// Flowing lava material
		f->special_material = new video::SMaterial;
		f->special_material->setFlag(video::EMF_LIGHTING, false);
		f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
		f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
		f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
		f->special_material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		AtlasPointer *pa_lava1 = new AtlasPointer(
			g_texturesource->getTexture(
				g_texturesource->getTextureId("lava.png")));
		f->special_material->setTexture(0, pa_lava1->atlas);
		f->special_atlas = pa_lava1;
	}
#endif
	
	i = CONTENT_LAVASOURCE;
	f = &content_features(i);
	f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
	f->used_texturenames["ladder.png"] = true;
	if(new_style_water)
	{
		f->solidness = 0; // drawn separately, makes no faces
	}
	else // old style
	{
		f->solidness = 2;
#ifndef SERVER
		TileSpec t;
		if(g_texturesource)
			t.texture = g_texturesource->getTexture("lava.png");
		
		//t.alpha = 255;
		//t.material_type = MATERIAL_ALPHA_VERTEX;
		//t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
		f->setAllTiles(t);
#endif
	}
	f->param_type = CPT_LIGHT;
	f->light_propagates = false;
	f->light_source = LIGHT_MAX-1;
	f->walkable = false;
	f->pointable = false;
	f->diggable = false;
	f->buildable_to = true;
	f->liquid_type = LIQUID_SOURCE;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->liquid_alternative_flowing = CONTENT_LAVA;
	f->liquid_alternative_source = CONTENT_LAVASOURCE;
	f->liquid_viscosity = LAVA_VISC;
	f->damage_per_second = 4*2;
#ifndef SERVER
	f->post_effect_color = video::SColor(192, 255, 64, 0);
	if(f->special_material == NULL && g_texturesource)
	{
		// Flowing lava material
		f->special_material = new video::SMaterial;
		f->special_material->setFlag(video::EMF_LIGHTING, false);
		f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
		f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
		f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
		f->special_material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		AtlasPointer *pa_lava1 = new AtlasPointer(
			g_texturesource->getTexture(
				g_texturesource->getTextureId("lava.png")));
		f->special_material->setTexture(0, pa_lava1->atlas);
		f->special_atlas = pa_lava1;
	}
#endif
	
	i = CONTENT_TORCH;
	f = &content_features(i);
	f->setInventoryTexture("torch_on_floor.png");
	f->used_texturenames["torch_on_floor.png"] = true;
	f->used_texturenames["torch_on_ceiling.png"] = true;
	f->used_texturenames["torch_on_floor.png"] = true;
	f->used_texturenames["torch.png"] = true;
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->wall_mounted = true;
	f->air_equivalent = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->light_source = LIGHT_MAX-1;
	f->digging_properties.set("", DiggingProperties(true, 0.0, 0));
	
	i = CONTENT_SIGN_WALL;
	f = &content_features(i);
	f->setInventoryTexture("sign_wall.png");
	f->used_texturenames["sign_wall.png"] = true;
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->wall_mounted = true;
	f->air_equivalent = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	if(f->initial_metadata == NULL)
		f->initial_metadata = new SignNodeMetadata("Some sign");
	f->digging_properties.set("", DiggingProperties(true, 0.5, 0));
	
	i = CONTENT_CHEST;
	f = &content_features(i);
	f->param_type = CPT_FACEDIR_SIMPLE;
	f->setAllTextures("chest_side.png");
	f->setTexture(0, "chest_top.png");
	f->setTexture(1, "chest_top.png");
	f->setTexture(5, "chest_front.png"); // Z-
	f->setInventoryTexture("chest_top.png");
	//f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	if(f->initial_metadata == NULL)
		f->initial_metadata = new ChestNodeMetadata();
	setWoodLikeDiggingProperties(f->digging_properties, 1.0);
	
	i = CONTENT_LOCKABLE_CHEST;
	f = &content_features(i);
	f->param_type = CPT_FACEDIR_SIMPLE;
	f->setAllTextures("chest_side.png");
	f->setTexture(0, "chest_top.png");
	f->setTexture(1, "chest_top.png");
	f->setTexture(5, "chest_lock.png"); // Z-
	f->setInventoryTexture("chest_lock.png");
	//f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	if(f->initial_metadata == NULL)
		f->initial_metadata = new LockingChestNodeMetadata();
	setWoodLikeDiggingProperties(f->digging_properties, 1.0);

