dropondie = {} local registered_drop_filters = {} -- return true to drop, false to destroy function dropondie.register_drop_filter(func, priority) table.insert(registered_drop_filters, priority or (#registered_drop_filters + 1), func) end local blacklist_drop = {} dropondie.register_drop_filter(function(player, itemname) return table.indexof(blacklist_drop, itemname) == -1 end) local function drop(player, pos, itemstack) local it = itemstack:take_item(itemstack:get_count()) local sname = it:get_name() for i=1, #registered_drop_filters do if not registered_drop_filters[i](player, sname) then return itemstack end end local obj = minetest.add_item(pos, it) if obj then obj:set_velocity({ x = math.random(-1, 1), y = 5, z = math.random(-1, 1) }) local remi = minetest.settings:get("remove_items") if minetest.is_yes(remi) then obj:remove() end end return itemstack end local function drop_list(player, pos, inv, list) for i = 1, inv:get_size(list) do drop(player, pos, inv:get_stack(list, i)) inv:set_stack(list, i, nil) end end local function drop_all(player) local pos = player:get_pos() pos.y = math.floor(pos.y + 0.5) local inv = player:get_inventory() for _, item in pairs(give_initial_stuff.get_stuff(player)) do inv:remove_item("main", ItemStack(item)) end drop_list(player, pos, inv, "main") drop_list(player, pos, inv, "craft") end minetest.register_on_dieplayer(drop_all) minetest.register_on_leaveplayer(drop_all)