	i = CONTENT_FURNACE;
	f = &content_features(i);
	f->param_type = CPT_FACEDIR_SIMPLE;
	f->setAllTextures("furnace_side.png");
	f->setTexture(5, "furnace_front.png"); // Z-
	f->setInventoryTexture("furnace_front.png");
	//f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 6";
	if(f->initial_metadata == NULL)
		f->initial_metadata = new FurnaceNodeMetadata();
	setStoneLikeDiggingProperties(f->digging_properties, 3.0);
	
	i = CONTENT_COBBLE;
	f = &content_features(i);
	f->setAllTextures("cobble.png");
	f->setInventoryTextureCube("cobble.png", "cobble.png", "cobble.png");
	f->param_type = CPT_NONE;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 0.9);

	i = CONTENT_MOSSYCOBBLE;
	f = &content_features(i);
	f->setAllTextures("mossycobble.png");
	f->setInventoryTextureCube("mossycobble.png", "mossycobble.png", "mossycobble.png");
	f->param_type = CPT_NONE;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 0.8);
	
	i = CONTENT_STEEL;
	f = &content_features(i);
	f->setAllTextures("steel_block.png");
	f->setInventoryTextureCube("steel_block.png", "steel_block.png",
			"steel_block.png");
	f->param_type = CPT_NONE;
	f->is_ground_content = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 5.0);
	
	i = CONTENT_NC;
	f = &content_features(i);
	f->param_type = CPT_FACEDIR_SIMPLE;
	f->setAllTextures("nc_side.png");
	f->setTexture(5, "nc_front.png"); // Z-
	f->setTexture(4, "nc_back.png"); // Z+
	f->setInventoryTexture("nc_front.png");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 3.0);
	
	i = CONTENT_NC_RB;
	f = &content_features(i);
	f->setAllTextures("nc_rb.png");
	f->setInventoryTexture("nc_rb.png");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	setStoneLikeDiggingProperties(f->digging_properties, 3.0);

	i = CONTENT_SAPLING;
	f = &content_features(i);
	f->param_type = CPT_LIGHT;
	f->setAllTextures("sapling.png");
	f->setInventoryTexture("sapling.png");
	f->used_texturenames["sapling.png"] = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->light_propagates = true;
	f->air_equivalent = false;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->digging_properties.set("", DiggingProperties(true, 0.0, 0));
	
	i = CONTENT_APPLE;
	f = &content_features(i);
	f->setInventoryTexture("apple.png");
	f->used_texturenames["apple.png"] = true;
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->air_equivalent = true;
	f->dug_item = std::string("CraftItem apple 1");
	f->digging_properties.set("", DiggingProperties(true, 0.0, 0));
	
	// NOTE: Remember to add frequently used stuff to the texture atlas in tile.cpp
	

	/*
		Add MesePick to everything
	*/
	for(u16 i=0; i<=MAX_CONTENT; i++)
	{
		content_features(i).digging_properties.set("MesePick",
				DiggingProperties(true, 0.0, 65535./1337));
	}

}
void content_mapnode_plants(bool repeat)
{
	bool new_style_leaves = g_settings->getBool("new_style_leaves");
	content_t i;
	ContentFeatures *f = NULL;


	i = CONTENT_TREE;
	f = &content_features(i);
	f->description = wgettext("Tree");
	f->setAllTextures("tree.png");
	f->setTexture(0, "tree_top.png");
	f->setTexture(1, "tree_top.png");
	f->setInventoryTextureCube("tree_top.png", "tree.png", "tree.png");
	f->draw_type = CDT_TRUNKLIKE;
	f->is_ground_content = true;
	f->flammable = 2; // can be set on fire
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->cook_result = std::string("CraftItem lump_of_charcoal 1");
	f->fuel_time = 30;
	f->type = CMT_TREE;
	f->hardness = 1.0;
	f->ondig_special_drop = CONTENT_WOOD;
	f->ondig_special_drop_count = 6;
	f->ondig_special_tool = TT_AXE;
	lists::add("creative",i);
	lists::add("cooking",i);

	i = CONTENT_APPLE_TREE;
	f = &content_features(i);
	f->description = wgettext("Apple Tree");
	f->setAllTextures("apple_tree.png");
	f->setTexture(0, "apple_tree_top.png");
	f->setTexture(1, "apple_tree_top.png");
	f->setInventoryTextureCube("apple_tree_top.png", "apple_tree.png", "apple_tree.png");
	f->draw_type = CDT_TRUNKLIKE;
	f->is_ground_content = true;
	f->flammable = 2; // can be set on fire
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->cook_result = std::string("CraftItem lump_of_charcoal 1");
	f->fuel_time = 30;
	f->type = CMT_TREE;
	f->hardness = 1.0;
	f->ondig_special_drop = CONTENT_WOOD;
	f->ondig_special_drop_count = 6;
	f->ondig_special_tool = TT_AXE;
	lists::add("creative",i);
	lists::add("cooking",i);

	i = CONTENT_JUNGLETREE;
	f = &content_features(i);
	f->description = wgettext("Jungle Tree");
	f->setAllTextures("jungletree.png");
	f->setTexture(0, "jungletree_top.png");
	f->setTexture(1, "jungletree_top.png");
	f->setInventoryTextureCube("jungletree_top.png", "jungletree.png", "jungletree.png");
	f->draw_type = CDT_TRUNKLIKE;
	//f->is_ground_content = true;
	f->flammable = 2; // can be set on fire
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->cook_result = std::string("CraftItem lump_of_charcoal 1");
	f->fuel_time = 30;
	f->type = CMT_TREE;
	f->hardness = 1.0;
	f->ondig_special_drop = CONTENT_JUNGLEWOOD;
	f->ondig_special_drop_count = 6;
	f->ondig_special_tool = TT_AXE;
	lists::add("creative",i);

	i = CONTENT_CONIFER_TREE;
	f = &content_features(i);
	f->description = wgettext("Conifer Tree");
	f->setAllTextures("conifer_tree.png");
	f->setTexture(0, "conifer_tree_top.png");
	f->setTexture(1, "conifer_tree_top.png");
	f->setInventoryTextureCube("conifer_tree_top.png", "conifer_tree.png", "conifer_tree.png");
	f->draw_type = CDT_TRUNKLIKE;
	f->is_ground_content = true;
	f->flammable = 2; // can be set on fire
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->cook_result = std::string("CraftItem lump_of_charcoal 1");
	f->fuel_time = 25;
	f->type = CMT_TREE;
	f->hardness = 0.8;
	f->ondig_special_drop = CONTENT_WOOD_PINE;
	f->ondig_special_drop_count = 6;
	f->ondig_special_tool = TT_AXE;
	lists::add("creative",i);
	lists::add("cooking",i);

	i = CONTENT_YOUNG_TREE;
	f = &content_features(i);
	f->description = wgettext("Young Tree");
	f->setAllTextures("tree.png");
	f->setTexture(0, "tree_top.png");
	f->setTexture(1, "tree_top.png");
	f->draw_type = CDT_NODEBOX;
	f->solidness = 0; // drawn separately, makes no faces
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	content_nodebox_youngtree(f);
	f->setInventoryTextureNodeBox(i,"tree_top.png", "tree.png", "tree.png");
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->special_alternate_node = CONTENT_LEAVES;
	f->fuel_time = 20;
	f->type = CMT_TREE;
	f->hardness = 1.0;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_YOUNG_JUNGLETREE;
	f = &content_features(i);
	f->description = wgettext("Young Jungle Tree");
	f->setAllTextures("jungletree.png");
	f->setTexture(0, "jungletree_top.png");
	f->setTexture(1, "jungletree_top.png");
	f->draw_type = CDT_NODEBOX;
	f->solidness = 0; // drawn separately, makes no faces
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	content_nodebox_youngtree(f);
	f->setInventoryTextureNodeBox(i,"jungletree_top.png", "jungletree.png", "jungletree.png");
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->special_alternate_node = CONTENT_JUNGLELEAVES;
	f->fuel_time = 20;
	f->type = CMT_TREE;
	f->hardness = 1.0;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_YOUNG_APPLE_TREE;
	f = &content_features(i);
	f->description = wgettext("Young Apple Tree");
	f->setAllTextures("apple_tree.png");
	f->setTexture(0, "apple_tree_top.png");
	f->setTexture(1, "apple_tree_top.png");
	f->draw_type = CDT_NODEBOX;
	f->solidness = 0; // drawn separately, makes no faces
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	content_nodebox_youngtree(f);
	f->setInventoryTextureNodeBox(i,"apple_tree_top.png", "apple_tree.png", "apple_tree.png");
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->special_alternate_node = CONTENT_APPLE_LEAVES;
	f->fuel_time = 20;
	f->type = CMT_TREE;
	f->hardness = 1.0;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_YOUNG_CONIFER_TREE;
	f = &content_features(i);
	f->description = wgettext("Young Conifer Tree");
	f->setAllTextures("conifer_tree.png");
	f->setTexture(0, "conifer_tree_top.png");
	f->setTexture(1, "conifer_tree_top.png");
	f->draw_type = CDT_NODEBOX;
	f->solidness = 0; // drawn separately, makes no faces
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	content_nodebox_youngtree(f);
	f->setInventoryTextureNodeBox(i,"conifer_tree_top.png", "conifer_tree.png", "conifer_tree.png");
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->special_alternate_node = CONTENT_CONIFER_LEAVES;
	f->fuel_time = 20;
	f->type = CMT_TREE;
	f->hardness = 1.0;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_JUNGLEGRASS;
	f = &content_features(i);
	f->description = wgettext("Jungle Grass");
	f->setInventoryTexture("junglegrass.png");
	f->setAllTextures("junglegrass.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE_LGE;
	//f->is_ground_content = true;
	f->air_equivalent = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->type = CMT_PLANT;
	f->hardness = 0.20;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_LEAVES;
	f = &content_features(i);
	f->description = wgettext("Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	//f->is_ground_content = true;
	if (new_style_leaves) {
		f->draw_type = CDT_LEAFLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->setAllTextures("leaves.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
		f->setAllTextureFlags(0);
#endif
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:leaves.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem lump_of_resin 1");
	f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAPLING)+" 1";
	f->extra_dug_item_rarity = 20;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->ondig_special_drop = CONTENT_TRIMMED_LEAVES;
	f->ondig_special_drop_count = 1;
	f->ondig_special_tool = TT_SHEAR;
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("decrafting",i);
	lists::add("cooking",i);

	i = CONTENT_LEAVES_AUTUMN;
	f = &content_features(i);
	f->description = wgettext("Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	//f->is_ground_content = true;
	if (new_style_leaves) {
		f->draw_type = CDT_LEAFLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->setAllTextures("leaves_autumn.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
		f->setAllTextureFlags(0);
#endif
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:leaves_autumn.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem lump_of_resin 1");
	f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAPLING)+" 1";
	f->extra_dug_item_rarity = 20;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->ondig_special_drop = CONTENT_TRIMMED_LEAVES_AUTUMN;
	f->ondig_special_drop_count = 1;
	f->ondig_special_tool = TT_SHEAR;
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("decrafting",i);
	lists::add("cooking",i);

	i = CONTENT_LEAVES_WINTER;
	f = &content_features(i);
	f->description = wgettext("Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	//f->is_ground_content = true;
	if (new_style_leaves) {
		f->draw_type = CDT_LEAFLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->setAllTextures("leaves_winter.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
		f->setAllTextureFlags(0);
#endif
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:leaves_winter.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem2 ")+itos(CONTENT_CRAFTITEM_ASH)+" 1";
	f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAPLING)+" 1";
	f->extra_dug_item_rarity = 20;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->ondig_special_drop = CONTENT_TRIMMED_LEAVES_WINTER;
	f->ondig_special_drop_count = 1;
	f->ondig_special_tool = TT_SHEAR;
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("decrafting",i);
	lists::add("cooking",i);

	i = CONTENT_LEAVES_SNOWY;
	f = &content_features(i);
	f->description = wgettext("Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	//f->is_ground_content = true;
	if (new_style_leaves) {
		f->draw_type = CDT_LEAFLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->setAllTextures("leaves_snowy.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
		f->setAllTextureFlags(0);
#endif
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:leaves_snowy.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem2 ")+itos(CONTENT_CRAFTITEM_ASH)+" 1";
	f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAPLING)+" 1";
	f->extra_dug_item_rarity = 20;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_LEAVES_WINTER)+" 1";
	f->ondig_special_drop = CONTENT_TRIMMED_LEAVES_WINTER;
	f->ondig_special_drop_count = 1;
	f->ondig_special_tool = TT_SHEAR;
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("decrafting",i);
	lists::add("cooking",i);

	i = CONTENT_APPLE_LEAVES;
	f = &content_features(i);
	f->description = wgettext("Apple Tree Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	f->special_alternate_node = CONTENT_APPLE_BLOSSOM;
	if (new_style_leaves) {
		f->draw_type = CDT_LEAFLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->setAllTextures("apple_leaves.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
		f->setAllTextureFlags(0);
#endif
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:apple_leaves.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem lump_of_resin 1");
	f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_APPLE_SAPLING)+" 1";
	f->extra_dug_item_rarity = 20;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->ondig_special_drop = CONTENT_TRIMMED_APPLE_LEAVES;
	f->ondig_special_drop_count = 1;
	f->ondig_special_tool = TT_SHEAR;
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("decrafting",i);
	lists::add("cooking",i);

	i = CONTENT_JUNGLELEAVES;
	f = &content_features(i);
	f->description = wgettext("Jungle Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	//f->is_ground_content = true;
	if (new_style_leaves) {
		f->draw_type = CDT_LEAFLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->setAllTextures("jungleleaves.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
		f->setAllTextureFlags(0);
#endif
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:jungleleaves.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem lump_of_resin 1");
	f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_JUNGLESAPLING)+" 1";
	f->extra_dug_item_rarity = 20;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->ondig_special_drop = CONTENT_TRIMMED_JUNGLE_LEAVES;
	f->ondig_special_drop_count = 1;
	f->ondig_special_tool = TT_SHEAR;
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("decrafting",i);
	lists::add("cooking",i);

	i = CONTENT_CONIFER_LEAVES;
	f = &content_features(i);
	f->description = wgettext("Conifer Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	//f->is_ground_content = true;
	if (new_style_leaves) {
		f->draw_type = CDT_LEAFLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->setAllTextures("conifer_leaves.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
		f->setAllTextureFlags(0);
#endif
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:conifer_leaves.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem lump_of_resin 1");
	f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_CONIFER_SAPLING)+" 1";
	f->extra_dug_item_rarity = 20;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->ondig_special_drop = CONTENT_TRIMMED_CONIFER_LEAVES;
	f->ondig_special_drop_count = 1;
	f->ondig_special_tool = TT_SHEAR;
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("decrafting",i);
	lists::add("cooking",i);

	i = CONTENT_TRIMMED_LEAVES;
	f = &content_features(i);
	f->description = wgettext("Trimmed Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	if (new_style_leaves) {
		f->draw_type = CDT_GLASSLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->visual_solidness = 1;
		f->setAllTextures("leaves.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
#endif
		f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png");
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:leaves.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem lump_of_resin 1");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);
	lists::add("cooking",i);

	i = CONTENT_TRIMMED_LEAVES_AUTUMN;
	f = &content_features(i);
	f->description = wgettext("Trimmed Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	if (new_style_leaves) {
		f->draw_type = CDT_GLASSLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->visual_solidness = 1;
		f->setAllTextures("leaves_autumn.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
#endif
		f->setInventoryTextureCube("leaves_autumn.png", "leaves_autumn.png", "leaves_autumn.png");
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:leaves_autumn.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem lump_of_resin 1");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);
	lists::add("cooking",i);

	i = CONTENT_TRIMMED_LEAVES_WINTER;
	f = &content_features(i);
	f->description = wgettext("Trimmed Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	if (new_style_leaves) {
		f->draw_type = CDT_GLASSLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->visual_solidness = 1;
		f->setAllTextures("leaves_winter.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
#endif
		f->setInventoryTextureCube("leaves_winter.png", "leaves_winter.png", "leaves_winter.png");
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:leaves_winter.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem2 ")+itos(CONTENT_CRAFTITEM_ASH)+" 1";
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);
	lists::add("cooking",i);

	i = CONTENT_TRIMMED_APPLE_LEAVES;
	f = &content_features(i);
	f->description = wgettext("Trimmed Apple Tree Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	if (new_style_leaves) {
		f->draw_type = CDT_GLASSLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->visual_solidness = 1;
		f->setAllTextures("apple_leaves.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
#endif
		f->setInventoryTextureCube("apple_leaves.png", "apple_leaves.png", "apple_leaves.png");
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:apple_leaves.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem lump_of_resin 1");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);
	lists::add("cooking",i);

	i = CONTENT_TRIMMED_JUNGLE_LEAVES;
	f = &content_features(i);
	f->description = wgettext("Trimmed Jungle Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	if (new_style_leaves) {
		f->draw_type = CDT_GLASSLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->visual_solidness = 1;
		f->setAllTextures("jungleleaves.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
#endif
		f->setInventoryTextureCube("jungleleaves.png", "jungleleaves.png", "jungleleaves.png");
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:jungleleaves.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem lump_of_resin 1");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);
	lists::add("cooking",i);

	i = CONTENT_TRIMMED_CONIFER_LEAVES;
	f = &content_features(i);
	f->description = wgettext("Trimmed Conifer Leaves");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	if (new_style_leaves) {
		f->draw_type = CDT_GLASSLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->visual_solidness = 1;
		f->setAllTextures("conifer_leaves.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
#endif
		f->setInventoryTextureCube("conifer_leaves.png", "conifer_leaves.png", "conifer_leaves.png");
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:conifer_leaves.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/16;
	f->cook_result = std::string("CraftItem lump_of_resin 1");
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);
	lists::add("cooking",i);

	i = CONTENT_APPLE_BLOSSOM;
	f = &content_features(i);
	f->description = wgettext("Apple Tree Blossom");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	f->special_alternate_node = CONTENT_APPLE_LEAVES;
	if (new_style_leaves) {
		f->draw_type = CDT_LEAFLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->visual_solidness = 1;
		f->setAllTextures("apple_leaves.png^apple_blossom.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
		f->setAllTextureFlags(0);
#endif
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:apple_leaves.png^apple_blossom.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->extra_dug_item = std::string("CraftItem apple_blossom 1");
	f->extra_dug_item_rarity = 1;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_APPLE_LEAVES)+" 1";
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("decrafting",i);

	i = CONTENT_TRIMMED_APPLE_BLOSSOM;
	f = &content_features(i);
	f->description = wgettext("Trimmed Apple Tree Blossom");
	f->light_propagates = true;
	f->air_equivalent = true;
	f->walkable = false;
	f->climbable = true;
	f->param_type = CPT_LIGHT;
	if (new_style_leaves) {
		f->draw_type = CDT_GLASSLIKE;
		f->solidness = 0; // drawn separately, makes no faces
		f->visual_solidness = 1;
		f->setAllTextures("apple_leaves.png^apple_blossom.png");
#ifndef SERVER
		f->setAllTextureTypes(MATERIAL_ALPHA_SIMPLE);
#endif
		f->setInventoryTextureCube("apple_leaves.png^apple_blossom.png", "apple_leaves.png^apple_blossom.png", "apple_leaves.png^apple_blossom.png");
	}else{
		f->draw_type = CDT_CUBELIKE;
		f->setAllTextures("[noalpha:apple_leaves.png^apple_blossom.png");
	}
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_CACTUS_BLOSSOM;
	f = &content_features(i);
	f->description = wgettext("Cactus Blossom");
	f->setInventoryTexture("cactus_blossom.png");
	f->setAllTextures("cactus_blossom.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->air_equivalent = false; // grass grows underneath
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->type = CMT_PLANT;
	f->hardness = 0.20;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_CACTUS_FLOWER;
	f = &content_features(i);
	f->description = wgettext("Cactus Flower");
	f->setInventoryTexture("cactus_flower.png");
	f->setAllTextures("cactus_flower.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->air_equivalent = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_CACTUS_BLOSSOM)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->type = CMT_PLANT;
	f->hardness = 0.20;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);
	lists::add("decrafting",i);

	i = CONTENT_CACTUS_FRUIT;
	f = &content_features(i);
	f->description = wgettext("Cactus Berry");
	f->setInventoryTexture("cactus_fruit.png");
	f->setAllTextures("cactus_fruit.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->air_equivalent = true;
	f->dug_item = std::string("CraftItem cactus_fruit 1");
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->type = CMT_PLANT;
	f->hardness = 0.20;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_CACTUS;
	f = &content_features(i);
	f->description = wgettext("Cactus");
	f->setAllTextures("cactus_side.png");
	f->setTexture(0, "cactus_top.png");
	f->setTexture(1, "cactus_top.png");
	f->draw_type = CDT_NODEBOX;
	f->param_type = CPT_LIGHT;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->damage_per_second = 2;
	f->solidness = 0; // drawn separately, makes no faces
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/4;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->extra_dug_item = std::string("CraftItem2 ") + itos (CONTENT_CRAFTITEM_MUSH) + " 1";
	f->extra_dug_item_rarity = 10;
	f->setNodeBox(core::aabbox3d<f32>(
		-0.4375*BS,
		-0.5*BS,
		-0.4375*BS,
		0.4375*BS,
		0.5*BS,
		0.4375*BS
	));
	f->addNodeBox(core::aabbox3d<f32>(
		-0.5*BS,
		0.3125*BS,
		-0.5*BS,
		-0.4375*BS,
		0.375*BS,
		-0.4375*BS
	));
	f->addNodeBox(core::aabbox3d<f32>(
		0.4375*BS,
		0.125*BS,
		0.4375*BS,
		0.5*BS,
		0.1875*BS,
		0.5*BS
	));
	f->addNodeBox(core::aabbox3d<f32>(
		0.4375*BS,
		-0.1875*BS,
		-0.5*BS,
		0.5*BS,
		-0.125*BS,
		-0.4375*BS
	));
	f->addNodeBox(core::aabbox3d<f32>(
		-0.5*BS,
		-0.375*BS,
		0.4375*BS,
		-0.4375*BS,
		-0.3125*BS,
		0.5*BS
	));
	f->setInventoryTextureCube("cactus_top.png", "cactus_side.png", "cactus_side.png");
	f->type = CMT_WOOD;
	f->hardness = 0.75;
	f->pressure_type = CST_CRUSHABLE;
	lists::add("creative",i);

	i = CONTENT_PAPYRUS;
	f = &content_features(i);
	f->description = wgettext("Papyrus");
	f->setInventoryTexture("papyrus.png");
	f->setAllTextures("papyrus.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->param2_type = CPT_PLANTGROWTH;
	f->draw_type = CDT_PLANTLIKE;
	f->plantgrowth_large_dug_node = CONTENT_PAPYRUS;
	f->plantgrowth_large_count = 1;
	f->plantgrowth_max_height = 5;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->type = CMT_PLANT;
	f->hardness = 0.25;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_SAPLING;
	f = &content_features(i);
	f->description = wgettext("Sapling");
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->setAllTextures("sapling.png");
	f->setInventoryTexture("sapling.png");
	f->setAllTextureFlags(0);
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->light_propagates = true;
	f->air_equivalent = false;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 1;
	f->type = CMT_WOOD;
	f->hardness = 0.1;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	f->fertilizer_affects = true;
	lists::add("creative",i);

	i = CONTENT_APPLE_SAPLING;
	f = &content_features(i);
	f->description = wgettext("Apple Tree Sapling");
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->setAllTextures("apple_sapling.png");
	f->setInventoryTexture("apple_sapling.png");
	f->setAllTextureFlags(0);
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->light_propagates = true;
	f->air_equivalent = false;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 1;
	f->type = CMT_WOOD;
	f->hardness = 0.1;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	f->fertilizer_affects = true;
	lists::add("creative",i);

	i = CONTENT_JUNGLESAPLING;
	f = &content_features(i);
	f->description = wgettext("Jungle Sapling");
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->setAllTextures("junglesapling.png");
	f->setInventoryTexture("junglesapling.png");
	f->setAllTextureFlags(0);
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->light_propagates = true;
	f->air_equivalent = false;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 1;
	f->type = CMT_WOOD;
	f->hardness = 0.1;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	f->fertilizer_affects = true;
	lists::add("creative",i);

	i = CONTENT_CONIFER_SAPLING;
	f = &content_features(i);
	f->description = wgettext("Conifer Sapling");
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->setAllTextures("conifer_sapling.png");
	f->setInventoryTexture("conifer_sapling.png");
	f->setAllTextureFlags(0);
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->light_propagates = true;
	f->air_equivalent = false;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 1;
	f->type = CMT_WOOD;
	f->hardness = 0.1;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	f->fertilizer_affects = true;
	lists::add("creative",i);

	i = CONTENT_APPLE;
	f = &content_features(i);
	f->description = wgettext("Apple");
	f->setInventoryTexture("apple.png");
	f->setAllTextures("apple.png");
	f->setAllTextureFlags(0);
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE_SML;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->air_equivalent = true;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 1;
	f->dug_item = std::string("CraftItem apple 1");
	f->ondig_replace_node = CONTENT_APPLE_LEAVES;
	f->ondig_replace_node_requires = CONTENT_APPLE_TREE;
	f->type = CMT_WOOD;
	f->hardness = 0.0;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	// plants
	i = CONTENT_WILDGRASS_SHORT;
	f = &content_features(i);
	f->description = wgettext("Wild Grass");
	f->setInventoryTexture("wildgrass_short.png");
	f->setAllTextures("wildgrass_short.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->air_equivalent = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->material_pointable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	//f->pointable = false;
	f->buildable_to = true;
	f->type = CMT_PLANT;
	f->hardness = 0.10;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;

	i = CONTENT_WILDGRASS_LONG;
	f = &content_features(i);
	f->description = wgettext("Wild Grass");
	f->setInventoryTexture("wildgrass_long.png");
	f->setAllTextures("wildgrass_long.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->air_equivalent = true;
	f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WILDGRASS_SHORT)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->material_pointable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->buildable_to = true;
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;

	i = CONTENT_DEADGRASS;
	f = &content_features(i);
	f->description = wgettext("Dead Grass");
	f->setInventoryTexture("deadgrass.png");
	f->setAllTextures("deadgrass.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->air_equivalent = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->material_pointable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->buildable_to = true;
	f->type = CMT_PLANT;
	f->hardness = 0.10;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;

	i = CONTENT_FLOWER_STEM;
	f = &content_features(i);
	f->description = wgettext("Flower Stem");
	f->setInventoryTexture("flower_stem.png");
	f->setAllTextures("flower_stem.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->air_equivalent = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->material_pointable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->buildable_to = true;
	f->type = CMT_PLANT;
	f->hardness = 0.10;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;

	i = CONTENT_FLOWER_ROSE;
	f = &content_features(i);
	f->description = wgettext("Rose");
	f->setInventoryTexture("flower_rose.png");
	f->setAllTextures("flower_rose.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->air_equivalent = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->material_pointable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->buildable_to = true;
	f->type = CMT_PLANT;
	f->hardness = 0.10;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_FLOWER_DAFFODIL;
	f = &content_features(i);
	f->description = wgettext("Daffodil");
	f->setInventoryTexture("flower_daffodil.png");
	f->setAllTextures("flower_daffodil.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->air_equivalent = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->material_pointable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->buildable_to = true;
	f->type = CMT_PLANT;
	f->hardness = 0.10;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_FLOWER_TULIP;
	f = &content_features(i);
	f->description = wgettext("Tulip");
	f->setInventoryTexture("flower_tulip.png");
	f->setAllTextures("flower_tulip.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->air_equivalent = true;
	f->param_type = CPT_LIGHT;
	f->draw_type = CDT_PLANTLIKE;
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->material_pointable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->buildable_to = true;
	f->type = CMT_PLANT;
	f->hardness = 0.10;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_SEEDS_TEA;
	f = &content_features(i);
	f->description = wgettext("Tea Seeds");
	f->setAllTextures("farm_seeds_tea.png");
	f->draw_type = CDT_PLANTLIKE;
	f->param_type = CPT_LIGHT;
	f->setAllTextureFlags(0);
	f->walkable = false;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->air_equivalent = true;
	f->special_alternate_node = CONTENT_TEA;
	f->solidness = 0; // drawn separately, makes no faces
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->type = CMT_PLANT;
	f->hardness = 0.4;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_TEA;
	f = &content_features(i);
	f->description = wgettext("Tea Plant");
	f->setInventoryTexture("plant_tea.png");
	f->setAllTextures("plant_tea.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->param2_type = CPT_PLANTGROWTH;
	f->draw_type = CDT_PLANTLIKE;
	f->plantgrowth_small_dug_node = CONTENT_SEEDS_TEA;
	f->plantgrowth_large_dug_node = CONTENT_CRAFTITEM_TEA_LEAVES;
	f->plantgrowth_large_gives_small = true;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->buildable_to = true;
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_BEANS_COFFEE;
	f = &content_features(i);
	f->description = wgettext("Coffee Beans");
	f->setAllTextures("farm_seeds_coffee.png");
	f->draw_type = CDT_PLANTLIKE;
	f->param_type = CPT_LIGHT;
	f->setAllTextureFlags(0);
	f->walkable = false;
	f->light_propagates = true;
	f->sunlight_propagates = true;
	f->air_equivalent = true;
	f->special_alternate_node = CONTENT_COFFEE;
	f->solidness = 0; // drawn separately, makes no faces
	f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
	f->cook_result = std::string("CraftItem2 ")+itos(CONTENT_CRAFTITEM_COFFEE_BEANS)+" 1";
	f->type = CMT_PLANT;
	f->hardness = 0.4;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);

	i = CONTENT_COFFEE;
	f = &content_features(i);
	f->description = wgettext("Coffee Plant");
	f->setInventoryTexture("plant_coffe.png");
	f->setAllTextures("plant_coffee.png");
	f->setAllTextureFlags(0);
	f->light_propagates = true;
	f->param_type = CPT_LIGHT;
	f->param2_type = CPT_PLANTGROWTH;
	f->draw_type = CDT_PLANTLIKE;
	f->plantgrowth_small_dug_node = CONTENT_BEANS_COFFEE;
	f->plantgrowth_large_dug_node = CONTENT_BEANS_COFFEE;
	f->solidness = 0; // drawn separately, makes no faces
	f->walkable = false;
	f->flammable = 1; // can be replaced by fire if the node under it is set on fire
	f->fuel_time = 30/32;
	f->buildable_to = true;
	f->type = CMT_PLANT;
	f->hardness = 0.15;
	f->pressure_type = CST_CRUSHABLE;
	f->suffocation_per_second = 0;
	lists::add("creative",i);
}